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399 points TaurenHunter | 2 comments | | HN request time: 0.419s | source
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LarsDu88 ◴[] No.42190221[source]
Really impressive. I wonder if the fact that it's one of the only graphically cohesive games built with Rust/Bevy has anything to do with its relative success.

I'm jealous. My indie VR game Rogue Stargun has sold abysmally on Steam.

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sbarre ◴[] No.42190479[source]
What kind of marketing or outreach have you done for your game?

Edit: I ask because the devs on Tiny Glade are ex-DICE (I think?) and definitely ex-Embark Studios, two very well-known AAA studios, and they've been very active both in the Rust community (Discord, Meetups, etc), the Houdini community (conferences and meetups) and elsewhere to promote this game during development..

So they already had a personal brand and an audience built-in, which I'm sure helped.. Plus it's a great game.

If you want to give the marketing side a real try for your game, this is a decent resource if you're not already familiar with it: https://howtomarketagame.com/

(No affiliation but I know a few indie devs who were not well-known and had no pre-existing audience, and had success with the approach).

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LarsDu88 ◴[] No.42191486[source]
Quite honestly, virtually no marketing and no more than $200 in paid ads.

I actually have a full time job so spending time on making the game decent and marketing and raising a kid is currently impossible.

As long as my game is out in the world creating a bit of entertainment, I'm content

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1. ferfumarma ◴[] No.42191738[source]
> As long as my game is out in the world creating a bit of entertainment, I'm content

Wow; great attitude! If that's the case, then why not make it free for a couple weeks and try to build up some review volume?

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2. LarsDu88 ◴[] No.42197807[source]
The reviews are already at 4.9 on Meta Quest. I'd rather not go straight into commoditizing the product.