Game Design, Programming and running a one-man games business…

Fighting to get ad click costs down.

I’m running on-going promotional campaigns for Production Line at the moment across a variety of sources. My plan is to work out the current best value for money in terms of cash paid per impression and per click/like, and then to ramp up in that area. Getting a decent click cost is proving tricky though.

After a lot of fiddling, and narrowing of audiences, I’m still struggling to get a Facebook like for Production Line at less than $1.00. I’ve seen my costs wave from $0.83 to $1.95 over a period of a week, even after cropping the lower performing ads out of the equation. The CPM on facebook is currently $13.06, which even as a really targeted demographic, is way too high. It could be that my ad copy sucks, although I have tried variation there. My relevance is  4 or 5.

Switching to AdWords promotion of my trailer gives me different results, The CPM there is £0.33 (roughly $0.44) which is tons better, but possible less effective? The cost per view is just £0.12 / $0.16, which is very attractive…

On reddit I’m seeing roughly $0.66 CPC for ads that lead directly to the steam store page. This is very direct, but is it really 4x as good as getting people to see my trailer?

What I don’t like about ad-words trailer promotion is that its 99% branding with very little engagement beyond that. Viewing my trailer is fine, but how long will that memory persist? When advertising my trailer, I got 642 steam store visits from youtube, and spent £1,500 to get them. If I look at the period before (no ads), I got 506, so effectively I’m paying £1,500 for 142 visits plus general brand awareness. The game is £12, so if all of them bought it now, I’d still make a slight loss under steams cut. How much is brand awareness worth to me? And how annoying to not know the actual real conversion rate of those steam visitors…

There are pros and cons all over the place to thinking this way. there is also the Uber/Tesla/Amazon strategy of really not giving a damn if you are losing money on ads, as long as you can spend enough to get 50,000 players one way or the other, and hope that this then becomes self sustaining and viral. This sounds nuts but it might not be, as lets be honest, you *do* get paid for the games, its only the difference (the loss per customer) that is actually an expense…

Looking at the adwords example.. £1,500 for 142 visits is a loss of £2.17 per sale, or $2.82. Lets imagine I could scale that up in a linear fashion to buy another 12,000 production line steam buyers (doubling its current steam sales, and making 34,000 players in total. The cost of that would be $33,840.

Thats a lot of money, but not impossible. I’ve certainly risked similar amounts on share dealing on a regular basis.

Interesting…

In the meantime here is today’s production Line video in which I wear a hat:

Launching and promoting an early access game on steam, 2017.

Production Line, my latest game released on steam on May 18th 2017. Thats 77 days ago, and according to steam spy, its sold 13,055 copies. We had a prolonged alpha test off steam where we sold another 10,000 copies. The game currently retails at $15.99 but was cheaper during our pre-early access direct sales period. How do I feel about that, how did I do that, and how can I sustain this?

Firstly some perspective. assume I have earned on average $10 per copy, thats roughly $230,000 income from the game. Development costs are not high on an art & music basis, but they aren’t trivial either. I’m looking at a raw profit, before I get paid anything of about $150,000. Theoretically pretty good, although I worked a LONG time on the game before going public with it. it looks like I have earned roughly $38 an hour from developing the game so far.

A lot of this is ‘front-loaded’. Games can continue to sell well long after you finish development of them. Despite my pessimism shortly after its launch, Democracy 3 Africa has gone on to earn a reasonable profit (nothing earth-shattering, but a surprise nonetheless). Although there is a lot more to spend on PL (sound effects are barely in, more art is to come, also trading cards and a LOT more code support), I suspect there is more to earn too. So far the game has not been discounted a single time, not even at launch. Its final price may creep up above $15.99 towards the $20 mark, and we haven’t actually had our version 1.0 release yet.

So how to ‘keep up momentum’ and continue to stay afloat and profitable with the game?

Regular readers of my blog will know that I advertise, and do so fairly extensively (for an indie). I’ve advertised in many places, but my preference in 2017 is social media. I don’t do that much chasing of press any more, as press coverage seems only very weakly correlated with sales these days. I think what matters is eyeballs, eyeballs, eyeballs. A lot of new indies rely entirely on exposure through steam. That strategy is doomed. Dead. Passed-on. Ceased to be. Expired.

So far, Production Line has spent 17.84% of its revenue on marketing, or put another way 25.64% of profit. I believe this figure should be higher to get any sort of real awareness, and am currently trialling 8 different facebook ads to see which one has the best conversion rate to page likes before ramping up that spending. I’ve spent roughly 68% of my ad budget on facebook, 16% reddit, and the rest split between adwords and twitter.

The place where I am arguably being really slack is trade shows. I have a 2xPC booth coming up at EGX, and me and Jeff will be there handing out flyers. I have badges ordered, some PL stickers, and a silly yellow hat and jacket to wear so I stand out a bit. Its all a bit meek though. Really I should be appearing at other game shows too, but there aren’t many within the travel distance and date-range that I require, not that get any actual traffic, anyway. Appearing at a show can be expensive, I put the total cost, including hotels, travel, swag and booth at roughly £3,500.

So is any of this promo stuff worth it?

Very hard to tell. Conventional year 1990-2010 thinking was that its all about conversion rates and track-able sales. In 2017 I no longer think this is true. I think all that is desirable is awareness. There are a TON of games out there on GoG, Humble Store & Steam. The sales events can be big, and the store traffic enormous, but what matters is getting YOUR game noticed. In a sea of game logos, you want to be the one that gets clicked on, and thats much more likely if the logo or game name/image has been seen before.

Why?

Well actually its science. We have, hard-coded in our brains, a connection that says ‘familiarity == desirability’. Why? because basically if we have seen something before and we see it again, we know it didn’t try to kill us last time. Its a basic survival instinct. So what you need is people to see your game name, screenshots, video, logo, etc as often as possible, for the lowest cost. Making that work is tricky, not least because thousands of other people are trying to do the same thing. In a perfect market, all costs would level out exactly to match their effective impact, but we know that no market is perfect.

For example, is a view of my production trailer worth 10 ad impressions? or 50? Is it worth 10 at 10 seconds view until skip, and 50 at a full watch? This stuff is guesswork, we have no real idea, so we have to develop our own crude guesses. I once carried out a very exhaustive (and expensive) month of testing where I tried a whole bunch of ad media, and tracked conversions of all of them. I concluded that one media was vastly, vastly better than the others (facebook), but I now suspect it is not that simple. Facebook may be good at driving engagement in the short term, but I want long term name recognition, not just short term clicks and buys.

And that thinking brings us back to EGX and shows, and similar shenanigans. Is handing out a badge or leaflet to someone worth the same as a like on facebook? Are show-visitors more engaged online and more vital in terms of social network graphs for telling people about your game? I strongly suspect so, but there is little data or science on this. Unfortunately, as indies, we do not have the option of saturation marketing, where you spend ten million dollars and EVERYONE knows about the game. We know that works, we have to see if you can get 1% of the effect for $100k. I doubt that equation is linear, but does it skew in favour of size? Who knows.

And of course, this is why its so hard to effectively promote a game like Production Line. However, it can also be fascinating, and even fun.

 

 

YOUR INDIE GAME WILL FLOP AND YOU WILL LOSE MONEY

At the time of writing, a quick check of stats on steamspy for player unknown:battlegrounds reveals this chart:

A very basic analysis suggests 500,000 copies this month, at $30, minus maybe 40% for refunds/taxes/steams cut gives us:  roughly $9million this month. Total sales stand at 3 million, for a total estimate of $53 million so far since release 3 months ago. Assuming a lifetime doubling of that 9conservative) that gives us about $100,000,000. income.

The developer is listed as bluehole inc, who apparently have about 90 staff: https://en.wikipedia.org/wiki/PlayerUnknown%27s_Battlegrounds

So the average income per employee there is a million dollars. original team size was 35, so assume that half the money goes to equity holders and its split equally between the 35, that gives them roughly $1.4 million each. In practice thats bollocks, because more likely 80% would be going to the equity holders and I’d guess 90% of that belongs to maybe a handful, at best 4 people? (I have ZERO idea, this is my guesswork), which means company founders are probably getting about $22 million from the game. Include sequels, potential DLC, merchandise and so on, and you can probably round it up to 25 million.

Thats a fuck-ton of cash.

But the problem is, the chances of Joe Indie game developer achieving this are close enough to zero as makes no difference.  There are 348 pages of ‘top sellers’ on indie games on steam. Taking the mid point, and looking at the top game (I wont pick on it publicly, so lets not name it). Its an RPG with Zombies in apparently (that shouldn’t narrow it much :D). Steamspy says…. *drumroll*

3,500 owners. Top price has been $9.99, been out 9 months. Maximum conceivable income is $20,979 to the developer. In practice, as its been on sale, lets multiply that by 50% and get about $10,000.

This game isn’t exactly World Of Warcraft but it has a proper 3D graphics thing going on, positive reviews and a decent capsule graphic. lets depress ourselves with the numbers:

Assume the developer is a single person with no other costs and keeps all the money: $10,000 a year, or roughly 1% of the revenue/employee as PU:BG.

Assume they are the founders/owners/creators and keep all that sweet cash, they earned roughly 0.04% of the equiv person behind PU:BG.

Yes…these figures are very very rough, but I didn’t deliberately pick something bad, in fact I picked half way through the indie top sellers. Are we really thinking they sound so out of whack? This is a WINNER TAKES ALL market. You are either in the top 0.1% of indie game developers, or you are unemployed, with an expensive hobby where you make effectively free games.

This is nobodies ‘fault’. Steam didn’t cause it, Unity didn’t cause it. games got easier to make, and more people got access to PCs, development kits, computer skills and broadband. Its really no different from waiting tables whilst pretending to be an actress, or avoiding admitting you are unemployed by claiming to be a writer. There is virtually nothing I can do about this, and nothing you can do about this, but there is something we can collectively do to at least minimize the collateral damage:

Lets admit that the default position for an indie game developer is pretty much poverty. If you want to make money, maybe one day buy a house, start a family, have a pension, why are you making indie games? You KNOW you are almost certainly screwed right? or to put it another, simpler, TL;DR way:

YOUR INDIE GAME WILL FLOP AND YOU WILL LOSE MONEY

Now, *some* people don’t flop, and do well. And that *might* be you, but I urge you, go into this job (like any other) with your eyes WIDE open. Your chances of success are incredibly, incredibly small. This is not a sensible career. This is not a wise career move. This is almost certainly personal financial suicide. You may (like me) feel compelled to make games regardless of success or failure, but ALWAYS know the odds. ALWAYS. (Han solo is wrong about his topic). I know people get inspired to make games by reading about the success of some developers (including me), and that’s great, but always know what you are doing. Do not remortgage your house to do this. Do not both quit your job and live off savings to do this when you have kids to support. Do not assume you are different or special.

Treat this as a disclaimer for my blog: You are reading the thoughts of a guy who was coding since age 11, has 36 years coding experience, has shipped over a dozen games, several of which made millions of dollars, got into indie dev VERY early, knows a lot of industry people, and has a relatively high public profile. And still almost NOBODY covered my latest game (in terms of gaming websites). Its extremely, extremely tough right now.

 

Settling into Early Access

So Production Line has been in Early access on GoG and Steam now for about three weeks now. We were in pre-release pre-order thingy for a long while before that. I’m almost at the point now where steam sales equal the number of pre-EA sales, and things are ticking along quite nicely. At one point there was a BIG discrepancy between the review scores of pre-order direct customers (97% positive!) and Steam, but the overall steam review score is creeping up (76% positive as I write this).

Basically we went into EA with an under-done tutorial and poor game balance, and although you can say that about absolutely every single EA game I have ever played, apparently we shouldn’t have done that. Thankfully improving the tutorial was fairly quick, and although the game is far from balanced, its much better than it used to be, as is the GUI.

Interestingly the game is phenomenally popular in Germany (our #1 sales country) despite being only in English, hence today’s update provides all the code support required to enabled multi-language support, and I know a bunch of players are already keen to help out with a fan-translation, so that should be something we can get into the game pretty quick.

I’ve been using keymailer to send out youtube keys, which is revealing in just 1)How many people with FUCK-ALL followers and viewers think they will get free keys, 2)How few people who even request keys actually accept them and 3) how few of those even install, let alone cover the game. I am close to thinking that the traditional ‘send out youtube keys’ part of PR is close to useless. Most of the youtubers who have actually driven traffic are people who presumably bought it, as I never sent them a thing.

My strategy for Production Line has revolved around two plans:

  1. Try to be as responsive as I reasonably can on youtube/twwitter/reddit/facebook/forums/steam to everyone with questions or comments about the game
  2. Regular updates and regular developer blog videos.

This is all FREE, but it takes up a lot of TIME. Fortunately as a workaholic whose job IS his hobby and who lives in a field with few friends, I have lots of time. Hurrah? In all seriousness I do wonder if the true equation of indie game success is something like this:

GameSuccess = ((Experience + Originality * (1.0 – SocialLife)) – (0.1f * NumberOfChildren)) * (AdvertisingBudget + GenreProfitability).

Probably not far off anyway. The amount of indies I meet who seem to know EVERYONE, who are very extrovert, who have been to every show, and have played EVERY game, and are incredibly well travelled and love to party…whose game you can then look up on steamspy and realize they are living on food bank donations is non-trivial.

Anyway, I am in the happy position to be able to work on PL in a relaxed and fairly calm way, because believe it or not Democracy 3, our politics game from 2013 is still making enough money to keep positech running even now. Speaking of Democracy 3, I have EXCITING news that is coming soon, although for horribly technical reasons its not *quite here yet*. Anyway… expect version 1.23 of Production Line today, its a cool update featuring touchscreens, cameras, a better car-sales design, and multiple language support.

Launched into Early Access. Blimey etc

So…Here we are, a few days after the release of Production Line into Early Access on Steam and GoG. How did it go I hear you ask?

Well if you read my earlier post on the pre-release guesswork and nerves here, you will recall that I was hoping to sell 300 copies in the first day, and had extrapolated to that showing the game to be a decent success that i would be very happy with. It turns out we sold about triple that amount (including humble,steam and GoG), so suffice to say I am very happy with how well the game is being received. Also we are getting some very nice coverage like this, which is always good.

On the flip-side, we clearly have a few crashes in the game AND also had a bad problem with balance. Essentially, the 1.19 release which was the EA build was unbalanced in terms of the rate at which the AI researched car technology, and also the number of technologies that could become universal. The system meant that very rapidly the AI had reduced cars to being effectively worthless because you needed a ton of essential tech which you could charge for, and went bankrupt…yikes.

This was patched yesterday, and the AI is now much calmer, the list of tech that can ever become universal is shorter, and the universal tech is still (partly) chargeable, making the game much more playable. of course now a few people say it is way too easy so…thats the next step in the path of game balance :D

The big moment of stress for me over the weekend was a sort of self-induced problem. I had been working for a while (in the run-up to the 18th) on a major revamp of the way car designs are done, allowing you to define different car ‘models’ such as ‘Standard’ ‘Sport’ Deluxe’ etc, and have your production line recognize each car and install the appropriate bits. This is VASTLY better than the old system  that shipped in 1.19. This was also something that players of the game had requested quite strongly through the priorities voting, and something I wanted to get in ASAP. The problem is that I hugely underestimated the ramifications in code of doing this, and how much needed to be changed, tweaked, fixed, and tested. The result was that I had a half-finished feature I really badly needed to finish before I could look at the balance and crash issues people were angry about.

At one stage we dropped out of ‘positive’ steam reviews to ‘mixed’. ARGHHHHHHH.

So to cut a long sleepless story short, I worked a damned lot of hours on coding, testing and verifying this feature, did some emergency code fixing for the balance stuff (which is also a vast improvement) and finally after a lot of testing released 1.20 to the world yesterday (GoG build still uploading…damned internet). As a result we are back in ‘positive’ scores, and things can only get better :D

So…apart from how stressful EA launches can be what else have I learned?

  1. People don’t leave steam reviews. Maybe 1% if you are lucky. You really would be amazed at how skewed steam reviews are. I have no idea how to fix this to ensure its more balanced :(
  2. Youtubers who request keys through a proper site (like keymailer) often do not accept the key when you give it to them. then most of them who accept it never install or run the game. Most of the ones who install and run the game don’t make a video, or even tweet about it. This is both surprising and infuriating.
  3. People automatically expect to get a game cheaper in the future. We have about 15,000 wishlists already. I have zero intention of dropping the price or putting the game in a sale. it will be interesting to watch what happens as a result.

I feel so much happier than yesterday when I was stressed as hell. And yet then, today some extremist maniac blew up children in my country. FFS.