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

Where do the wishlists for my game ACTUALLY come from?

I was this many days old when I discovered this stuff… Anyway, I have been trying to boost sales of Democracy 4, as you do, and thus have been experimenting a lot with the UTM tracking cookie stuff that steam now supports. The results have been mixed, and complex, and not the direct topic of this quick blog post, but one thing did come out of my analysis…

I’ve been tracking a bunch of different ad campaigns I have been running since the 6th april. Lots of spreadsheet crap later, I concluded that I can trace the relative effectiveness of multiple ad campaigns that have led to to be able to vouch for 167 wishlists adds for Democracy 4 during this period. Unfortunately there is a problem with this number:

In that period, Democracy 4 had over 8,000 new wishlists. That means I’m fussing and huffing over a stupid <2% of the total. Why do I give a damn about these -ad-generated wishlists when clearly I am getting so many more from other sources. But where?

The first place to look at is the graph, to see if we had any actual notable spikes in wishlist adds during that period:

Clearly the answer is YES. Around 30th april to the first few days in may there was a big spike in D4 wishlists. Its not earth shattering, but its pretty good. Sadly steam has no way of telling me directly where they came form, unless they came from people using UTM tracked links, which clearly they were not, or I would have spotted them earlier. So I had a hunch this might be youtube related, as I have done some promotion to youtubers lately. I narrowed down a google search for “youtube democracy 4” with a super tight date range, and the top hit was a bunch of lets play videos from a Turkish youtuber. How can I tell if this is the spike?

Well… this is what I learned today. You will not find this information ANYWHERE in the wishlist stats pages for steam. You might imagine if it was anywhere, it would be there…but no. To be fair, its explained in the steam docs, but its hardly intuitive. If you go to the regional sales reports for each app, and look at each country and then expand the little + icon you find it…

So as I understand it, I got a 2,600% increase in the usual number of wishlists per-day from Turkey over that period. Its actually *not a lot* in revenue or wishlist terms, but the percentage difference is pretty eye popping. This is handy because its not just saying I made $x extra revenue thanks to this youtube coverage, but also potentially more due to the wishlisters who would hopefully then buy the game on sale later.

Of course thats interesting…but it begs the question as to how effective is it compared to ads, and if its effective enough, how to encourage it in future. I got about 8,000 wishlists over my examined date range, and 513 seemed to come from this youtube vid. Total Turkish wishlists were 965, so over half of them came because of one youtube vid. That means its DEFINITELY worth trying to repeat that in other countries.

And of course there lies the issue. How to get youtubers to play my game? And not just the wannabes with 5 followers and 2 views per video (1 to check it uploaded, and 1 from your mother). This is the real problem. You can get your game in front of a lot of youtubers with ads on keymailer, but still, thats just a capsule. How to really get across to them that this is a GOOD video for lets plays?

FWIW I think the game is unusually good for youtub,e but especially twitch. You can literally poll your viewers on what laws to pass or spending to cut/increase. What could be better for hilarious results and interaction with your viewers? The trouble is, finding a way to tell that direct to youtubers without just shoveling money at PR companies to pester them for me. I’m still not 100% sure on the ROI there. (its so fuzzy).

Food for thought anyway. BTW if you *do* want a key and have thousands of followers/views, you can see our keymailer link here:

Positech Energy. OH YES INDEED

So yeah… I have literally been wanting to type this for years, and I’m finally doing it. There is not THAT much concrete I can announce, but there are plans..real plans..and actual actions…

I’m a big renewable energy fan. If you follow this blog a lot you might know that I have solar panels in my garden (2.1kwp) and also have put some solar panels on a local school (as a charitable thing). I’m a big fan. I also have over the years invested in peer-to-peer networks that build solar farms, through sites like the westmill solar farm co-op and abundance. I got quite into it. It *can* be a reasonably good (and very safe & predictable) investment. I’ve wanted to do a lot more for years.

Luckily, I seem to be unusually good at running an indie game company, and also unusually good at investing the profits, which means I’m finally in a position to fulfill a very long-held dream and actually start a little solar energy company, which I have unimaginatively called Positech Energy. Its a real proper registered company, and everything! It even has an incredibly crap placeholder website that has almost zero content!

So…whats this for then?

I’m a big fan of solar farms, and have read about them a ridiculous amount., I always wanted to build one, not just invest in one someone else built. Frankly investment is easy, and lazy. You just read some financial documents and click a button. You could do it in the bath ffs. Its not the hard work. The hard work is the actual nitty gritty of where the tires hit the road and you have to talk to planning people, and local government, and solar installers, and energy companies, and regulators, and energy distribution companies… and about a bazillion other pieces of bureaucracy… This is what puts people off, and its PRECISELY because this is so awkward, and difficult, and stressful that I decided to do it…

I am aware of just how easy it is to be a ‘slacktivist’. Someone whose idea of activism is using a hashtag, or adding an emoji to their twitter profile. Thats all well and good, but its not even 0.000001% as effective as getting off your ass and physically making a change. I’ve already insulated my house to oblivion, put solar in the garden, bought an electric car, switched to a green electricity provider, and so on. I’ve done the green-investment thing, but really, its only one step up from slactivism. I haven’t really made an impact on the issue I care about: climate change and green energy’s part in all that.

So… I’m planning on building a solar farm. We have a potential site (actually potential site #2 now…#1 fell through), and are in the haggling stages. Its nowhere near me. I wont be able to nip out there to stare at it daily. It is in the UK though. Also… its kinda MASSIVE from the POV of me, but tiny from the POV of the big energy companies.

It turns out that roughly 1MWp is the size we are aiming for. So a peak output of about 1MW, which is quite a lot. over a year you generate maybe 1,000 MW(ish). For comparison to fill (from empty) a high performance Tesla model S is 100kw, so thats 10,000 cars recharged per year. Its also a lot of space, and solar panels. Thousands of them in fact.

The plan is also to incorporate some energy storage (effectively a shipping container or two full of lithium ion batteries wired into the grid). This allows you to get a better price for the power, as you can effectively ‘cache’ it for when its a good time to sell, and also you can sell ‘grid stabilization’ where you allow the national energy grid to rent space in your battery to dump excess power and then slurp it back a few minutes (or seconds) later if they are having trouble maintaining grid frequency. There is an open(ish) market for these kind of services.

This is going to take MONTHS to have any progress whatsoever. There will be a lot of staring at paperwork, and spreadsheets, and emails, and phonecalls/zoom meetings and bureaucracy and nonsense. I’ve already been driven MAD by the insane demands of simply opening a second bank account in a new company name… But hopefully it will be worth it.

Because I love stats, and the free market, and sharing, I intend to be very open about the technical and financial side once we actually have contracts signed. That might be a while…

(BTW I am still working 40+ hours/week on indie games with Democracy 4. This crazy adventure is my hobby. Its not a big time commitment)

Six months in Early Access (Democracy 4)

So yup! Today is the day, according to my calendar. Six months into Early Access on my political strategy game; Democracy 4! Thats quite a milestone, and a good time to reflect on how things are going so far.

The big thing to note is that this is the first of the ‘Democracy’ games that has been in Early Access. In the past, I did listen a lot of user feedback, and released patches and updates to the game, but that was all post-release. Of course, these days the change between being in early access and post-release support is very blurred, and to be honest totally arbitrary. I doubt I will stop improving and tweaking the game just because we declare it to be out of Early Access at some point. I guess the only real difference is the point at which you want to signal to potential buyers that the game is fully playable and content complete enough to enjoy.

Frankly, that point is now. We have committed publicly to adding Italy as a playable country, and that brings the total countries in the game to 9, which I think is pretty reasonable. This is an indie game, with mod support and I don’t think 9 countries is too small a number.

I’ll almost certainly add more anyway…

The thing is, I don’t actually mind being in Early Access. I guess there is a bunch of ‘deferred sales’ from people waiting for me to flip that switch, but I am in no immediate hurry to do so. Having the game in EA encourages feedback and lets players know you will read it, and thats definitely a good thing.

Something else that suggests that we may be complete enough to declare the game done, is our language support. We entered early access with just English but we now support a total of 8 different languages. I am tempted to add Chinese or Japanese at some point, but TBH there isn’t a particularly strong business case there, and translating from English to these languages i quite expensive…

One thing we have not done yet is an OSX port. TBH apple have done absolutely everything possible to put me off ever considering this, even though the game uses opengl and is not tied to windows. Frankly, apple change what they are doing, pull support for things, and redesign their entire business model and dev platform so often I don’t even *know* if they even support opengl any more, and whatever API they support now will change next year, so whats the point? Maybe at some future point when apple have settled down, stopped charging devs for having the honor of making OSX games, and stopped changing the min specs, maybe it will make sense, but until then my advice to mac gamers is to buy a PC.

Anyway, people like stats on anniversaries of game releases, so lets look at some. Here are some juicy steam stats.

  • 1,177 reviews
  • Roughly 58,000 sales
  • Roughly 88,000 wishlists right now.
  • Current review score: 86% positive

Now a bunch of more fun gameplay style stats:

  • Games per day: Roughly 4,000
  • Most popular screen res: 1920px
  • Average framerate: 58.4 FPS
  • Most common event: ‘Share IPO success’
  • Most triggered situation: ‘Technological Advantage’
  • Most triggered achievement: ‘ShuffleMeister’
  • Average Socialism: 39.1%
  • Average Liberalism: 80.9%
  • Average Voter Cynicism: 1.55%

I suspect real world voters are more cynical :D

I know lots of indies would have done a super-complex analysis of that units sold chart with arrows and breakdowns of what each spike was, but frankly I’m too busy and don’t care. My experience is that a HUGE chunk of getting more sales is just improving the game, and that the spikes tend to be steam sales or discount weekends etc. I’m more interested in growing that lower line (regular daily sales) than the spikes. YMMV.

An indie strategy game translation business case. lets do the Math(s)

(My wife is triggered when I say ‘math’ because its American. we say maths here in the land of Monty python)

I have a bit of a rule that I try to follow, that when I am trying to make a business decision, I always calculate forwards not backwards. What I mean by that, is I try not to think ‘I’d like a Polish translation of Democracy 4. is it justified?’. That already sets you on the foot of WANTING it to be. The best way to do this is to set out the number that justifies a greenlight, then to work out the equations as best you can, then unemotionally go with the result.

Democracy 4 is currently in English, French, Italian, German, Spanish and Brazilian Portuguese. The classic strategy game translation pattern is EFIGS. I have added Brazilian Portuguese because it was done by someone who got in contact with me direct, so was affordable.

Anyway. Lets look at Russian, Japanese and Polish.

If I look at Democracy 3, which was translated into Russian and Polish but not Japanese, I get the following full-history revenue breakdown. Note that the game did not *ship* initially with those, the languages were added later.

  • Russian revenue $91k gross
  • Japanese revenue $45k gross
  • Polish revenue $89k

Democracy 3 sold super well, over 6 years with 4 expansion packs, so the total revenue is really good, and obviously Democracy 4 revenue right now is WAY lower, but I’m trying to plan ahead.

Steam take 30%, and there are refunds, chargebacks, and sales tax, so we actually get about 60% which gives me:

  • Russian net income $54,600
  • Japanese net income $27,000
  • Polish net income $53,400

The cost of a translation for the game is roughly $7-9k. It can go higher with more interesting languages like Japanese, so lets say the high end and assume $9k. We are likely to add a fair bit of extra policies etc. over time, and need to keep everything up to date so lets budget for a final $10k per language. I also have to implement it, play test it, and deal with any problems that might come up that have not been seen before in earlier languages. This generally isn’t taking me more than a few days each time, but lets push the complete implementation cost for each one to $12k.

This currently assumes that Democracy 4 sells the same as Democracy 3. This may not be true due to the following negatives:

  • People might be sick of politics due to real world events
  • Much more competition in the games market in general
  • Players of democracy 3 may have ‘had their fill’ of politics and decide not to upgrade

However there are also positives:

  • Young people seem much more engaged in the Bernie sanders / alt-right / Jeremy Corbyn / AOC era than they were during the relatively bland time when D3 came out.
  • Steam is bigger, with a larger addressable audience now
  • D3 was a hit, and some people will be easy to persuade to get D4 if they enjoyed the previous game.

I’m not super risk-taking, so lets be pessimistic and assume that the balance of these factors means that the long term income of Democracy 4 (which I should have mentioned is a MUCH better game btw) is likely to be about 66% of that of Democracy 3. That gives us these values:

  • D4 projected Russian net income: $36,036
  • D4 projected Japanese net income: $17,820
  • D4 projected Polish net income: $35,244

There is a big assumption here, and that is that people playing Democracy 3 in country X…were playing it in the local language, and would NOT have bought an English-language version. The way to check this is to look at the percentage of sales in the first year of release that were Chinese for D3, and compare it with the percentage in the most recent year (where Chinese was translated). This is not perfect, and china specific but we get this:

  • Percentage of D3 sales to China year 1: 0.16%
  • Percentage of D3 sales to China last year: 4.33%

Same for Polish:

  • Percentage of D3 sales to Poland year 1: 0.53%
  • Percentage of D3 sales to Poland last year: 2.7%

So we can see that the effect of a native language version boosted Chinese sales and Polish sales, and the relative native-language-applicable revenue was 96% and 80% respectively, so lets split the difference and assign a value of 88% to the revenue:

  • D4 projected income from native Russian: $31,711
  • D4 projected income from native Japanese: $15,681
  • D4 projected income from native Polish: $31,014

This all makes a super-convincing case to do Russian and Polish, and a slim, but arguable case for justifying Japanese. There are of course other factors, and huge margins for error. One factor is the multiplier-flywheel effect. If I could sell an extra 10,000 copies of Democracy 4 tomorrow and get no money at all for it…its kind of in my interests, because then it climbs up the ‘top sellers’ lists and gets more visibility. Also, I may already be selling copies of D4 to english-speaking players in Polad/Japan who cannot recomend it to their non-english speaking gaming friends yet. Thus, the word-of-mouth of the game is currently not at full capacity.

PLUS! Democracy 4 is not just sold on steam, but direct from us (via humble widget), through GoG, Humble Store and the Epic store. Epics royalty rate is famously higher, and that then changes the figures slightly again in my favor…

I shall mull this over, because no indie dev suddenly commissions $30k more contract work without being 100% sure and sleeping on it, but I thought people may be interested in seeing the thought process.

I know that crowd-sourced translations are a thing, we even started it with D4, but progress is too slow, and also too unpredictable. It also runs the risk of multiple contributors having different translations for the same word in various places throughout the game. I think professional translations are a better system. YMMV.

An amazeballs chart of Democracy 4 playtime since initial release.

Thanks to the wonders of excel, and php etc, I can present this amazeballs chart showing both the number of games, and the number of hours in total playtime each day for Democracy 4, my indie political strategy game.

I think people can overanalyze this stuff TBH, and I don’t think there is anything especially amazing to note. This is ALL playthroughs, not just steam copies BTW. There is a very nice bit at the end where the hours played decouples upwards from games played, implying people are playing for longer sessions (which generally you equate with better balance, and happier customers).

I have quite a lot of Democracy 4 stats, but they are much more interesting to me than most people, and the data can be a bit complex. Probably the most interesting stuff is player feedback on what they think the developer should work on next (taken from in-game voting). Here is the data from the latest version:

I do find stuff like that pretty helpful tbh.