Category: Marketing
State of the Factory: Year 2
Thanks for reading to the end! I hope it’s been useful. And if you’ve stayed with us through the rough times, we really appreciate it, both of us. A heartfelt thank you. It’s probably meant more this year than any time before or since.
POST-LAUNCH STEAM DATA: CULTIST SIMULATOR IN NUMBERS
These numbers support a bunch of received knowledge: post-launch sales are vital for keeping your game selling; front-page featuring on Steam is priceless; localising your game into Chinese is a very sensible thing to do.
Develop 2019, awards, eldritch noms and hello Canada.
Some more meetings/interviews occured, games were checked out and a very important ice cream reprieve was had before the preparation process for what was to come.
I don’t hate social media…
Social media has now become a vital organ in promoting video games. It’s top of the list of what you need to set up, keep active and learn how to properly use. I appreciate its value, I love the variety of content, the way it can help people and I enjoyed every Game of Thrones Season 8 meme more than most of the episodes. We are...
Cultist Simulator mobile: the all-singing, all-dancing data dump
I intend to experiment further with other platforms, but have no official news on the subject right now! Let me know your thoughts on our data above, and if you have any additional numbers you’d like to see. Hope our figures prove useful for devs considering mobile porting themselves. 🙂
THE MERCH BLOG: PART THE FIRST
If you’re an indie and have questions about setting up your own store, ping me in the comments here, or on Twitter. And of course, if you ain’t bought it yet…