




500 units sold. The best launch I could have hoped for with 800 wishlists and zero streamer coverage.
I released The Board is Yours almost 2 weeks ago with 800 WL and I'm reaching 500 units sold.
Work breakdown
This game is the result of over 600 hours of work. I initially planned the game for 300h (so the typical x2), and it's a very complex incremental game based on chess, which explains why most of the time was development. I did art and sound/music as well, and took a bit more time (100+ hours) for marketing, collecting emails, sending emails, keys, (but which basically lead to nothing yet).
Wishlists
Launched the page in december, and got basically no traction at all (as expected). I released a demo on itch which made around 5K plays and got me ~300 wishlists and a few more with the demo release on steam. I doubled this with the Next Fest and ended up with 800 WL at launch.
Launch & 10th review
I knew some people were interested in strategic thinking in the landscape of incremental games, but I wasn't sure it was a good idea to try to mix the two genres, because in the end, the game is definitely very, very, complex. In fact what happened is that for an idle game, the pacing is as good as the player is (quote from a player), which makes the game duration very hard to predict: some people cleared the game in 4 hours, others in 30h... But the result was amazing:
- Almost 500 sales, with 3.5% return rate
- Over 18 reviews, 100% positive meaning that the target audience of the game really loved it (especially when you read some of the in-depth reviews).
- 2h30 of median time, with an average playtime of 7 hours
- Zero bug report, and several good ideas for QoL improvements that are on their way for the first patch.
I hit the 10th review day 5 and got a huge boost of visibility from the discovery queue which went from ~40 per day to 2K. I also managed to have 2 bundles up with games recently launched, which brought a few more sales from incremental world, but I'm still actively looking for other bundles even if I have very little answers yet (it seems like bundles are very important for the long tail...).
An unexpected boost
With the release, and the good rating on a site dedicated to incremental games (incrementalDB), my game went back at the top of this site and I even managed to have a featuring on it which brought a few thousand people to the itch demo which was still up. After a week of visibility, the itch algorithm started pushing my demo a lot (the very same demo I released in february and which made 5K plays at the time), and it brought 10K more plays to the demo, which gives a very good idea of what the full game looks like. So I guess I got some sales from this as well.
What's missing
First, for now, I did not manage to bundle with chess-based games especially, which is too bad because some big title recently launched and some are doing incredibly well (looking at you Gambonanza), but yeah... I'm way too small to bring anything to the table for them so that's understandable (have a great day).
But the worst is that I basically got zero coverage from streamers. I had a few thousands of views (cumulated) for the demo version, but around 60 views (cumulated...) for the full game, despite sending plenty of keys and still working on that side.
It's still early and I have some hope, especially because the reviews and feedback show that I made a game that people definitely enjoy playing. But at the same time, the game is maybe too hard, not flashy enough and as a result not interesting show to people.
What's next
So I guess I can continue to convert on the long tail, with some marketing, bundling, and still hoping to have some streamer coverage, but I feel like I already managed to show the game to the right audience who enjoyed it, and there might not be that many more people left who could enjoy it. It seems unlikely that I will be able to reach the 50 reviews mark at some point, but the current result still feels like a success for a first game (not a commercial success, the projections looks like $2/h for the lifetime revenue of the game). I tried to make my game for a very specific target audience, and they responded extremely positively which is such a relief after so much work.
So now that I know I can make a good game for a specific target audience, all I need to do is choose a wider target audience!
Have fun making games!