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Now Available on Steam – Planetoid Pioneers – Up to 25% off!

Planetoid Pioneers is Now Available on Steam and is up to 25% off!*

Welcome to Planetoid Pioneers, a cooperative sci-fi Physicsvania where kooky old astronauts fall over themselves with QWOP-like action to explore the Asteroid Belt beyond Mars. It’s been built on the unique Crush2D physics engine and can be played on your couch with or against your friends in seamless pick-up-and-play Co-Op and PvP action.

To celebrate the launch from Steam Early Access, the Contributor Edition is 25% off*. Owners of Cortex Command receive an additional 25% off the Contributor Edition.*

*Offers end February 15 at 9AM Pacific Time

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Now Available on Steam Early Access – Laser League, 30% off!

Laser League is Now Available on Steam Early Access and is 30% off!*

Blink and you are dead!

LASER LEAGUE is the new last-word in high-speed, future-sports team action. Battle against the opposition for control of nodes that bathe the arena in deadly light. Evade rival coloured beams, and fry your opponents with speed, strength and strategy.

*Offer ends February 15 at 10AM Pacific Time

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Blog: A data-driven look at how a free demo can help fund your game

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


Nimbatus – How a free demo got our game funded

On the 2nd of November 2017 we launched a Kickstarter campaign for our game Nimbatus – The Space Drone Constructor, which aimed to raise $20,000. By the campaign’s end, 3000 backers had supported us with a total of $74,478. All the PR and marketing was handled by our indie developer team of four people with a very low marketing budget. Our team decided to go for a funding goal we were sure we could reach and extend the game’s content through stretch goals. The main goal of the campaign was to raise awareness for the game and raise funds for the alpha version.

Part 1 – Before launch

“You must have a community before launching your Kickstarter!”
Is what we believed when we launched our first Kickstarter campaign in 2016. For this first campaign, we had built up a very dedicated group of people before the Kickstarter’s launch. Nimbatus also had a bit of a following before the campaign launched:

~ 300 likes on Facebook
~ 1300 followers on Twitter
~ 1000 newsletter subs
~ 3500 followers on Steam

However, there had been little interaction between players and us previous to the campaign’s launch. This made us unsure whether or not the Nimbatus Kickstarter would reach its funding goal.

A few weeks prior to launch, we started to look for potential ways to promote Nimbatus during the Kickstarter. We found our answer in social news sites. Reddit, Imgur and 9gag all proved to be great places to talk about Nimbatus. More about this in Part 3 – During the campaign.

As with our previous campaign, the reward structure and trailer were the most time-consuming aspects of the page setup. We realised early that Nimbatus looks A LOT better in motion and therefore decided that we should show all features in action with animated GIFs.
Two examples:
 


 

In order to support the campaigns storytelling, “we built a ship, now we need a crew!”, we named all reward tiers after open positions on the ship.
 

We were especially interested how the “Navigator” tier would do. This $95 tier would give backers free digital copies of ALL games our company EVER creates.
 

We decided against Early Bird and Kickstarter exclusive rewards in order avoid splitting backers into “winners and losers”, based on the great advice from Stonemaier Game’s book A Crowdfunder’s Strategy Guide (EDS Publications Ltd. (2015). Their insights also convinced us to add a $1 reward tier because it lets people join the update loop to build up trust in our efforts. Many of our $1 backers later increased their pledge to a higher tier.

Two of our reward tiers featured games that are similar to Nimbatus. The keys for these games were provided by fellow developers. We think that this is really awesome and it helped the campaign a lot! A huge thanks to Avorion, Reassembly, Airships and Scrap Galaxy <3

Youtubers and streamers are important allies for game developers. They are in direct contact with potential buyers/backers and can significantly increase a campaign’s reach. We made a list of content creators who’d potentially be interested in our game. They were selected mostly by browsing Youtube for “let’s play” videos of games similar to Nimbatus. We sent out a total of 100 emails, each with a personalized intro sentence, no money involved. Additionally, we used Keymailer. Keymailer is a tool to contact Youtubers and streamers. At a cost of $150/month you can filter all available contacts by games they played and genres they enjoy. We personalized the message for each group. Messages automatically include an individual Steam key. With this tool, we contacted over 2000 Youtubers/Streamers who are interested in similar games.

How it turned out
– About 10 of the 100 Youtubers we contacted manually ended up creating a video/stream during the Kickstarter. Including some big ones with 1 million+ subscribers.
– Over 150 videos resulted from the Keymailer outreach. Absolutely worth the investment!
 

Another very helpful tool to find Youtubers/Streamers is Twitter. Before, but also during the campaign we sent out tweets, stating that we are looking for Youtubers/Streamers who want to feature Nimbatus. We also encouraged people to tag potentially interested content creators in the comments. This brought in a lot of interested people and resulted in a couple dozen videos. We also used Twitter to follow up when people where not responding via email, which proved to be very effective.

In terms of campaign length we decided to go with a 34 day Kickstarter. The main reason being that we thought it would take quite a while until the word of the campaign spread enough. In retrospective this was ok, but we think 30 days would have been enough too.
We were very unsure whether or not to release a demo of Nimbatus. Mainly because we were unsure if the game offered enough to convince players in this early state and we feared that our alpha access tier would potentially lose value because everyone could play already. Thankfully we decided to offer a demo in the end. More on this topic in Part 3 – During the campaign.

Since we are based in Switzerland, we were forced to use CHF as our campaign’s currency. And while the currency is automatically re-calculated into $ for American backers, it was displayed in CHF for all other international backers. Even though CHF and $ are almost 1:1 in value, we believed this to be a
hurdle. There is no way to tell for us how many backers were scared away because of this in the end.

Part 2: Kickstarter Launch

We launched our Kickstarter campaign on a Thursday evening (UTC + 1) which is midday in the US. In order to celebrate the launch, we did a short livestream on Facebook. We had previously opened an event page and invited all our Facebook friends to it. Only a few people were watching and we were a bit stressed out.
 

In order to help us spread the word we challenged our supporters with community goals. We promised that if all these goals were reached, each backer above $14 would receive an extra copy of Nimbatus. With most of the goals reached after the first week, we realized that we should have made the challenge a bit harder.

The first few days went better than expected. We announced the Kickstarter on Imgur, Reddit, 9gag, Instagram, Facebook, Twitter, in some forums, via our Newsletter and on our Steam page. If you plan to release your game on Steam later on, we’d highly recommend that you set up your Steam page before the Kickstarter launches. Some people might not be interested in backing the game but will go ahead and wishlist it instead.
 

Part 3: During the campaign

We tried to keep the campaign’s momentum going. This worked our mostly thanks to the demo we had released.

In order to download the Nimbatus demo, people needed to head over to our website and enter their email address. Within a few minutes, they received an automated email, including a download link for the demo. We used Mailchimp for this process.
 

We also added a big pop up in the demo to inform players about the Kickstarter.

At first we were a bit reluctant to use this approach, it felt a bit sneaky. But after adding a line informing players they would be added to the newsletter and adding a huge unsubscribe button in the demo download mail, we felt that we could still sleep at night.

For our previous campaign we had also released a demo. But the approach was significantly different. For the Nimbatus Kickstarter, we used the demo as a marketing tool to inform people about the campaign. Our previous Kickstarters’ demo was mainly an asset you could download if you were already checking out the campaign’s page and wanted to try the game before backing.

We continued to frequently post on Imgur, Twitter, 9Gag and Facebook. Simultaneously, people streamed Nimbatus on Twitch and released videos on Youtube. This lead to a lot of demo downloads and therefore growth of our newsletter. A few hundred subs came in every day. Only about 10% of the people unsubscribed from the newsletter after downloading the demo.
Whenever we updated the demo or reached significant milestones in the campaign, such as being halfway to our goal, we sent out a newsletter. We also opened a Discord channel, which turned out a be a great way to stay in touch with our players.

We were quite surprised to see a decent opening and link click rate. Especially if you compare this to our “normal” newsletter, which includes mostly people we personally met at events. Our normal newsletter took over two years to build up and includes about 4000 subs. With the Nimbatus demo, we gathered 50’000 subs within just 4 weeks and without travelling to any conferences.
 


(please note that around 2500 people subscribed to the normal newsletter during the Kickstarter)

On the 7th day of the campaign we asked a friend if she would give us a shoutout on Reddit. She agreed and posted it in r/gaming. We will never forget what happened next. The post absolutely took off! In less than an hour, the post had reached the frontpage and continued to climb fast. It soon reached the top spot of all things on Reddit. Our team danced around in the office. Lots of people backed, a total of over $5000 came in from this post and we reached our funding goal 30 minutes after hitting the front page.

We couldn’t believe our luck. Then, people started to accuse us of using bots to upvote the post. Our post was reported multiple times until the moderators took the post down.
We were shocked and contacted them. They explained that they would need to investigate the post for bot abuse. A few hours later, they put the post back up and stated to have found nothing wrong with it and apologized for the inconvenience. Since the post had not received any upvotes in the past hours while it was taken down it very quickly dropped off the front page and the money flow stopped. While this is a misunderstanding we can understand and accept, people’s reactions hit us pretty hard. After the post was back up, many people on Reddit continued to accuse us and our friend. In the following days, our friend was constantly harassed when she posted on Reddit. Some people jumped over to our companies Twitter and Imgur account and kept on blaming us, asking if we were buying upvotes there too. It’s really not cool to falsely accuse people.

Almost two weeks later we decided to start posting in smaller subreddits again. This proved to be no problem. But when we dared to do another post in r/gaming later, people immediately reacted very aggressive. We took the new post down and decided to stop posting in r/gaming (at least during the Kickstarter).

After upgrading the demo with a new feature to easily export GIFs, we started to run competitions on Twitter. The coolest drones that were shared with #NimbatusGame would receive a free Alpha key for the game. Lots of players participated and helped to increase Nimbatus’ reach by doing so. We also gave keys to our most dedicated Youtubers/streamers who then came up with all kinds of interesting challenges for their viewers.

All these activities came together in a nice loop:
People downloaded the Nimbatus demo they heard about on social media/social news sites or from Youtubers/Streamers. By receiving newsletters and playing the demo they learned about the Kickstarter. Many of them backed and participated in community goals/competitions which brought in more new people.
 

Not much happened in terms of press. RockPaperShotgun and PCGamer wrote articles, both resulting in about $500, which was nice. A handful of small sites picked up the news too. We sent out a press release when Nimbatus reached its funding goal, both to manually picked editors of bigger sites and via gamespress.com.
 

Part 4: Last Days

Every person that hit the “Remind me” button on a Kickstarter page receives an email 48 hours before a campaign ends. This helpful reminder caused a flood of new pledges. We reached our last stretch goal a few hours before our campaign ended. Since we had already communicated this goal as the final one we withheld announcing any further stretch goals.
 

We decided to do a Thunderclap 24 hours before the campaign ends. Even after having done quite a few Thunderclaps, we are still unsure how big of an impact they have.

A few minutes before the Kickstarter campaign was over we cleaned up our campaign page and added links to our Steam page and website. Note that Kickstarter pages cannot be edited after the campaign ends!

The campaign ended on a Tuesday evening (UTC + 1) and raised a total of $75’000, which is 369% of the original funding goal. After finishing up our “Thank you” image and sending it to our backers it was time to rest.
 

Part 5: Conclusion

We are very happy with the campaign’s results. It was unexpected to highly surpass our funding goal, even though we didn’t have an engaged community when the campaign started. Thanks to the demo we were able to develop a community for Nimbatus on the go. The demo also allowed us to be less “promoty” when posting on social news sites. This way, interested people could get the demo and discover the Kickstarter from there instead of us having to ask for support directly when posting. This, combined with the ever growing newsletter, turned into a great campaign dynamic. We plan to use this approach again for future campaigns.
 

Growth

300 ——————> 430 Facebook likes

1300 ——————> 2120 Twitter followers

1000 ——————> 50’000 Newsletter signups

3500 ———————> 10’000 Followers on Steam

0 ———————> 320 Readers of subreddit

0 ———————> 468 People on Discord

0 ———————> 300 Members in our forum

More data

23% of our backers came directly from Kickstarter.
76% of our backers came from external sites.
For our previous campaign it was 36/64.

The average pledge amount of our backers was $26.
94 backers decided to choose the Navigator reward, which gives them access to all games our studio will create in the future. It makes us very happy to see that this kind of reward, which is basically an investment in us as a game company, was popular among backers.
 

Main sources of backers

TLDR:

  • Keymailer is awesome, but also contact big Youtubers/streamers via email.

  • Most money for the Kickstarter came in through the demo.

  • Social news sites (Imgur, 9Gag, Reddit, …) can generate a lot of attention for a game.

  • It’s much easier to offer a demo on social news sites than to ask for Kickstarter support.

  • Collecting newsletter subs from demo downloads is very effective.

  • It’s possible to run a successful Kickstarter without having a big community beforehand.
     

We hope this insight helps you plan your future Kickstarter campaign. We believe you can do it and we wish you all the best. 🙂

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Video: Tales of a video game drag queen – Making Kitty Powers’ Matchmaker

What’s involved in the making of a charming, inclusive, and remarkably funny dating sim?

Magic Notion founder Richard Franke explained just that at GDC 2015 when he took the stage to chart the development of the company’s drag queen-hosted mobile dating sim Kitty Powers’ Matchmaker.

Matchmaker was his first indie project after almost 20 years making “big” console games, and in a very personal story, Franke (a “close personal friend” of Kitty Powers herself!) covered how he dealt with inclusiveness, making comedy work in a game, designing a compelling dating game, and how to keep your wig on when all around are losing theirs.

It was a fabulous talk that touched on subjects rarely covered in these sorts of postmortem presentations, so if you missed it back in 2015 don’t miss out on your chance to now watch Franke’s talk completely free via the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas.

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Starting in early March: Redeem Gold Points for eligible digital purchases for the Nintendo Switch system!

Starting in early March: Redeem Gold Points for eligible digital purchases for the Nintendo Switch system!

My Nintendo members already earn Gold Points by buying qualifying games. However, an exciting change is coming! Starting in March, My Nintendo members will also be able to redeem Gold Points for eligible digital games and content for the Nintendo Switch™ system.

Here’s how it will work:

  • Buy a qualifying digital game for Nintendo Switch, Wii U™, or Nintendo 3DS™ family systems or a physical game for the Nintendo Switch system.
  • Earn Gold Points worth 5% of the amount you pay, not including any points or discounts used*.
  • You can then redeem those points on your next eligible digital purchase (including games and DLC) for the Nintendo Switch system from Nintendo eShop or Nintendo.com.

Of course, you can also continue to redeem your points for existing My Nintendo rewards for Wii U or Nintendo 3DS systems.

Stay tuned for more details!

*Buying a physical game for the Nintendo Switch system will earn you Gold Points worth 1% of the Nintendo eShop purchase price for that game.

My Nintendo Gold Points expire after 12 months on the last day of the month. Visit My Nintendo Rewards Program Terms of Service of the full terms and conditions.

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The second DLC Pack for Fire Emblem Warriors is available February 14!

The second DLC Pack for Fire Emblem Warriors is available February 14!

New playable characters, history maps, costumes, and more have come to the Fire Emblem Warriors game! Here’s what’s in the Fire Emblem: Shadow Dragon DLC Pack:

3 new characters

  • Navarre is a Mercenary that takes on the opposition with a sword. His Lone Wolf skill increases damage when he’s not paired up with another unit.
  • Minerva, a Wyvern Rider, combats foes with her Axe. Her Iote’s Shield skill nullifies enemy effectiveness.
  • Linde the Mage joins the fight with her Tome. With her Quick Wit skill, critical hits fill the Awakening gauge regardless of weapon advantage.

New History Maps

  • “A Brush in the Teeth” (feat. Navarre)
  • “Princess Minerva” (feat. Minerva)
  • “Knorda Market” (feat. Linde)
  • New costumes
  • Marth: Bridegroom
  • Caeda: Bride
  • Tiki: Vibrant Dress
  • Lyn: Swordmaster

New armor break models

  • Marth
  • Caeda
  • Tiki
  • Navarre
  • MinervaLinde
  • Celica
  • Lyn
  • Anna

New weapon attributes

  • Statflip: Swaps both Attack & Defense, and Magic & Resistance. When combined with Topsy-Turvy, the character will physically attack with Resistance and defend with Magic.
  • Genpeer: Inflicts bonus damage against enemies of the same gender and less damage against those of the opposite gender.
  • Gencross: Inflicts bonus damage against enemies of the opposite gender and less damage against those of the same gender.

New weapons

  • Linde: Aura
  • Navarre: Wo Dao
  • Minerva: Hauteclere
  • Caeda: Wing Spear
  • Tiki: Divinestone
  • Anna: Anna’s Bow

The Fire Emblem: Shadow Dragon DLC Pack can be purchased on the official site. If you already purchased the Season Pass, this DLC Pack is available to you at no additional cost.

Note: new costumes, character-exclusive weapons, and weapon attributes must be unlocked as rewards from playing through the new History Maps.

Full version of game required to use DLC.

Game Rated:

Suggestive Themes
Violence

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Take-Two swings to profit, has high hopes for Red Dead Redemption 2

Grand Theft Auto publisher Take-Two Interactive today reported a modest bump in revenue and a swing to profit for the fiscal quarter ended December 31.

The company said one of its main focuses–expanding digital sales–is on track, stating that recurrent consumer spending (purchases of DLC, in-game currency and microtransactions) grew 64 percent year-over-year and accounted for 32 percent of total net revenue.

Ongoing revenue from Grand Theft Auto Online and the successful launch of NBA 2K18 were attributed for the growth seen in recurrent consumer spending.

Take-Two reported quarterly (GAAP) net revenue of $480.8 million, up from $476.5 million for the same quarter a year ago. Net income was $25.1 million, up from a net loss $29.8 million.

Take-Two is optimistic about the company’s  prospects for fiscal 2019. CEO Strauss Zelnick confirmed Rockstar Games’ recently-delayed open world horse-wranglin’ gun-slingin’ cowboy simulator Red Dead Redemption 2 will launch on October 26, 2018.

Zelnick added, “We continue to expect to deliver both record net bookings and record net cash provided by operating activities in fiscal 2019, in excess of $2.5 billion and $700 million, respectively, led by the launches of Red Dead Redemption 2 and a highly anticipated new title from one of 2K’s biggest franchises.”

The company raised its net revenue guidance for the year ending March 31, 2018 to range between $1.8 and $1.85 billion, with profits expected to range between $170 to $181 million.