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Blog: Understanding early access on itch.io

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.


Nowhere Prophet First Access Recap – Five week on itch.io

On the 10th of October I started the Nowhere Prophet First Access on itch.io. That was just over five weeks ago so I guess it’s time for a look at how that went and how I feel about it.

The Game

Nowhere Prophet is a roguelike deck-building game. Take command of a convoy of outcasts and lead them through a colorful post-apocalyptic world.

I’ve been working on it since 2015 primarily by myself. The project has taken longer than planned (my original release date was mid 2016) but it’s finally getting ready.

My plan at the start of 2017  was to launch an Early Access campaign in December but the overwhelmingly positive feedback at conventions like Indigo made me pull that forward and aim for October instead.


The Plan

I’ve spent a lot of time thinking about how best to launch the game – and why. Turns out I’m not looking to make a lot of money before the final launch, it’s more about getting the game out there and building a community.

So how to do that in a way that makes sense for me?

Kickstarter?

No, that’s too much work. It’s about a month for prep and a month of full-time work during the Kickstarter. I’m all by myself so that’s two months during which the game would not progress.

Add to that the fact that video games have had a harder time on Kickstarter lately. and combine it with the tough to describe (and harder to gifize) gameplay of Nowhere Prophet.

Early Access on Steam?

No, because that’s dangerous. Releasing in Early Access on Steam already feels like a proper launch to many people and simply moving from Early Access to the final version isn’t really a newsworthy event anymore – unless your game is already famous.

I’d rather go slow and focus on one big release. Also launching on Steam later runs less of a risk of accumulating some bad reviews while the game’s still being worked on.

A bit of both?

Yes please! I decided to take a closer look at itch.io, after seeing their robust support in action for Overland. Then I noticed that the platform offers a rewards system and a new idea was born:

An Early Access combined with higher backer-tiers that offer the unique chance of shaping the game. I wanted my fans to be able to invest into a game they love to see themselves in it: You can spend to become one of the cards, design a piece of equipment or even become a boss enemy.

The First Access

So I had an idea, spent some time with the reward tiers and their pricing and then I planned a long marketing campaign, full of ideas for image posts, contests, raffles etc. And then scrapped it.

Instead I decided to soft-launch the game to take some of the pressure off of myself. I opted for a softer start and instead decided to put more of the emphasis on the final releasedown the line. That gives me more freedom to still experiment with the game now without fear.

I’ve also kept my expectations purposefully low. Itch.io is not a marketplace that’s known for $19.99 mid-core games. So I went in expecting about 20 purchases in the first week, 10 of which from friends and family, and the usual decline to a slow drip afterwards.

The Stats

Turns out my friends and family have sorely disappointed me, bringing shame on their houses: Only a meager 5 purchased a copy of Nowhere Prophet. However every one else stepped up. The first week saw about 60 purchases, three times what I expected. And there were a total of 136 sales in the five weeks since the start of the First Access.

All of these are at the base price of $19,99 or higher. About 7% of all purchasers left a little tip and about 10% opted for a higher tier. 3x THE FACE for $80.00, 10x THE NAME for $30.00.

Deducting the 10% retained by itch.io and the payment provider’s fee leaves about 85% of the sale price. Looking at all the purchases so far that leaves me with a total of $2628,94.

As video game launches go that’s not a terribly good one. Considering that a big chunk of the money a game makes comes in the first weeks this looks bleak. But then again, this isn’t really the game’s final release.

The Feels

Still, all that said: I’m very happy. The game sold much better than I’ve expected. But not only that, I’ve also consistently received good feedback and a few very active players have started to form a core community.

Also there were a few surprise streams and videos. Having done little to no marketing I was really happy to see that some people stumbling over the game found it intriguing enough to try out. Most notable are the videos from Dad’s Gaming Addiction and Splattercat. Splattercat even recorded two videos which are filled with positive comments. The impact of these videos can be seen in the stats above: The clearly visible spike on the 21st of October coincides with the first Splattercat video.

I’m also really happy with my last-minute idea of opening a Nowhere Prophet Discord channel. I wavered before the First Access a bit as to where and how to set up the community hub: My own forum, the steam community, the itch forum? In the end I decided to go with the path of least resistance and use the built-in itch forum, and then added a Discord channel, which has quickly become invaluable.

It’s allows me to get direct feedback from my players and to incorporate the most active members of the community into the beta builds of upcoming patches.

The Next Steps

I’m very happy with my decision to go to itch.io first. The positive feedback has made me confident that the final launch has a solid chance to be successful. It’s even got me thinking that I might roll the game out to Early Access on Steam before the final release, which, by the way, is planned for Q2 2018.

But before that I’ll be busy updating and polishing the game. The first major update was released today and that felt like too long a stretch. For the next updates I’ll be aiming for a turnaround time of 2-3 weeks as to keep them focused and provide a more steady stream of new stuff for my players.

And that’s it. I’m excited to see where the game is going and I’m optimistic about the release next year.

Cheers,

Martin

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NCSoft lays plans to close its short-lived MOBA MXM

The folks behind NCSoft’s free-to-play multiplayer online battle arena game Master X Master announced today that they’re preparing to shut the game down for good on January 31st of next year.

The game was reportedly the first MOBA developed internally by NCSoft, and while it’s been in some form of development and alpha/beta testing for years, it didn’t officially launch until this summer (June 21st, to be specific).

To prepare for the shutdown, the dev team is taking a number of measures: the ability to buy things with real money on the MXM storefront is being permanently disabled, all purchases made between August 30th and today will be automatically refunded over the next two weeks, all game modes will be switched on and made available at all times, and all players will receive half a million “X-Coin” (the in-game currency) to “unlock all content”, including a special community-developed character skin.

“Deciding to close the game is not a decision we come to lightly, but ultimately it came down to a matter of business—we explored several options, but none of them were sustainable,” reads an excerpt of the announcement. “For the remainder of the game’s service, we’re going to do everything we can to honor the community and show thanks for your support.”

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Starbreeze’s earnings drop during self-described ‘expansive phase’

Starbreeze Studios’ latest earnings report shows the Swedish game company’s fortunes are on the wane, the result of a self-described “expansive phase” of company-wide investment with the goal of hitting SEK 2 billion ($238.1 million USD) in revenues by 2020.  

The company reported a loss (before tax) of SEK 35.3 million ($4.2 million USD) on SEK 77.7 million ($9.2 million USD) in revenues generated during its third quarter, which ended in September. That’s a bit of a drop from the same period last year, when the company reported SEK 11 million ($1.3 million USD) in profits on SEK 102.7 million ($12.23 million USD) in revenues.

Behaviour Interactive’s Dead by Daylight accounted for the lion’s share of the revenue this quarter, and the company announced today that the Starbreeze-published title (an asymmetrical horror game released last year on PC, this year on consoles) has sold 3 million copies since its debut last summer.

While Starbreeze’s own Payday franchise took a back seat to Dead by Daylight in terms of overall sales, when you drill down into Starbreeze Games’ (the company’s in-house game dev division) financial performance it’s Payday 2 that brought in the biggest piece of the division’s revenues, which rose year-over-year by ~16 percent.

Looking ahead, Starbreeze’s latest report is very clear about the company’s intentions to expand and continue focusing on “games-as-a-service” projects that can be launched, then monitized over time with new updates.

“We will continue to develop games where the gameplay sets the stage for ongoing development and new updates for the lifetime of the game,” reads an excerpt of the report. “Accordingly, our primary focus is to ensure that the organization has the capacity to develop major game titles while delivering a steady stream of new content that enhances previously released games to extend their lifetime. The plan is to have at least three parallel development teams and to optimize team staffing for ongoing game projects.”

Also, here’s some fun facts that Starbreeze (and not many other game companies) provides in its earnings release: at the end of its third quarter, the company reportedly had 303 employees — 258 men and 45 women. The average number of full-time workers during the quarter was 290, and their average age was 34.

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Battle against ancient dragons and save the empire!

Battle against ancient dragons and save the empire!

Winner of 200+ Game of the Year Awards, Skyrim® arrives on the Nintendo Switch™ console. The open-world adventure from Bethesda Game Studios® where you can virtually be anyone and do anything, now allows you to go anywhere—at home and on the go. New features include motion controls, gear based on the Legend of Zelda™ series, and amiibo™ compatibility.

Features:

  • As Dragonborn, you are the prophesized hero born with the power of The Voice. On your quest to restore balance to Skyrim, you will battle ancient dragons, explore rugged mountains, and master hundreds of weapons, spells, and abilities.
  • Includes all content from official add-ons: Dawnguard, Hearthfire, and Dragonborn.
  • Discover exclusive gear inspired by The Legend of Zelda™ series. Tap compatible amiibo™ figures for a chance to wield the Master Sword, protect yourself with the Hylian Shield, or look heroic in the Champion’s Tunic (this gear can also be earned without the help of amiibo figures).
  • Use motion controls to battle with melee weapons, aim your bow, or pick locks, exclusively on the Nintendo Switch™ console.
  • Craft gear, experiment with cooking and alchemy, or build a home. You can even start a family if you choose.

If you are interested in purchasing the game, please visit https://skyrim.nintendo.com

Game Rated:

Blood and Gore
Intense Violence
Sexual Themes
Use of Alcohol

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Pokémon Ultra Sun and Pokémon Ultra Moon are available now!

Pokémon Ultra Sun and Pokémon Ultra Moon are available now!

The latest games in the Pokémon series, Pokémon Ultra Sun and Pokémon Ultra Moon, are OUT NOW exclusively on the Nintendo 3DS family of systems. Some new features in Pokémon Ultra Sun and Pokémon Ultra Moon include:

  • A brand-new story — In Pokémon Ultra Sun and Pokémon Ultra Moon, a brand-new story unfolds featuring Necrozma alongside the Legendary duo Solgaleo and Lunala. Ominous dark clouds begin to spread and the secrets of Necrozma and the Alola region, which were never disclosed in the previous games, will finally come to light.
  • Different Pokémon — As you explore Alola in Pokémon Ultra Sun and Pokémon Ultra Moon, you’ll meet Pokémon in the region that didn’t appear in Pokémon Sun and Pokémon Moon. You’ll see some familiar faces, too, alongside some newly discovered Ultra Beasts.
  • New areas to explore — Discover new areas across Alola like Pikachu Valley, new beaches and more, as well as the worlds that lie beyond the Ultra Wormhole. Players can ride on the Legendary Pokémon Solgaleo and Lunala to travel through the Ultra Wormhole to reach the various worlds that lie beyond it.
  • New Z-Moves — In Pokémon Ultra Sun and Pokémon Ultra Moon, players will discover a new Z-Power Ring which, when activated, allows them to use an even wider variety of Z-Moves. There is a variety of brand-new Z-Moves for players to discover on their adventures.
  • Exciting new gameplay features — Players can take to the waves with Mantine Surf, take amazing pictures in the Alola Photo Club, fight their way through the new Battle Agency and more on their adventure through the Alola region.

Pokémon Ultra Sun and Pokémon Ultra Moon are available to purchase now at retail and Nintendo eShop. For more information about Pokémon Ultra Sun and Pokémon Ultra Moon, please visit: Pokemon.com/UltraSunMoon.

Games Rated:

Mild Cartoon Violence

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Nintendo’s Switch and SNES Classic topped U.S. game hardware sales last month

According to a report from The NPD Group, the Nintendo Switch was the best-selling game console in the U.S. last month, with the SNES Classic Edition in second place.

This lends a bit more credence to the notion that the Switch is selling quite well for Nintendo, which (according to company chief Tatsumi Kimishima’s recently Q&A with investors) is necessary this holiday season in order for the console to achieve Wii-like momentum. 

Coupled with the strong sales of the SNES Classic mini-console (which sold roughly 2 million in its first month) and continuing sales of the “3DS family of devices”, NPD claims that Nintendo hardware accounts for roughly two-thirds of all video game hardware sold in the U.S. in both September and October.

This was also evidently the first October since 2011 in which the NPD (which gets sales data from most major retail operations) saw over 1 million sales of video game hardware.