{"id":17110,"date":"2018-04-11T15:00:00","date_gmt":"2018-04-11T15:00:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/316440"},"modified":"2018-04-11T15:00:00","modified_gmt":"2018-04-11T15:00:00","slug":"blog-early-access-without-steam-lets-break-down-the-numbers","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/04\/11\/blog-early-access-without-steam-lets-break-down-the-numbers\/","title":{"rendered":"Blog: Early Access without Steam? Let&#8217;s break down the numbers"},"content":{"rendered":"<p><strong><em><small>The following blog post, unless otherwise noted, was written by a member of Gamasutra\u2019s community.<br \/>The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.<\/small><\/em><\/strong><\/p>\n<hr \/>\n<p><em>Crossposted from <a href=\"http:\/\/www.sharkbombs.com\/2018\/04\/11\/early-access-without-steam\/\">Sharkbomb Studios blog<\/a>.<\/em><\/p>\n<p>For most people Early Access is synonymous with Steam. But with me being a solo-developer and Steam being such a big and important marketplace, I did not want to start with my game there. So instead, I launched <a href=\"http:\/\/www.nowhereprophet.com\/\">Nowhere Prophet<\/a> on <a href=\"http:\/\/www.itch.io\">itch.io<\/a>.<\/p>\n<p>Now, 6 months later I can say it was the right decision. So far I\u2019ve made more than $10.000 in gross revenue on and a noticeable amount of that is from voluntary tips and the kickstarter-like rewards I offer, things that would not have been possible on Steam.<\/p>\n<p>However Steam still plays a role, even when you\u2019re selling elsewhere. Nowhere Prophet has been on Steam ever since the death of greenlight and a visible chunk of traffic and purchases comes from Steam, but more importantly: The sales spikes on itch.io correlate with increased wishlist additions, a key factor for launch success on Steam.<\/p>\n<p>So, read on to find out what I did and how it all shakes out. Including all the interesting numbers for Nowhere Prophet. And as a little bonus: I\u2019ve got some sales data from other itch.io titles for comparison, so you can look forward to even more graphs!<\/p>\n<h2>The Basics<\/h2>\n<p>Nowhere Prophet is a roguelike deck-building game that I\u2019ve started working on in May of 2014. It\u2019s been a long and winding road but since the 10th of October 2017 the game has been available in what I\u2019ve dubbed <a href=\"http:\/\/itch.nowhereprophet.com\/\">First Access on the indie game store itch.io.<\/a><\/p>\n<p>[embedded content]<\/p>\n<p>It\u2019s Early Access and Crowdfunding in one. That means you can buy and play the game while I\u2019m still developing it. That\u2019s the Early Access part. However you can also spend even more money than the $19.99 price tag to have something of yours (like your name, your face etc.) become a part of the game.<\/p>\n<h2>First Access Goals<\/h2>\n<p>I\u2019ve decided to run a First Access phase for three key reasons:<\/p>\n<p><strong>1. My Happiness<\/strong><\/p>\n<p>I\u2019m a solo developer. That means I\u2019ve been working on Nowhere Prophet mostly by myself. Granted there are a bunch of people helping out here and there but all in all it\u2019s me against the world. And I\u2019ve been doing that for long enough that development had become draining. I just knew I had to make the game ready for actual players. I had to get it out there. To see how it is received.<\/p>\n<p><strong>2. Their Feedback<\/strong><\/p>\n<p>I want to make this game as good as I can and that means I need some help. Again, working on it by myself means I have only one constant point of view on the systems and content. There\u2019s no back and forth within a team on the daily issues. And that\u2019s not good enough. So another goal was to get some actually player feedback to inform the design going forward.<\/p>\n<p><strong>3. Our Community<\/strong><\/p>\n<p>And lastly I wanted to start building a community around the game. Get people involved and excited. After all it\u2019s consistently been one of the most rewarding things to see folks play the game at conventions so a lively community sounds like fun. It\u2019s also helpful for spreading the word and making the launch a success, I hope.<\/p>\n<p>I wrote an article on the <a href=\"https:\/\/www.gamasutra.com\/blogs\/MartinNerurkar\/20171116\/309717\/Five_Weeks_in_the_Wild__Early_Access_on_itchio.php\">first few weeks of the First Access<\/a>, which also explains my reasons for going with itch over Steam. But now, let\u2019s get into the numbers.<\/p>\n<h2>Gross Revenue<\/h2>\n<p>Let\u2019s start with the most obvious graph, the sales of the last six months.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/www.sickgamedev.win\/wp-content\/uploads\/2018\/04\/blog-early-access-without-steam-lets-break-down-the-numbers.png\" \/><\/p>\n<p>Note that these amounts (and all others, unless otherwise specified) are gross revenue. That is they are the money paid by the buyers to itch, without any deductions in place yet. The money that ends up in my hands is less than that. I\u2019ll go over how this breaks down in a bit, but first, let\u2019s look at the graph:<\/p>\n<p>As you can see there\u2019s a soft upwards movement in the valleys over time (until recently), but clearly more interesting are those spikes that are in there.<\/p>\n<p>Let\u2019s do some detective work on those dates.<\/p>\n<p>The first one is obviously the launch spike, right at the gate. The second spike coincides with SplatterCatGaming\u2019s two <a href=\"https:\/\/www.youtube.com\/watch?v=pJ1tahA77pM\">YouTube<\/a> <a href=\"https:\/\/www.youtube.com\/watch?v=EW5oOto4CnU\">Videos<\/a> showing off Nowhere Prophet. The one towards the end is from one backer that purchased the 350$ THE TALE option. And then there\u2019s the towering spike in the middle of the graph, and that one\u2019s clearly from the excellent <a href=\"https:\/\/www.rockpapershotgun.com\/2018\/01\/15\/nowhere-prophet-roguelike-cards\/\">Rock Paper Shotgun preview<\/a>. There also is a slightly elevated plateau from when <a href=\"https:\/\/www.twitch.tv\/pladd\">Pladd<\/a> started streaming the game on Twitch (correctly named Follower Death Simulator 2018 on his streams) but that\u2019s hard to pick out in the graph above.<\/p>\n<p>Breaking down the impact of these sales periods is hard to do precisely, but here\u2019s my best guess.<\/p>\n<h2>Revenue Spikes<\/h2>\n<p>First let\u2019s look at a stretch without any spikes: The 70 days from 4th November to 12th of January. During that time period the sales stayed more or less level.<\/p>\n<p>And these 70 days give us an average of revenue per day ($23.76). That\u2019s going to be our baseline. Next we look at the general spike duration (~8 days) and track the revenue for each of the spikes for that time. And that gets us:<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/www.sickgamedev.win\/wp-content\/uploads\/2018\/04\/blog-early-access-without-steam-lets-break-down-the-numbers-1.png\" \/><\/p>\n<p>And lastly, we can do something pretty useless, but funny: Compare the &#8220;attributable revenue&#8221; from that spike with the number of views, followers or subscriptions. Let\u2019s take a look at that.<\/p>\n<p><strong>SplatterCatGaming (YouTube)<\/strong><\/p>\n<p>SplatterCatGaming has 440,000 subscribers and both videos have a total of 95.141 views (82,391 for the first plus 12,750 for the second). Of course these are the numbers for now, not the numbers right after the 8 day period, but this is more for fun than anything really useful.<\/p>\n<ul>\n<li>$0.0091 per view on the videos<\/li>\n<li>$0.0020 per subscriber<\/li>\n<\/ul>\n<p><strong>Rock Paper Shotgun<\/strong><\/p>\n<p>To measure the &#8220;reach&#8221; of Rock Paper Shotgun I took a look at their Facebook page likes (98,505) and Twitter followers (191,000). Obviously these aren\u2019t the best way to estimate the visits on the article but it\u2019s something.<\/p>\n<ul>\n<li>$0.0250 per Facebook like<\/li>\n<li>$0.0129 per Twitter follower<\/li>\n<\/ul>\n<p><strong>Pladd (Twitch)<\/strong><\/p>\n<p>Pladd has a total of 3,120 followers on twitch. That makes for a whopping:<\/p>\n<ul>\n<li>$0.1384 per Follower<\/li>\n<\/ul>\n<p><strong>Some more thoughts:<\/strong><\/p>\n<p>My game updates don\u2019t seem to correlate with any spikes. I\u2019ve heard from other teams that big updates can actually create a visible push in the sales numbers, even without coverage, but that is probably due to those team having good reach and more time to advertise their changes.<\/p>\n<p>Also I think the active development is probably what contributes to that soft rise over time. However the recent drop off is harder to pin down &#8211; maybe I\u2019ve reached saturation on itch?<\/p>\n<h2>Revenue by Region<\/h2>\n<p>Another thing I can do with the data is to look at how the purchases and revenue are spread across different countries. In total there\u2019s purchases from 46 different countries.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/www.sickgamedev.win\/wp-content\/uploads\/2018\/04\/blog-early-access-without-steam-lets-break-down-the-numbers-2.png\" \/><\/p>\n<p>It\u2019s not surprising that the US makes up the bulk of the purchases. Germany comes second, probably because I\u2019m a German developer and I\u2019m well connected here. That\u2019s followed by Great Britain, the Netherlands, Canada and then France.<\/p>\n<p>If we split it by continent, with Canada and the US lumped into their own thing, the graph becomes a bit easier to read. And you can see, unsurprisingly that the majority of the sales come from North America and Europe.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/www.sickgamedev.win\/wp-content\/uploads\/2018\/04\/blog-early-access-without-steam-lets-break-down-the-numbers-3.png\" \/><\/p>\n<h2>Revenue by Reward<\/h2>\n<p>Alright, now for the key thing that\u2019s different from regular First Access, and one of my main reasons for Itch: The Rewards!<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/www.sickgamedev.win\/wp-content\/uploads\/2018\/04\/blog-early-access-without-steam-lets-break-down-the-numbers-4.png\" \/><\/p>\n<p>Considering I invested about 2 days to design, plan, get feedback on the tier rewards, and about a day to set up the page, make the graphics, write the descriptions, we come out at $290,11 per day spent on the tiers. That\u2019s decent.<\/p>\n<p>But that does not include the time spent to communicate with backers nor the time spent working on the actual content. So this number again, is more fun than actually useful.<\/p>\n<p>However what is maybe slightly more interesting:<\/p>\n<p>I have reached out to all my 38 reward-level backers via e-mail, some of them multiple times, but so far the amount of replies (and thus the implementation and fulfillment) is just above 50%. That means almost half of all reward-tier backers never reached out to me with the details of their reward. This includes a few of the people who paid $80 for the THE FACE reward.<\/p>\n<p>I\u2019m still a bit baffled by this, but not overly surprised, since this seems to be the case for many kickstarters as well. One would think that this might be friends and family supporting the game but not wanting the reward but that doesn\u2019t seem to be the case. All the non-responsive backers are e-mails I do not recognize.<\/p>\n<h2>Revenue by Source<\/h2>\n<p>And one final thing on the revenue: Itch.io allows buyers to tip the developer, by setting a custom price themselves. This means there\u2019s three sources of revenue: The base price, the difference to a reward price an the tips. Here\u2019s how those break down:<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/www.sickgamedev.win\/wp-content\/uploads\/2018\/04\/blog-early-access-without-steam-lets-break-down-the-numbers-5.png\" \/><\/p>\n<p>What I found surprising in that is the sheer amount of tips. I have made some experiments with donations in games in the past but with very little success. It feels as if the itch.io buyer community is very much pro indie and willing to support developers with a little extra, if they can. It\u2019s much appreciated.<\/p>\n<h2>Steam Wishlists<\/h2>\n<p>Another interesting set of data is related to Steam. The <a href=\"http:\/\/store.steampowered.com\/app\/681730\/Nowhere_Prophet\/\">Nowhere Prophet store page<\/a> and the <a href=\"https:\/\/steamcommunity.com\/app\/681730\/\">community page<\/a> have been available on Steam since Mid 2017, about half a year prior to the Early Access.<\/p>\n<p>During that time it had accumulated almost 500 wishlist additions without being very active there. That\u2019s neat. But what\u2019s even more interesting is if we take the wishlist additions (and deletions) during the First Access period and compare them to the itch.io purchases:<\/p>\n<p><strong id=\"docs-internal-guid-eca96e9e-b38d-8cfb-beb3-7d1b345c9e51\"><img decoding=\"async\" src=\"https:\/\/www.sickgamedev.win\/wp-content\/uploads\/2018\/04\/blog-early-access-without-steam-lets-break-down-the-numbers-6.png\" \/><\/strong><\/p>\n<p>As you can see these two are linked! That means that when the game\u2019s being bought during spikes, those people that don\u2019t buy it probably wishlist it on Steam. That\u2019s good to know. Especially since wishlists seem to be a good indicator for Steam launch success.<\/p>\n<h2>Revenue and Earnings<\/h2>\n<p>So, and as mentioned earlier all the numbers given so far are gross revenue. That is they are what comes in to itch. That\u2019s not what actually ends up on my end. From the revenue you have to deduct VAT (where added, not all countries), payment provider fees and of course the itch store fees. The result are the net earnings.<\/p>\n<p>For example, you sell something for $20. Based on that amount the itch fees and payment fees (based on the payment provider used by the buyer) are set. In countries where VAT (the height of which is based on the country of the buyer) is added, that is put on top.<\/p>\n<p>Now depending on the payment model you selected (direct to you, or via dedicated payouts), Itch can either pay the VAT for you, deducting it from your revenue, or you pay VAT yourself. Regardless, what remains are your earnings.<\/p>\n<p>With my share for itch set to 10%, the default, I come out with about 85% of the revenue. On Steam, with the platform share set to 30% and the VAT (again, where applicable) being deducted from the sale price (not put on top as with itch) that share will turn out to be around 65%.<\/p>\n<p><strong>Total Revenue<\/strong><\/p>\n<p>So, with all these numbers, where do I stand currently in regards to the moolah?<\/p>\n<ul>\n<li><strong>Purchases:\u00a0<\/strong>450<\/li>\n<li><strong>Gross Revenue:<\/strong>\u00a0$10,201.93<\/li>\n<li><strong>Net Earnings:<\/strong>\u00a0$8,704.60<\/li>\n<\/ul>\n<p>That does look good. It certainly is better than I had expected. Granted I have set my expectation purposefully low but still, this is encouraging when it comes to a full launch on steam.<\/p>\n<p>However these figures need some context to really make sense. So let\u2019s compare them to other games on itch, and to the estimated Nowhere Prophet the development cost.<\/p>\n<h2>Cross-Game Comparison<\/h2>\n<p>Now what\u2019s interesting is to see how all this that compares to other games sold on itch. Let\u2019s look at <a href=\"https:\/\/finji.itch.io\/overland\">Overland<\/a>, <a href=\"https:\/\/alexiskennedy.itch.io\/cultist-simulator\">Cultist Simulator<\/a>, <a href=\"https:\/\/ratking.itch.io\/solitude\">Solitune<\/a>\u00a0and two more\u00a0anonymous games which were all generous enough to share their data with me.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/www.sickgamedev.win\/wp-content\/uploads\/2018\/04\/blog-early-access-without-steam-lets-break-down-the-numbers-7.png\" \/><\/p>\n<p>At first glance it looks like Overland is a lot more successful, which isn\u2019t really surprising &#8211; it\u2019s been generating a good amount of buzz. However Overland has been available for two years now. This data gets a bit more interesting if you break that down to a graph of gross revenue per day since launch. Ideally I\u2019d have compared the first six months for each game but that\u2019d require appropriately detailed data.<\/p>\n<p>Anyway, here you go:<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/www.sickgamedev.win\/wp-content\/uploads\/2018\/04\/blog-early-access-without-steam-lets-break-down-the-numbers-8.png\" \/><\/p>\n<p>That gives an interesting perspective and a surprisingly wide range. However what\u2019s less surprising that even in this small cross-section you can already see how only a few games are really successful and then it quickly dips down. It\u2019s the same in Steam and probably on any other digital marketplace.<\/p>\n<p>However with that said, Nowhere Prophet seems to be in a good place. That\u2019s reassuring.<\/p>\n<p>Also, here\u2019s some info on the games, to provide additional context.<\/p>\n<p><strong>Solitune<\/strong><\/p>\n<p>Launched in November 2016, Solitune is a small playable experience sold for $2 a piece. It\u2019s also available on Steam.<\/p>\n<p><strong>Anoynmous 1<\/strong><\/p>\n<p>This game was also launched without Early Access in late 2017. It\u2019s been available on a variety of platforms and interestingly their Itch.io sales amount to about 12% of total revenue.<\/p>\n<p><strong>Anonymous 2<\/strong><\/p>\n<p>This game\u2019s Early Access was made available exclusively on itch starting mid 2017. It\u2019s comparable to Nowhere Prophet in terms of genre and price. As a small note: The price of the game has varied over time.<\/p>\n<p><strong>Cultist Simulator<\/strong><\/p>\n<p>Launched in October 2017 it was available for an Early Access sale until end of February. Interestingly that creates a solid sales peak on the last days it was available. You can find out more about the numbers in <a href=\"http:\/\/weatherfactory.biz\/cultist-simulator-pre-sales-why-what-and-how-much\/\">this article<\/a>.<\/p>\n<p><strong>Overland<\/strong><\/p>\n<p>Launched its First Access in the middle of April 2016, it\u2019s probably one of the more successful titles. It\u2019s not available elsewhere. Overland is an interesting data point because it\u2019s a similar game and price point to Nowhere Prophet.<\/p>\n<p>One point of note is that none of these games have offered kickstarter-like rewards and not all of them had been in Early Access.<\/p>\n<p>Now it would be interesting to compare these figures to the development cost. Unfortunately that\u2019s not something I can do for the other games, but it\u2019s something I can do for Nowhere Prophet!<\/p>\n<h2>Do you even Break Even?<\/h2>\n<p>And something else we can do with the total earnings is: We can hold them against the development costs and do a projection for Steam.<\/p>\n<p>Quoting <a href=\"https:\/\/www.gamasutra.com\/blogs\/ALEXISKENNEDY\/20180222\/314859\/Cultist_Simulator_PreSales_Why_What_and_How_Much.php\">Alexis Kennedy<\/a> who roughly and anecdotally assumes itch to make up about 3% of the final Steam sales. That feels a tad optimistic, but it\u2019s as good a number as any. So with that applied I could reasonably sell about 15,000 Units in a similar time period on Steam.<\/p>\n<p>So where does that put me in regards to break even? To answer that we first have to figure out how much development has and will cost.<\/p>\n<p>For my freelancers and assorted costs I have invoices that I can put down and that amount to about $65,000. But for my own (mostly unpaid work) it is a little trickier.<\/p>\n<p>Luckily I have tracked the time I\u2019ve spent on the game. And that comes out at a total of \u2013 oh god \u2013 4275 hours, or about 534 working days so far. Since there\u2019s going to be a few more months of hard work ahead, let\u2019s just round up to a full 600 days of work and let\u2019s put a daily rate of $300. That gets us to $180,000 for 3-4 years of development time. That wouldn\u2019t be what you\u2019d call a stellar yearly salary but what are you gonna do.<\/p>\n<p>So add these two things together and the game will have cost about $245,000. Let\u2019s just round that up to $250.000, a cool quarter mil.<\/p>\n<p>(Note: I\u2019m based in Germany so all my internal calculations are in Euro. To make this properly line up with US Dollars I\u2019m assuming a conversion rate of $1.2 to 1.0\u20ac)<\/p>\n<p>So?<\/p>\n<p>With all these numbers laid out, how am I faring?<\/p>\n<p>Let\u2019s say I\u2019ll get some more sales on itch to amount to $10,000 in earnings, that leaves a hole of $240,000. So how much would I have to sell on Steam to hit that?<\/p>\n<p>Assuming a $19.99 price and 65% profit from that, that means $13 per unit sold. But wait, most people on Steam will probably buy during a sale \u2013 that\u2019s the reality, so let\u2019s take off another 20% so it\u2019s more like $10 per unit.<\/p>\n<p>That means I\u2019d have to sell about 24,000 copies on Steam. That\u2019s a good lot more than the currently projected 15,000, so&#8230; Uh&#8230; I guess that means I\u2019ll have to pump those rookie numbers up and hope for some good coverage from press and influencers.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/www.sickgamedev.win\/wp-content\/uploads\/2018\/04\/blog-early-access-without-steam-lets-break-down-the-numbers-9.png\" \/><\/p>\n<h2>Results<\/h2>\n<p>Right, so that was a long and rambling article. What can I take away from all these numbers?<\/p>\n<p><strong>Success Story?<\/strong><\/p>\n<p>Firstly, after six months of First Access, did it meet my goals?<\/p>\n<p>Yes, yes and no.<\/p>\n<p>I\u2019m definitely happier now that the game\u2019s been out in the wild. It\u2019s great seeing people interact, watching streamers engage with the game and seeing people share the game in reddit thread. Going to Discord also was a great decision. My forum is still pretty inactive and most of the activity is in the Discord chat.<\/p>\n<p>Feedback has also been great. I have a few engaged players that help me fine tune the game and it\u2019s been great hearing what people like and not like. For example I\u2019ve started focusing more on adding depth to the unlockables, because I\u2019ve found out that people want some more meat there.<\/p>\n<p>However I have less of a community than I had hoped for. There are a few very active players that provide feedback and ideas, and there are bunch more fans that idle in the channel and that show up around the larger updates. However what it comes down to is: There\u2019s not really any activity unless I\u2019m around. And that\u2019s unfortunately not quite what I would call a healthy community.<\/p>\n<p><strong>Surprising Surges!<\/strong><\/p>\n<p>Sales have been higher than expected. The itch.io featuring around launch and the game showing up at a good spot in the roguelike tag of the store are a constant source of visits. Also the spikes from the streamers that have picked up the game unprompted and the RPS article have been great.<\/p>\n<p>However these have also been random. I have reached out to many press outlets around launch but with very little success. Almost all the coverage I have gotten has been chance encounters or them discovering the game. That\u2019s not really heartening going forward, but that\u2019s how I\u2019ve experienced things so far. Granted I might just be bad at reaching out.<\/p>\n<p><strong>Small Sources.<\/strong><\/p>\n<p>One interesting thing is how consistently a few reddit threads and the steam page brings in traffic. It\u2019s not a lot \u2013 just about 100 hits each month in total. But that\u2019s good. Compared with the wishlist surges it probably pays to have the Steam page up as early as possible. Also note that itch shows me the traffic source for the purchases and I can tie 14 out of all 450 purchases to the Steam page. That\u2019s neat.<\/p>\n<p>Also the reddit threads are especially interesting since these are examples of fans sharing the game in an appropriate post. That\u2019s been super motivating for me and since a few of these posts are in a slightly slow-moving subreddit (r\/roguelikes) they\u2019ve been bringing in traffic for a while now.<\/p>\n<h2>What\u2019s next<\/h2>\n<p>Well, I keep working on the game, of course. I just detailed the roadmap for Q2 the other day (you can read more here) and I hope to have it in a final shape this year.<\/p>\n<p><img decoding=\"async\" alt=\"\" src=\"https:\/\/www.sickgamedev.win\/wp-content\/uploads\/2018\/04\/blog-early-access-without-steam-lets-break-down-the-numbers-10.png\" \/><\/p>\n<p>And that\u2019s all I\u2019ve got for now.<\/p>\n<p>Thanks for reading and if you\u2019ve got any questions, do ask! You can reach me on twitter (<a href=\"http:\/\/www.twitter.com\/mnerurkar\">@mnerurkar<\/a>). Also if you\u2019re interested in digital card games, maybe go check out <a href=\"http:\/\/www.nowhereprophet.com\/\">Nowhere Prophet<\/a>, buy it on <a href=\"http:\/\/itch.nowhereprophet.com\/\">itch.io<\/a> or just wishlist the game on <a href=\"http:\/\/steam.nowhereprophet.com\/\">Steam<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The following blog post, unless otherwise noted, was written by a member of Gamasutra\u2019s community.The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Crossposted from Sharkbomb Studios blog. For most people Early Access is synonymous with Steam. But with me being a solo-developer and Steam being such [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":17111,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-17110","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/17110","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=17110"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/17110\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/17111"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=17110"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=17110"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=17110"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}