Steam Greenlight - Day 1
So this has been an interesting day. We actually launched Tiki Galore a little after midnight PST.
Out of everyone in the studio, I was probably the least cool-headed. Hugh and Chad seemed to adopt an attitude of "We'll just have to wait and see." But I haven't been able to stop pressing Refresh on our Steam page (http://ow.ly/MYzcV) all day, checking for new votes.
I'm not going to get into specific numbers right now. But we woke up this morning at only 2% toward the Top 100. Since then we've come a long way, enough to make me think that maybe it's not so impossible to get Greenlit.
We've been working Twitter (@AbyssStudios), sending out concept art and images captured during gameplay or from Unreal Engine. But I've read other dev blogs that have done a post-Greenlight analysis, and it seems for most of them only about 3% of the actual vote ended up coming from outside Steam.
That means the first few days – while your game is still being promoted by Steam in the recently launched section – are key. That's when you get the most traffic. Then it tends to fall off sharply as your game gets buried in the back pages of endless Greenlight projects.
So despite the fact that our first day was actually really encouraging and all the comments players left were positive, we still have no idea where this is going.
And yet as I tweet out all these images of concept art and game-world stuff from Tiki Galore, I can't help but smile. I mean, come on -- who wouldn't want to battle your friends wearing a mask like this?