![]() ![]() This is a low ‘follower to wishlist’ ratio of around 7x. So in the end, Cosmoteer launched with 144,000 Steam wishlists - and around 20,000 Steam followers, interestingly. (As well as appearing in Steam showcases like Next Fest and TactiCon.) This helped him get PC Gamer pieces and re-appear on Splattercat’s channel, for example. Though he didn’t use a publisher, he still marketed the game: in addition to all the community work, Vicarious PR worked with Walt leading up to launch. (You can argue his current success is - to some extent - collecting $ that he could have grabbed years ago.) But waiting made for a bigger splash, it turns out. He waited to monetize until he’d built up a really deep feature set: when I first talked to Walt about it, I was a little astounded he hadn’t tried to sell the game yet. Like a giant Lego set, you can build out outlandish ships & roam the galaxy, and yes, you can play co-op with friends, another key seller in today’s market. He built an incredibly complex - but fun - sandbox-y game: graphics be damned, PC players love intelligent complexity, and Cosmoteer encapsulates that. What happened next, and what can we learn from this whole success story? It’s tempting to say ‘1 game in 10,000 is a massive hit, and you can’t predict that, and this is just one of those!’ But no, Walt intentionally did some very correct things: Cosmoteer: the data behind a big solo Steam hit! ![]() You don’t have to spill your full metrics - we just want to talk about update cadence, community strategy, etc. Oh, and before we do, a request: we’re looking for PC/console ‘games as a service’ titles (at least 10k DAU!) to interview. Why? We have some really strong articles coming up over the next week or two, with plenty of data and insight from the wonderful world of game discovery. We’re back, y’all, and we couldn’t be happier. ![]()
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