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SOUL PARK (in early access), a themepark "at the gates of hell" management game, releases demo on Steam
(store.steampowered.com)
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released in June, less than 6 bucks, only 1 review.
I haven't tried it yet, but it's hard being an indie dev it seems.
What drove the point home for me was seeing a Twitter account (it was years ago) that posts short 6 second segments of every new game released on steam.
It was posting almost hourly, and while there was a lot of trash, most of the games were of pretty "standart" smaller indie quallity. It's ruthless.
And in addition with the GDC talk of someone who made literally millions by making a generator that generates super basic slot machine games on various themes (as in, generate a theme (cars, bird...), download a few pictures, place them on slot machine) and uploads them to Play Store (back then you had a limit on 20 games a day, and they did include some more rules about quality in reaction to this talk), and the game were getting thousands of downloads and when they checked how is their script doing after few months, they had like over a million in revenue IIRC. Sure, it's about mobile games, but it is hearbreaking when you realize how do the consumers work in reality.
It is extremely hard. From what I've heard sales of ~10,000 units is considered a strong showing in the indie scene.
The whole market is extremely top heavy. You have have a few big winners that see runway success, a slightly larger group with modest "break even plus" type performance and 10,000 of thousands of indie devs that get no coverage whatsoever. In addition to having a well thought out and implemented concept (which is extremely difficult to do), you need a lot of luck.
IMO, the challenge lies in the lack of discoverability; an extremely difficult challenge for any consumer-facing marketplace. The major consumer stores (Steam, Apple, Google) don't have any real incentive to work on discoverability since it's so hard and they have a quasi-monopoly anyway. The topics-focused independent communities that were big drivers of discoverability (especially in mid-market and niche segments) in the 90s and 2000s are all dead or dying. You do have youtube which offers a modicum of coverage of niche segments, but then we are back to square one; discoverability of mid-market and niche channels. And Google is more focused on engagement ("the next quadrillion customers!1!11") and competing with TikTok, there is simply not enough competition for them to care.
I'm of the impression this is the same dynamics as seen in other competitive appealing activities where almost anybody can join and dream of becoming famous and rich, like starting a band or a YouTube channel, playing sports and - according to Freakonomics - drug dealing. The profit distribution is extremely skewed towards the top, leaving most of the participants with wages well below average.
That's the case for most creative projects, right? Make it because you want to make it, not because you expect to get big and make money. Music, film, craft, games, they're all insanely competitive fields and if you're not doing it because you love doing it then you're going to have a bad time!