![]() Indoorlands was well-received throughout EA, and 1.0 was ‘OK’: “Full release saw wishlists jump from 8k to ~13k. From there, it’s going to be an uphill struggle. The game didn’t get much exposure pre-release: it “launched into Early Access with a modest 3k wishlists, achieving 1,000 sales in week one.” (That’s a really good wishlist to sales ratio, btw!) The team did send out Steam keys & used various third-party services, but to minimal results. So here’s some takeaways from Bennet’s transparency into the game’s travails: But the game itself - it’s pretty decent! And people ask us to stop concentrating on big Steam successes, and also cover ‘failures’. With a recent average of 1.5k€ net / month, just 66 more months till ROI.”Īnd this ‘net’ number listed on Steam’s back end is actually before the 30% Steam cut, boo, so it’s a little worse still. It is a bit sad, since it turned out quite well (82% Steam review rating). Which researching this, we found out Park Beyond doesn’t use the word ‘rollercoaster’ anywhere on Steam! That’s gotta be an SEO fail.)Īnyhow, Indoorlands’ financial performance on Steam didn’t really work out - at least from an ROI/scaling point of view, compared to the amount of money put into it:īennet explains: “With ~200k€ production costs (excluding founder ‘self exploitation’) & ~100k€ net revenue to date, we're currently in a money deficit for the game. (BTW, side note - devs, make sure your game descriptions on Steam have the right keywords - either in the description or ‘keywords’ section. ![]() The game, which launched in Early Access in July 2021, and went 1.0 in October 2022, is “an indoor park management simulator where you can create your rides and coasters from scratch and freely design your halls.” In our view, that’s a somewhat hot subgenre, with various older games ( Planet Coaster, ~2.8m sold*, Parkitect, ~300k sold*, the Rollercoaster Tycoon games ) doing well in the space. Newsletter subscriber Bennet Jeutter from Pixelsplit Games was kind enough to contact us a few weeks back, because he’d posted a one-year ‘Steam 1.0’ postmortem on Twitter/X regarding his team’s game Indoorlands. Indoorlands: why did this game just do ‘alright’? And all we can do is talk about and document the trends (which games are launching into the market strong, and why?) and hope it helps. We’re not sure there will be light at the end of a tunnel for a while. We cover platforms, but the platform supply/demand squeeze - alongside overinvestment from earlier times, in hindsight, is affecting studios. Well, it’s the middle of the week, and it’s a particularly messy time for layoffs and studio closures in the PC/console game biz - search Google News if you don’t believe us.
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