Secrets of Steam's Discovery Algorithm – Chris Zukowski | IMPRESS Mini Marketing Summit 2023 (1/4)

IMPRESS // Ashley Gwinnell
26 Jul 202318:10

Summary

TLDRThe speaker, a game marketing expert, discusses strategies for successfully promoting indie games on Steam. He explains how Steam's algorithm curates games, rewarding those that gain visibility through demos, streamers, or PR events. He emphasizes the importance of building early visibility and 'blessing' from Steam’s algorithm to extend a game's promotion period. The speaker also highlights the challenges indie developers face with mid-tier games and offers insights on boosting a game's chances of success. He promotes his resources, including a free book and discounted courses, and offers consultations through Zoom office hours.

Takeaways

  • 📊 Understanding Steam's Algorithm: Steam uses an algorithmic curation system that promotes games based on visibility and engagement, not purely on sales or quality.
  • 📈 Visibility Shocks Matter: Games that experience a 'visibility shock,' such as streamers playing the game or a demo launch, often get 'blessed' by the Steam algorithm, increasing their exposure.
  • 👀 Pre-release Blessing: Steam can start promoting games even before they are released if they notice significant activity, such as wishlist growth or external buzz.
  • 🎯 New Marketing Strategy: Successful games often extend the 'blessed' period by launching early demos and maintaining visibility long before the official release, contrasting with the traditional marketing approach of focusing efforts just before launch.
  • 📉 The Indie Zone of Sadness: Many games get stuck with positive reviews but limited sales because they haven't reached the financial threshold (around $250,000 gross) that triggers broader promotion by Steam.
  • 🕹️ Real Steam vs. Algorithmic Steam: Real Steam curation is based on performance metrics like sales velocity and visibility rather than subjective quality assessments by Valve.
  • 🧩 No One-Size-Fits-All: Success on Steam requires either a visually appealing game or one that is exceptionally fun. Marketing can help, but the game's quality is the primary driver.
  • 🚀 Long-term Visibility Pays Off: Games that stay visible longer, like through continuous demos or betas, can sustain their momentum and enjoy extended promotion on Steam.
  • 📉 Consistent Conversion Rates: Games like CosmoTear maintained consistent wishlist conversion rates over years, debunking the myth that early interest diminishes over time.
  • 📚 Free Resources and Classes: The speaker offers a free book on common indie marketing mistakes and periodically discounts his paid classes, helping developers better navigate the Steam landscape.

Q & A

  • What does the speaker mean by 'being blessed' by the Steam algorithm?

    -'Being blessed' refers to when a game's visibility on Steam increases significantly due to the platform's algorithm. This happens when the game gets attention through external factors like streamers, PR campaigns, or a demo launch, prompting Steam to feature it in various widgets, such as the Discovery Queue, increasing exposure to potential buyers.

  • Why does the speaker believe curation alone won't fix the issue of too many games on Steam?

    -The speaker believes that while curation might help, it wouldn't solve the problem because many unique and unconventional games that might not look promising initially, like 'Vampire Survivors' or 'Rule the Waves 3,' have found success. Curation might prevent these innovative games from reaching audiences.

  • What is the 'visibility shock' and how does it impact games on Steam?

    -A 'visibility shock' occurs when a game receives a significant amount of attention, such as through media coverage or streamers. This surge in visibility signals to Steam's algorithm that the game is gaining momentum, leading to more exposure through Steam's features and resulting in increased impressions and wishlists.

  • What strategy does the speaker suggest for maintaining prolonged visibility on Steam?

    -The speaker suggests launching a Steam page early, well before the game's release, and continuously generating attention, such as by releasing a demo. This allows the game to stay in the 'blessed' zone for an extended period, maximizing exposure over months instead of just the typical two-week window around the launch.

  • How do demos help in getting a game 'blessed' by the Steam algorithm?

    -Demos help attract attention from streamers and players, which in turn leads to higher wishlist counts and external visibility. This signals the Steam algorithm to promote the game more aggressively, as seen with games like 'Dome Keeper' and 'Peglin,' which experienced rapid growth after their demos were launched.

  • What is the 'sad indie zone' according to the speaker?

    -The 'sad indie zone' refers to the situation where indie games receive many positive reviews (often around 150-500 reviews) but struggle to gain traction in sales. These games fall into a mid-tier category where they are not making enough sales for Steam to promote them further, leading to stagnation in visibility and growth.

  • Why does the speaker say that having a visually appealing game is not always necessary for success on Steam?

    -The speaker mentions that while visually appealing games can go viral on platforms like Twitter or TikTok, games that are fun and engaging, even if they aren't as visually stunning, can still achieve success. Examples include games with simple pixel art like 'Peglin,' where the gameplay drives interest rather than the visuals.

  • How does Steam's algorithmic curation affect games that don't generate enough sales?

    -Steam's algorithm tends to suppress games that don’t generate significant sales or visibility. These games are still available on Steam, but they aren’t promoted heavily or featured in prominent areas, making it harder for them to gain exposure and continue growing.

  • What does the speaker mean by the 'new model' of marketing games on Steam?

    -The 'new model' refers to a shift in game marketing strategies where developers create a Steam page and release a demo early in the development process. This allows them to generate momentum over a longer period and stay in Steam's promotional cycle (the 'blessed zone') for months, increasing their chances of success at launch.

  • What factors can lead to a game getting 'blessed' by the Steam algorithm?

    -Factors include having a successful prior game, cross-promotion, participating in major festivals like E3, streamers or influencers playing the game, public beta releases, viral Reddit or social media posts, and successful demos. These factors help generate visibility that draws the attention of the Steam algorithm.

Outlines

00:00

🍻 Introduction and Apology for Not Being Live

The speaker expresses regret for not being able to attend live and explains how they tried to recreate the experience virtually. They humorously reference Googling a drink and imagining participating in the event despite it being early morning. The speaker writes a weekly blog on game marketing and offers free classes on how to create a Steam page. They have also consulted with game developers on marketing strategies and understanding Steam's unique ecosystem. The goal of this talk is to explain how Steam's visibility and curation system works.

05:02

🕹️ Steam's Secret Curation System

The speaker highlights that Steam does have a form of curation, despite common belief that it lacks one. They explain that even before a game goes on sale, Steam’s algorithm begins 'blessing' certain games by giving them visibility. This is based on factors like Impressions and external visibility, often influenced by major events like PR campaigns or streamer interest. Examples are given, such as the games 'Peglin' and 'Dome Keeper,' which gained visibility after external visibility spikes, leading to higher wishlists and 'blessings' from the Steam algorithm.

10:04

📈 Maximizing Your Game's 'Blessing' on Steam

The speaker explains how modern marketing strategies for games have evolved. Instead of focusing on a short promotional window right before release, developers should extend the 'blessed' period. By launching a Steam page and demos early, games can maintain high visibility on Steam for months before the official release. This strategy helps games stay in the algorithm's favorable position for longer, increasing their chances of success. Examples like 'Peglin' demonstrate how games can ride this visibility wave for extended periods.

15:05

🎮 Indie Games and Cohort Conversion Rates

The speaker debunks the fear that gamers get 'tired' of a game if it stays in the 'blessed' period for too long. They showcase data from games like 'Cosmoteer' and 'Zero Sievert,' which maintained consistent conversion rates even after being visible on Steam for years. Even games with long development cycles like Zelda remain highly anticipated. The speaker encourages developers to get blessed as early as possible and extend that visibility period as much as possible for long-term success.

💰 The Harsh Reality of Steam Curation

The speaker discusses the revenue disparity among indie games on Steam, showing that while top games make millions, the median indie game earns around $1,000. Steam uses an algorithm to promote certain games while others get 'curated out.' Games that don’t reach significant sales quickly enough tend to get less visibility, even if they have positive reviews. The speaker calls this 'real Steam' and describes how games with gross revenue under $250,000 can struggle to break through the platform’s curation algorithm.

🔮 Getting Into 'Real Steam'

The speaker concludes by emphasizing that the key to breaking into Steam’s visibility system is having a great game. While marketing plays a role, it’s ultimately the game itself that determines whether it will capture attention. Games need to either be visually stunning or exceptionally fun to play. They encourage developers to focus on getting blessed by the algorithm and maximizing the time their game spends in the 'blessed' state. They also offer a free book on avoiding marketing mistakes and mention their upcoming discounted class on game marketing.

Mindmap

Keywords

💡Steam

Steam is a digital distribution platform primarily for video games. In the video, it is referred to as the main platform where indie developers can publish and market their games. The speaker emphasizes the unique algorithm and curation process that determines the visibility of games on Steam, which is crucial for developers looking to gain attention for their projects.

💡Curation

Curation in the context of Steam refers to the process by which the platform selects and promotes certain games to users. The speaker explains that while many developers wish for more manual curation to filter out 'junk' games, Steam's algorithm already does a form of curation by selectively featuring games in the discovery queue and other promotional widgets based on various factors.

💡Visibility shock

Visibility shock is a term the speaker uses to describe a sudden surge of attention a game receives, which can trigger Steam's algorithm to promote the game. This can happen when a demo goes viral or streamers begin playing the game. The speaker shows examples of how games like Peglin and Dome Keeper experienced major growth after receiving visibility shocks.

💡Blessed by the algorithm

This phrase is used metaphorically to describe the moment when Steam’s algorithm decides to promote a game, pushing it into visibility for more users. Games that are 'blessed' appear in widgets like the discovery queue, which leads to more impressions and potential sales. The speaker emphasizes the importance of being blessed early to maintain momentum.

💡Impressions

Impressions refer to how many times a game is shown to users on Steam, regardless of whether they click on it or not. The speaker discusses how different games receive varying levels of impressions, which is influenced by Steam's algorithm. Impressions are a key factor in the visibility of a game on the platform.

💡Discovery queue

The Discovery queue is a feature on Steam that suggests games to users based on their preferences and browsing history. The speaker highlights this as one of the main ways a game can be featured if it has been blessed by the algorithm. This exposure is critical for indie games looking to gain traction.

💡Demo

A demo is a free, limited version of a game that developers release to give players a taste of the gameplay. In the video, the speaker stresses the importance of releasing a demo early as it can help trigger visibility shocks and lead to the game being blessed by Steam’s algorithm. Games like Dome Keeper saw a significant increase in wishlist additions after launching a demo.

💡Wishlists

Wishlists are a way for users to bookmark games they are interested in purchasing later. The number of wishlists a game accumulates is closely tied to its visibility and eventual success on Steam. The speaker provides examples of games that saw rapid wishlist growth after a visibility shock, which helped them get blessed by Steam's algorithm.

💡Steam algorithm

The Steam algorithm is the system that determines how games are shown and recommended to users on the platform. It takes into account factors like visibility shocks, wishlist additions, and external attention from streamers. The speaker explains how understanding and working with the algorithm is essential for a game's success.

💡Cohort conversion rate

Cohort conversion rate refers to the percentage of users who added a game to their wishlist and eventually bought it when the game was on sale. The speaker uses this metric to show that games with a long marketing cycle, like Cosmoteer, can maintain a steady conversion rate even after being wishlisted for years.

Highlights

The speaker explains how they recreate the scene by finding a bar on the internet, highlighting the virtual approach due to not being present.

The speaker runs a weekly blog on howtomarketagame.com and offers a free class on how to create a Steam page.

The speaker consults game developers, helping them understand the nuances of marketing games on Steam and navigating its culture.

Steam’s curation process starts even before a game is released for sale, as early as when a Steam page is created.

Games that get visibility spikes from big events like demos or streamer coverage often receive extra algorithm attention from Steam.

The speaker discusses ‘Steam blessing,’ where the platform’s algorithm pushes games that show significant external visibility in various widgets and discovery queues.

A demo or public beta launch can dramatically boost a game’s visibility and is one of the best ways to be ‘blessed’ by the Steam algorithm.

The speaker highlights that game developers should launch their Steam page and demo as early as possible to maximize their exposure and algorithm promotion.

Despite concerns from indie developers, the speaker argues that players don’t tire of games easily, even if the wishlist period is long.

Examples are provided of games like ‘Peglin’ and ‘Dome Keeper,’ which achieved significant visibility and success through demos and streamers.

Steam algorithmically suppresses games that don’t generate enough excitement or sales, creating a challenge for mid-tier indie developers stuck in a ‘sad indie zone.’

The speaker identifies the revenue threshold of $250,000 as the point where Steam begins to actively promote a game, which can lead to its success.

The speaker introduces the concept of 'real Steam'—the math-driven curation that boosts successful games while leaving less profitable ones behind.

A fun game with high external visibility can still succeed, even if it doesn’t have viral graphics, provided it receives enough algorithmic blessing.

The speaker provides a free book titled '60 Marketing Mistakes Every Indie Makes' to help developers avoid common pitfalls.

Transcripts

play00:04

hi folks I'm sorry I can't be here live

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I wish I could so I kind of recreated

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the scene I looked it up on on the

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internet this I I hope I got the right

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bar and everything this this is the

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right one I thought I could just pretend

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to like sit at the at the things with

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you all but I can't unfortunately so

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this is the next best thing I could do I

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if I was gonna be drinking anything this

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looks really good I found this on Google

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so somebody have one of these for me I

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don't know what it is but I don't know

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if you eat these or just lick them or

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something but looks awesome I really

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wish I was there it's also 6am so I

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probably it would be really fun to drink

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this at 6am all right so yeah like uh

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like I said I I write uh I blog every

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week at how to make us how to Market a

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game.com I have a free class how to make

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a steampage.com because everybody should

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make a steam page

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um and I've done a number of GDC talks

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about like how games marketing works and

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that sort of stuff

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I uh consult so I've got a number of

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clients that I've worked with

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um you know it's kind of coaching them

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on how to Market a game on Steam but

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really what I do is I help them navigate

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steam because it's a weird culture all

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upon itself why you do some things or

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not so I am going to do this uh talk

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understanding Steam and kind of show you

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where visibility comes from and this is

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kind of this very specific thing I want

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to talk about now uh people always talk

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about oh there's so many games on Steam

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uh so much junk bring back curation like

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that's gonna fix everything but I don't

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think it actually will because there's

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some really cool stuff on here like I

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you know I saw Oliver speaking very soon

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here

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um uh Thomas I think uh if you can tell

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you more about this but you know I would

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have if I was on some sort of curation

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board I probably wouldn't have curated

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vampire survivors in just at First Look

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of this or anything uh there's cool

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games where you just like build models I

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wouldn't if I was on valve I probably

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wouldn't curate this like who wants to

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just build a model just go out there

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kids go get it or this like this is an

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actual game it's called Rule the waves

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three I think database in the UK

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actually I tried to email the guy and he

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was from the UK so this looks like an

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awesome game but look look how it looks

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well I wouldn't have picked this one but

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it did okay so some of these games I

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would have never created That's What I

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Love About Steam is stuff that you never

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thought would be popular

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and this is how steam does it there

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there is some curation but everybody

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doesn't realize it and let me kind of

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show you this kind of secret curation

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that's going on okay now they start

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curating you even before sales and I'll

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show you what even before you like put

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your game on sale when you just have a

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steam page let me let me kind of explain

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what I mean by this

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okay so I always survey uh my readers

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and stuff just to kind of get data and I

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said what's your resting impression rate

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like how many Impressions do you get

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every week and not when it's high

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promotion not when you like ran a clean

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camp like a really cool PR Campaign

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which you'll hear about later in these

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talks like really good PR that's the

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exciting stuff everybody talks about I

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don't like exciting stuff I like really

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boring stuff so I said when you're doing

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nothing how many Impressions does steam

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give you in each one of these bars is a

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different game and as you can see

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there's a number of games that get so

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many Impressions every seven days and

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then there's pretty much everybody else

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well there's like a there's a pretty

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healthy impression right here like in

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this mid tier and then there's kind of

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everybody else

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this is the steam curation working let

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me let me show you exactly what's going

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on here when steam sees something this

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is the valve bouncer so there's a

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there's a curation bouncer in Steam

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and he's kind of looking out to see uh

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which game should get all the attention

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and which game should not and basically

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these games get featured in all those

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little widgets have you ever like really

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browse steam a lot you'll see the same

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games kind of over and over again that's

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these games now I want to be clear all

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these games are pre-released they have

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not been up for sale they're not selling

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like hotcakes or anything all of these

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games are pre-release

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this is not because this game made a

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million dollars or something

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now

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what I have found studying enough games

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you know people in my community working

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for clients and stuff when you get a big

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visibility shock and but by that I mean

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like you do something big steam pays

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attention the steam algorithm bouncer

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curator whatever you want to call this

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guy

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pays attention and says whoa this game's

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got it

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and you can see it this is a game called

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peglin This is their follower chart

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every single day you can kind of see how

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many followers they have which is very

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closely tied to wishlists and you can

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see nothing was going on nothing was

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going on nothing was going on Boom

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visibility shock and then the game just

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took off and it just just Rose in the

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algorithm also happened with Dome keeper

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another game

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this is their pre-shock very flat nuts

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months and months nothing

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then they put out a demo got 40 000 in

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wishlists in a month because of

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streamers like streamers played it over

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and over again and the valve algorithm

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blessed them and

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the steam algorithm looked at it saw all

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this external visibility and said oh my

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goodness and then they kind of became

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blessed right here you can see it I

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didn't even need to put the arrow see

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you can see it but this is when they

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launched the demo right here and all

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those streamers played it took right off

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and the way that they bless you the

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reason I say this isn't like oh

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everybody's talking about this on

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Twitter or something the way the steam

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algorithm works is they feature you in

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stuff like Discovery Cube this is a very

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important little widget right here and

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this other thing

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which is more like this down on the

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bottom of every steam page that matches

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yours you can start ending up in here

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this is what I call real Steam pre-real

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steam really

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um and this is blessed when you get

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blessed by the algorithm that's where

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your game starts showing up and this is

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where those Impressions from those games

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really come from so all these games like

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right in this section here lest

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this yeah kind of lightly blessed here

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never been blessed these games the steam

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algorithm doesn't know about these games

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like they they have a steam page but the

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algorithm is like tell us when you have

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some visibility tell us when you do

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something amazing

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never been blessed they don't get any

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Impressions this this is basically this

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quadrant is where you kind of want to be

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if you got a game coming up on Steam

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okay so here's kind of what

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once I got to figure out this is kind of

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the new model that successful games are

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really doing really and really pitching

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so in the old days

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the old way we used to do marketing was

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there's pre-production where you're

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working on your game and then maybe put

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a steam page up

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and then maybe if you're really smart

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you did six months here of like having a

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steam page up doing some PR stuff but

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people would really focus on the pr

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right here like right at the end

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and then there would be a six uh just

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right there that was it and then you'd

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launch your game that was basically it

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now

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you would do that big visibility shock

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and you become blessed right here

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and then there'd only be two weeks of

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being blessed two weeks we want a lot of

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blessing we don't just have two weeks so

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really kind of this new model is why not

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just pull this back pull back the

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blessing and so instead of just six

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months you get your steam page up way

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early way way early you get that demo

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out Whaley which is one of the best ways

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to get blessed by the way

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and then you just sit in that blessed

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zone for so long for months and months

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and months none of this little two week

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blessing no no we want the blessing for

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months and months and months

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and these are kind of what I have found

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are enough to shock that algorithm to

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make Steam go oh this is great we got to

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bless this

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um basically if you're a pro a previous

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developer this is a little easier once

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you have a hit game I know it's it's a

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problem that oh man the the first rule

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of success is be successful but

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um if you can Cross promo do a daily

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deal that's really good pretty if you

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have a really pretty game

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um viral Reddit post again Ask Thomas

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about this uh with lacera hidden Kingdom

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um very good very good um uh IGN

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Gamespot major external Festival like an

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E3 like one of those like PC Gamer shows

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or if you have a fun fun game you get

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your public beta out demo launch

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prologue launch not everybody has a

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pretty enough game to go viral on

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Twitter Tick Tock it's just true not all

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games but the fun thing that scene is

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you don't have to have a pretty game

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that goes viral on Twitter Tick Tock

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Reddit you can do it with just a fun

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game and those fun games really this

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public beta demo your demo this I think

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is the best way to get that goosing of

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the algorithm and I'll show you here's

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peglin I mean I love peglin beautiful

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game not real like it's a good game

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looks good but it's not one of those

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games that goes viral it's pixel art

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those rarely go viral viral

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um but what they did was they launched

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this demo right here and if you look at

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their chart

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pre-blessed blessed what we really want

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to do is what if we could just like pull

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back this period all the way to here and

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then they're just riding this blessed

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period and that's the new model is

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extend this time period when it's like a

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steam algorithm is pushing you

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everywhere every widget you show up in

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this is what you want to do pull this

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back shorten this pre-blessed period

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now

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this is wearing these get real sad and

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they're like oh won't they get tired of

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me I don't want to get blessed too early

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they don't get tired of me uh uh I don't

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know why andies are always so sad about

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that they're like oh if you do like me

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you're gonna like me not for very long

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that always hits me up so cosmateer was

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this game it was one of those games

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that's so fun they got their they just

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put the whole game out for free on itch

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while they Market it four and a half

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years they had a steam page up okay and

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I looked at their conversion rate which

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is how when when they wish listed it's

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called a cohort you can look it up on

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Steam every red bar is a cohort that

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means when somebody wish listed it back

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here when they went on sale they

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converted it about 20 as you can see

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this red bars this is their conversion

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rate throughout the four and a half

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years it is pretty flat you would expect

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if people got tired of you they would it

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would like slowly ramp up in other words

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like the people who wish listed it four

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and a half years ago would convert lower

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than the people who converted it through

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wishlist to like six months before they

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launched nope just about the same just

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about the same

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in fact I can't even tell can't even

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tell where the where they are same thing

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happened with zero receiver another

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great game uh this is their Coho cohort

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conversion rate throughout their

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campaign they had a they weren't four

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and a half years

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but as you can see it doesn't matter one

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of some of the best converting wishlist

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occurred way at the beginning when it

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first put their steam pouch up they got

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blessed way back here when splattercat

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played them

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so really they don't get tired of us

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look at this how long was Zelda out

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how long did we wait at six and a half

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six years people then say you know what

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I'm tired of this game I don't want this

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game anymore no it's still a hit

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even though it took them like six years

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to make the sequel

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so if you can get blessed before you go

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on sale awesome

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but what about after you're on sale this

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is kind of

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this is curation getting worked on okay

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um

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this is in 2022 this is the indie game

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Revenue

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okay this is kind of what they earned

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over time

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this is all the games that released in

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2022. I'm sorry explain this better

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um and as you can see it's hockey stick

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it's a hockey stick of a hockey stick of

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a hockey stick the 93rd percentile of

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games will earn a hundred thousand

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dollars

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the 99th percentile will earn 1.8

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million dollars it's a hockey stick this

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the median is about a thousand dollars

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this is curation this is how Steam

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curates games out they let you publish

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they let you sell your game you can put

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whatever you want on scene they'll

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publish it but what they do is they

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essentially smother the games that they

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don't think or were they and they do it

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algorithmically

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basically

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I call it real steam so here's the

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bouncer the valve algorithm curator he

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only lets in certain games

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and in my bet I see this a lot I've

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worked on some of these games you'll see

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these games that are very positive but

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they stall out like 150 reviews

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200 reviews this this is this is sad

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this is I see this all the time and

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people are like what I have so many

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positive reviews why aren't I selling

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they got curated out in my experience

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games that are in about under 250 000

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gross

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you know pre-steam cut

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lifetime you know it could be like

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within a year or so but once games kind

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of get over 250 000 dollars

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gross revenue

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steam puts them everywhere they start

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getting through it and I really think

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this 250-ish now don't quote Steam on

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this on valve it valves in there or

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anything if you're having anyone like

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250. it's kind of rough I don't know

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what it is but usually when you apply

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for something like a daily deal you

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apply and valve goes oh we'll check it

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out see how your numbers are looking

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there's a number of factors but I always

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find it's a 250 250k is kind of the rule

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now

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what I find is here here's logarithmic

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scale to make it a little easier to see

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there's kind of this Indie zone right

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around here let me let me zoom in a

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little bit this is where those games get

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stuck at about 150 to 500 reviews

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this is that sad Indie Zone where it's

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uh it's I this is what's so frustrating

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About Steam and I hate it and that's why

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I want to explain this today you're

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doing pretty good like awesome 150

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reviews is nothing to get you know sad

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about but you kind of get stuck in the

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spot where it's like you're mostly

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positive or very positive and you're

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like why and you just didn't get enough

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for valve to really start paying

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attention

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this is the curation in effect and I

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hate this but for whatever reason valve

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just doesn't want to promote games that

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kind of earn in this mid tier like these

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are kind of like asset flips hobbyist

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games you know they're you see them when

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you know you're like yeah it's

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definitely the obvious game but this

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this is the zone of sadness right here I

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really don't like this but I I don't

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know this is this is just to explain

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though I don't know what to tell you but

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this is kind of what what happens when

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you're like God why am I I'm stuck at

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200 reviews and they're all positive

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everybody loves me but the sales just

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weren't fast enough exciting enough to

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get a valve past that bouncer

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okay and the reason is valve no it's

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like if they're gonna hold up two games

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and one game sells as soon as it's seen

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in the other game it's like well not as

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always doesn't sell as well

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they um they don't have they don't make

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as much money when they show that the

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game that is real steam okay that that's

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a secret so real steam it's math it's

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being blessed it's it's magic it's

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getting past the bouncer okay

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now

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how do you get into real steam okay so

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first it's your game that's that's the

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one it it has to be the game it's always

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the game there's no there's no one weird

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trick there's no one hashtag you can use

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your game has to be beautiful or if it's

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not beautiful so fun that once people

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start playing it they're just like I

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can't get enough of this it's just like

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so fun and that's it the marketing this

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kind of where I come in but it it really

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is the game like I wish I could take

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credit for a lot of this stuff but I

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can't it's it's the game so

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um that's it

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um

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uh you just want to get blessed that's

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amazing thing if I can tell you anything

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like get that nice and early try and

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maximize that time that you're blessed

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um if you you like this I I have a free

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book for you it's like 60 marketing

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mistakes so it's gonna put a nice

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picture I realized I didn't put that up

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there uh 60 marketing mistakes every

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ending makes it's a book that tells you

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how to avoid the 60 mistakes that I've

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identified how to Market a game.com free

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to get it

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um oh and I'm I'm gonna normally sell

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this stuff but

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Thursday I only do this two times a year

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in the summer and at on in November I

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put this class on deep discount so if

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you sign up make sure this Thursday it's

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gone sale you'll get a reminder if you

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sign up on on this but my class like

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super deep discount only time of the

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year so I wanted to time it perfectly

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with uh today but I couldn't so it is

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Thursday when that thing's gonna go on

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sale but that's it I don't know if we

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have time for questions

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um but thank you for having me maybe

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I'll just go back to uh uh questions or

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I'll just um silently watch everybody

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that's that a lot creepier it just means

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that I'm gonna be on the zoom call while

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everybody else gives a talks and I won't

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be drinking unfortunately so

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oh unfortunately I can't hear you I

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don't know why but I cannot hear you

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yes I can right do you do one-on-one

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Zoom calls

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I do

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um just hit me up I they're called

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office hours and you could book an

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office hour and I just review what your

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plans are I answer any question you want

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but I do uh an hour uh Zoom call with

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people it's a pretty reasonably priced

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price for Indies so uh just hit me up on

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social media or something uh but how to

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marketinggame.com you can find my

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contact information on there

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