If you want to know whether it's hard to sell indie games in 2020: in the direct aftermath of being nominated for "Best Indie Game of the Year" in the Golden Joysticks, Lair of the Clockwork God sold zero copies on Steam.
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I'd hoped for some sort of a bump, but instead got the worst day of sales since launch _/(:-S)/- I still can't draw that shrugging man.
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Maybe everyone went to the Golden Joystick page and immediately went and bought copies on Switch. Who knows, I don't have that data. I am just astounded that after that buzz, not *one* person wound up buying the game. Astonishing and quite heartbreaking tbh.
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Anyway, I'm thinking of putting together a big post about *why* Clockwork God is a super hard sell in 2020, and what YOU can learn from it for your own indie dev projects. In the meantime, if you want to cheer me up: https://store.steampowered.com/app/1060600/Lair_of_the_Clockwork_God/ … Or buy the Switch/ Xbox versions :)
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Just to be clear, my point with this is: [1/2] If it's this hard for *me* to sell my game, given the level of praise LotCG has received, think how hard it is out therefor 99% of indie games
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[2/2] Clockwork God has done well. It'll fund another game. It hasn't "flopped", it just isn't necessarily selling in line with the critical response. It is very, very tough out there right now for the smaller indie companies.
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there's too much competition (good titles coming out constantly), gamepasses/price erosion and people rarely buying a game at full price
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