It's hard not to be scared about how to launch a game in today's market when the Myst dev's launch tops out at 30k:http://steamspy.com/app/306760
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I bought 3 copies for people to try and offset the backing. Hopefully others did too, either way it's not ideal. Gone may be the
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days of indie making millions in the first month but slow burn success may still be there? Steam sales, humble bndl etc?
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IMO the main thing is: is Obduction fun to stream, for players and viewers? If not, no one will stream it, and few will see it.
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like N++ launch on PS4, and now this, wish small devs understood word of mouth takes time to spread, shout from the roof tops!
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not, er, mention it post‐launch https://twitter.com/obduction/status/768932233021386752 … in a remarkably unRTable tweet
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I only heard of this game after its release *and* had no idea it was made by anyone important.
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Not that it matters in my case since I have no money and no interest in playing Myst or anything like it haha
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it is a really good game. But really crashy and laggy. So frustrating. ue4 :(
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