Three Months Steam Early Access in Numbers
For those of you who don't know: Coregrounds is a free-to-play, competitive strategy game with MOBA and tower defense elements, which we released in early access on Steam three months ago.
Before that, Coregrounds was a available as a browsergame for three years. Thing is, I’m a full-on n00b, Coregrounds is my first game, so the first version was shit. UX, programming, scalability, it all sucked. Luckily, I recruited a willing and able programmer from the community, so we’ve gone and rewritten the game from the ground up, which took us two years, during which I didn’t think we’d actually finish it, but hey, here we are. Coregrounds is live on Steam and I wanted to share some numbers with you, because we all love data, right?
During the three years before steam, Coregrounds found 2.4k players who played 8.4k matches for a total duration of 1.5k hours.
Now during the first three months in early access on Steam Coregrounds found 12k downloads, of which 7k new players registered. Those played 17k matches for a total of 3.4k hours (4.8% of which were pvp matches). Since the Steam release, we've also accumulated 1k wishlists and made $325 in sales, yay. Currently we have about 70 daily active users, including about 50 new ones per day, who play about 250 matches per day.
So, first of all, making the Steam version alone more than tripled our players and matches within the first three months, compared to the numbers of the past three years.
I’m already preparing a list of the shit ton of mistakes we’ve made making this game – follow Coregrounds if you’re interested in that – but I want to stress one now: Steam is a wonderful tool to get your game in front of people; but if you do, make sure the quality is right. We were too hasty and lost a good deal of the initial traffic spike to stupid, completely avoidable problems. Also we ended up getting many bad reviews due to technical problems and our bad onboarding. It sounds like common sense, but if you’ve worked on a game for so long, you have to battle that urge to release and make sure you don’t have to spend hours thinking of ways to turn around bad reviews because you’ve released too early.
Anyway now that the game’s done, we actually have time for marketing and PR, so we’re looking forward to seeing these numbers improve. If you like this little data slice, I’ll be back with more in a few months. And remember to follow Coregrounds if you’re interested in the list of mistakes we made, like starting PR and marketing only after the release.
Thanks for reading!