Automata Games

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Automata Games

Automata Games

@AutomataGames1

Indie game dev studio crafting our debut title. Building in public and sharing the journey. Your feedback shapes our code!

Joined Mayıs 2026
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Automata Games
Automata Games@AutomataGames1·
One bad car can bankrupt you. One smart design can change everything. 🚗 Auto Empire Tycoon is now on Steam. Start in the 1950s, research new technologies, design better cars, manage production, read the market, and outsell two rival brands. Wishlist now 👇 store.steampowered.com/app/4809560/Au… #indiegame #gamedev #tycoon
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Automata Games retweeted
IndieCurator | Indie Games
IndieCurator | Indie Games@IndieCurator·
Steam Next Fest isn't getting worse. It's getting noisier. If you don't make it into the Top 50, the visibility boost may be much smaller than many developers expect. If you participated in this Steam Next Fest, did it move the needle for your game? Please share your wishlist growth or overall results. I'm especially interested in hearing from developers who actually participated so we can better understand the real impact of the festival. #IndieDev #SteamNextFest #GameMarketing
Aente@MrAente

Evet, biraz cesur bir başlık atayım, ardından detaylarıyla açıklayayım: "Steam Next Fest bitmiştir..." Niye? Teknik olarak SNF tabii ki bitmedi ama son 2 etkinlik gösteriyor ki burada varolabilmek artık tüm indie oyunlar için 'o büyük itici güç' olmaktan çıktı. Görselden fazlasını açıklayacağım, ama özetle onlardan da girişte bahsedeyim. Festival esnasında en fazla CCU gören Top 25 oyun ve onların yaklaşık budgetlarına göre tagledim; Publisherı, oyunun stüdyosu, yapımının kaç yıl sürdüğü, oyun kapsamı gibi kriterlere bakarak hesapladım, ufak tefek sapmalar olabilir. Yani görselde viral hit olabilmiş ve hali hazırda etkinliğie eli güçlü gelenler ve/veya etkinlik sırasında iyi video content çıkartacak, viral olabilecek içerik sağlayamayan hiçbir indie bu listede yok. Diğer görselde Top 50'ye giren oyunlardaki tagleri özetle derlediğim bir data. Şimdi "SNF Bitti!"nin sebeplerine geriden gelerek bakalım; Bir önceki SNF'ye katıldığımızda etkinlik başlamadan önce oyunumuz 30 bin WL barajını aşmıştı. Umudumuz iyi bir çıkışla başlayıp Top 50 içinde bitirmek, haliyle hem etkinlik süresince iyi bir görünürlük almak, hem de sonrasında Valve'ın Top 50 listesi ile hem site hem basın adına ikinci bir güçlü visibility round ile cilayı çekmekti. Sonuç: Yaklaşık 90. sıralarda bir yerde tamamladık. WL'leri tam hatırlayamıyorum ama 8K civarı faland, fakat bizim hedefimiz bunun en az 20-30 bin olması yönündeydi. Top 50 dışında kaldığımız anda o tren kaçtı. Sorun şu ki artık 30 bin değil 40 bin wishlist bile Steam Next Fest'in sizi 'hatırı sayılır' ölçüde itebilmesi adına girmeniz gereken yer olan Top 50'ye taşımayabilir. (Şansınıza o etkinlikte zayıf indieler gelir işler değişebilir vs. ama buna güvenmemek gerek). 🥲"E iyi de ne yapalım biz de illa 100 bin wishlist alalım demiyoruz zaten, 5 ile girelim 10k çıkalım olmaz mı?" Valla SNF'de yapısal bir değişiklik olmazsa (Örnek AI oyunları tamamen ayrı bir sub kategori olarak koymak, discovery esnasında daha az önünüze çıkmaları sayesinde esas aradığınız şeyleri bulabilmeniz, onları exclude edebilmeniz vb.) olmaz arkadaşlar. O tren kaçtı. Şimdi size eğlenceli co-op ve simülasyon oyunları konusunda oldukça iyi bir publisher olan Polden'in CEO'su Kirill Oreshkin'in paylaştığı rakamları atayım, oyunları SNF'de ne kadar yol kat edebilmiş birlikte bakalım: Static Dread: The Submarine Total wishlists: 24,836 → 29,859 Meowgic Total wishlists: 92,814 → 97,777 Project: Doors Total wishlists: 78,754 → 104,664 Cheat Death Total wishlists: 7,285 → 8,775 Iron Frontier Total wishlists: 11,074 → 12,414 Siz hemen "e bak Project Doors iyi gitmiş" demeden önce Kirill'in şu açıklamasını da bırakayım: "Please note that, for all of these games, Next Fest essentially didn't provide anything particularly significant. Yes, Project Doors performed reasonably well, but we deliberately planned and coordinated a separate marketing push for it in advance because a new type of door had been added. Combined with that marketing push, we were indeed able to build momentum." Yani durum şu: Eğer SNF öncesinde ve sırasında dışarıdan trafik getirmiyorsanız, hali hazırda zaten "oldu bu iş" diyecek kadar wishlist toplamış değilseniz o iş olmuyor. Steam Next Fest'te demomu koyacağım ve patlayacağız devri geçti. Zaten geçtiğinden emin gibiydim ama başka dataları gördükçe teyit ediyorum. 👀"Peki Top 50'ye girenler?" Onların da yaklaşık Wishlist kazanımları şu şekilde: Bombanana 230K+ Iron Nest: Heavy Turret Simulator yaklaşık 200K Mistfall Hunter yaklaşık 150K ReStory: Chill Electronics yaklaşık 100K Nightwater yaklaşık 75K Yani işin kaymağını büyük ölçüde Top 25/50 yiyor. Diğerleri ekstra bir görünürlük kazanmanın ötesinde game changer rakamları yakalayamıyor. TL:DR -SNF kurtarıcınız ya da rockstar olacağınız yer değil. -Etkinlik başlamadan önce zaten yol almış olmanız lazım -SNF'ye katılmak her zaman için şart, fakat burayı WL kazanımında birincil kaynak yerine feedback/test alanı olarak görmek, teknik olarak iyi bir demoyu, iyi bir oyuna çevirmeyi unutmamak lazım. -Eğer eliniz güçlü şekilde (40-50-60K Min. WL) ile geldiyseniz süreci yakından takip edin, day 1 ve day 2 patchlerini çıkın. 3. gün karma değil personalized algo'ya giriyorsunuz. Yani sizinle gerçekten ilgilenecek oyuncular gelecek. O büyük trafik gelene kadar demoda yamanacak kritik şeyler varsa uyumayın, yatmayın, yemeyin içmeyin o yamaları atın. SNF artık kuralları değişene kadar, AI slop oyunlar, mobilde batıp buraya gelen garip (Aynı günde 3 oyun çıkartan stüdyolar falan gördüm, hepsi hyper casualdan halliceydi) yeni dalga geliştiriciler, gerçeklerle yüzleşip para kazanamayınca kaçacak 'vibe dev' lerin istilası altında. Kuru kalabalık, samanlıktaki iğne ya da 'hidden gem'leri bulmayı zorlaştırıyor. Kaldı ki artık indie furyası sayesinde oransal olarak da geçtiğimiz yıllara göre daha fazla iyi kalitede indie oyun çıkyıor. SNF sadece iyi oyunların değil, görünür oyunların faydalanacağı bir etkinlik. Kuralları buna göre oynamak ve etkinlikle ilgili hedefleri buna göre koymak şart. Ve son olarak, artık çok iyi sosyal medya veya çok iyi bir publisher geçtiğimiz 3 yıla nazaran çok daha önemli hale gelmiş gibi duruyor. Yoksa bu 'visibility contest''te var olabilmek çok zor. GL & BB.

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IndieCurator | Indie Games
IndieCurator | Indie Games@IndieCurator·
@cstlwrslgcy I'm writing this seriously, in my own way 😂 but after you mentioned it, I realized maybe I shouldn't even use it for formatting. I've made a note of it.
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Automata Games retweeted
IndieCurator | Indie Games
Topic 6: First Sentence / Hook Old X was forgiving. A weak first line could still survive with hashtags or fast replies. New X is ruthless. People don’t read posts anymore. They decide in 1–2 seconds whether to stop scrolling or keep moving. Your first sentence is no longer just the beginning. It’s the gatekeeper. If it doesn’t stop the scroll instantly, the rest of your post never gets seen. That’s why I stopped thinking in terms of writing posts. Now I only focus on writing hooks. Because on today’s X, everything depends on those first few words. A strong hook gives the rest of your post a chance to exist. A weak one kills it before it even starts.
IndieCurator | Indie Games@IndieCurator

Topic 5: Replies vs Likes Old X felt simple: More likes = more impressions. If a post got a lot of likes fast, it usually traveled further. But new X doesn’t feel like that anymore. Likes don’t seem to help reach as much now. Replies seem much more important. But not every reply has the same value. In the old system, the number of replies mattered more. Even simple replies like: “Thanks!” or🔥or “Nice!” could help the post look active. But now, meaningful replies seem to matter more. Real questions. Useful answers. Small discussions. Even natural jokes between real people. These feel stronger than empty engagement. Likes show support. Replies create reach. If someone replies early, reply back. Not as a trick. Just keep the conversation alive.

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Automata Games retweeted
IndieCurator | Indie Games
Here’s something I’ve been noticing: A lot of accounts are using AI to write their hooks these days. It shows. People can tell. They might not read the full post, but they can sense when something feels AI-generated and they usually scroll past it. Writing the first line in your own words still works better. It might not be perfect every time, but it feels human. Sometimes it works, sometimes it doesn’t. But at least it doesn’t sound robotic. Trying it yourself costs nothing.
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Automata Games
Automata Games@AutomataGames1·
@picmory Hopefully I will create on of those hits, joking aside I completely agree with you
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もりー@ゲーム作りおじさん
アイデアとイメージさえしっかりしていれば、 素人でもAIを使って 模倣ではないゲームを作れるようになってきた。 あれくらいの開発規模のゲームでも 大ヒットが生まれるなら 全ての人がゲームを作れるようになった時 何が起きるのか。 ほとんどのゲームは 圧倒的な数の中に埋もれる。 でも、その中からSNSで突然見つかり、 一気に世界へ広がるゲームも出てくる。 ズバリ言うわよ これから、大ヒットは素人から生まれる。
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Automata Games
Automata Games@AutomataGames1·
@IndieCurator @2TLH_GAMES I agree completely, there are some days I feel like I am overwhelmed by tasks and they are impossible to finish. But consistent working is the solution imo. Little by little they are done
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Automata Games retweeted
IndieCurator | Indie Games
Hey devs When another dev shares their wishlist, how does it actually hit you? Happy for them? Or does it make you look at your own list and feel behind? What do you actually feel? #IndieDev #GameDev
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Pirat_Nation 🔴
Pirat_Nation 🔴@Pirat_Nation·
Meccha Chameleon has already sold over 3 million copies on Steam. What’s crazy is that it was made by a solo dev in about five months. The game went from launch to 3 million sales in roughly a week, meanwhile AAA games spending years, millions, and thousands of employees to make a flop.
Pirat_Nation 🔴 tweet mediaPirat_Nation 🔴 tweet media
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Automata Games
Automata Games@AutomataGames1·
@fixGameing hey thanks for the review, you really made me happy <3. Sim City vibe is the exact vibe I am going for.
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Fix Gaming Channel
Fix Gaming Channel@fixGameing·
@AutomataGames1 It's good; I get the vibe right away, and easy to understand. The music supports it- real 50s. Looks like early SimCity. So for me it works, 7/10
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Fix Gaming Channel
Fix Gaming Channel@fixGameing·
Is your trailer helping your game, or hurting it? A trailer can damage interest if it is not ready. If the gameplay is unclear, the hook is buried, the editing feels confusing, or people do not understand the game fast, they may leave before they ever reach your Steam page or demo. Sometimes the best move is not to post the trailer yet. Fix the trailer first. Then push it. Your trailer should build confidence, not confusion. If you have experienced this, or you are unsure if your trailer is helping your game, comment below or reach out, and I’ll take a look. #IndieGames #GameDev #IndieDev #SteamNextFest #GamingNews
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Automata Games retweeted
LuckyStudios
LuckyStudios@luckystudiosdev·
Happy #FollowFriday to all devs out there! It's time to showcase your work! 🚨 Upload your trailer, a cool gameplay clip, Steam page, or anything you want to show off! Fellow devs, Like❤️ Reply 💬and Repost ♻️ Lets help each other out! #indiegame #gamedev #indiedev
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Automata Games
Automata Games@AutomataGames1·
he he there are some obvious bugs in the win screen, lets see if anyone will notice it .p
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Automata Games
Automata Games@AutomataGames1·
@MjTheHunter it is definitely same for me, I feel guilty now when I play some games cause there is so much stuff to do
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MJ
MJ@MjTheHunter·
The reality of making a game for me, is that I have less time to play games
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Automata Games
Automata Games@AutomataGames1·
just 11 more wishlists and we are 100! 🥳🥳
Automata Games tweet media
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Sageless
Sageless@SagelessRanger·
@MR3Dev Funny enough I hated the workflow of blueprints and gdscript was way way better. And I tried both from the standpoint of being totally new to programming
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MR3D-Dev
MR3D-Dev@MR3Dev·
Holy cow my timeline is just doom and gloom about Unreal Engine 6. Ppl this is 3 years away and the blueprint fade out is 5 years away, plz chill out
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Automata Games retweeted
IndieCurator | Indie Games
I don’t think likes are useless. They may not increase impressions much anymore, but they still matter to me. A like can mean: “I’m here.” “I saw your post.” “I support this.” I even recognize some accounts because they like my posts almost every day. So yes, likes still matter. Just in a different way.
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Automata Games retweeted
IndieCurator | Indie Games
Topic 5: Replies vs Likes Old X felt simple: More likes = more impressions. If a post got a lot of likes fast, it usually traveled further. But new X doesn’t feel like that anymore. Likes don’t seem to help reach as much now. Replies seem much more important. But not every reply has the same value. In the old system, the number of replies mattered more. Even simple replies like: “Thanks!” or🔥or “Nice!” could help the post look active. But now, meaningful replies seem to matter more. Real questions. Useful answers. Small discussions. Even natural jokes between real people. These feel stronger than empty engagement. Likes show support. Replies create reach. If someone replies early, reply back. Not as a trick. Just keep the conversation alive.
IndieCurator | Indie Games@IndieCurator

Topic 4: Hashtags My experience with hashtags has completely changed. As an indie game curator, I no longer believe hashtags automatically boost impressions. In 2026, they often do the opposite - they can actively reduce reach. Especially when you mix languages in the same post. English text + Japanese hashtags + random gaming tags... This confuses the algorithm about who the post is actually for. X’s algorithm no longer relies on hashtags for discovery. It now uses advanced semantic understanding, powered by Grok-level NLP, to read and categorize content directly. Hashtags have become almost irrelevant for reach. That’s why I stopped treating them as “reach boosters.” I now see hashtags purely as audience targeting tools. If you want to reach Japanese indie game accounts, write the entire post in Japanese and use the right local hashtags: # インディーゲーム # ゲーム開発 # 個人開発 Even if total impressions are lower, the post lands with the exact right people. Repeating the same hashtags over and over also traps you in an echo chamber - the algorithm keeps showing your content to the exact same small circle. So here’s my current rule: Use hashtags only when they perfectly match your audience and goal. Asking indie developers a question? -> #IndieDev or #gamedev makes sense. Introducing a game to players? -> Skip dev-focused tags. Focus on player-first language first. Hashtags are not magic anymore. They’re just labels. Use them carefully - or don’t use them at all. Elon was right: the system doesn’t need them anymore.

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Automata Games
Automata Games@AutomataGames1·
@Ahwhwh2740394 Godot has very good documentation and tutorials. Gdscript is also very easy to use
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RandomName
RandomName@Ahwhwh2740394·
Game developers, if someone wants to learn game development, what would you recommend they start with? #gamedev #gaming
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