Nightfeather Studio

76 posts

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Nightfeather Studio

Nightfeather Studio

@NightfeatherST

adventure awaits

Katılım Haziran 2026
32 Takip Edilen7 Takipçiler
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Nightfeather Studio
Nightfeather Studio@NightfeatherST·
Hi, we're Night Feather Studio. Inspired by the magnificent Blue Magpie found in Taiwan. We're cooking and will share more soon!
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Nightfeather Studio
Nightfeather Studio@NightfeatherST·
@dyrkabes I’ve been also procrastinating, there’s always something to improve. Just started the process of setting it up.
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Dyrkabes
Dyrkabes@dyrkabes·
That's a weird feeling to see your game in the list on Steam and being able to download it P.S. The demo is not yet live. I have been procrastinating since another week.. again P.P.S. I think I need new store resources :/ I did a fine job designing everything but I am no artist. And what if it lowers the conversion even 10-20%? Over several months that would be hundreds of wishlists even without ads
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rick
rick@__rick________·
Huge milestone!! Never thought I would get anywhere close to a number like this when I started the project. Thanks a ton to anyone who has shown support throughout development!! #steam #gamedev #indiegame
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Castillon Demo Is Out ⚔️
New map, same problem: night is coming. Build fast, place your troops, and try to survive one more siege. ⚔️ Castillon demo is available now on Steam. #TrailerTuesday
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Dyrkabes
Dyrkabes@dyrkabes·
Do you make surveys in your games? I have got 43 responses in total. A lot of answers pointed out bugs and potential UX improvements One wild thing is how differently people perceive the same game. Eg some say it is too fast, some say it is too slow :D
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Vexlands
Vexlands@VexlandsGame·
🏡 Build your village. 🪵 Gather supplies. ⚔️ Defend what you’ve built. 🕳️ The Underlings have arrived. Life in Vexlands always keeps you on your toes!
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Thomas Brush
Thomas Brush@thomasbrushdev·
We did it folks... thank you so much. I'm incredibly grateful. Wow.
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Nightfeather Studio
Nightfeather Studio@NightfeatherST·
@egebasoner Could be because of momentum? It's more difficult to push a still wheel than pushing a rolling wheel.
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Basoner
Basoner@basoner_dev·
Why are the best-performing game development posts always the most primitive, early-development ones?
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Gino
Gino@GinoKolling·
Once in a lifetime. Thank you for all the support!
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MJ
MJ@MjTheHunter·
Random amount of YouTube subs
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Ichbinhamma ⚒️ Hamma Studios
Ichbinhamma ⚒️ Hamma Studios@KakapoCalypse·
As another Steam Summer Sale comes to an end, I just wanted to say thank you. More than 60,000 players have now played Dwarves: Glory, Death and Loot for 20+ hours. For a solo-developed indie game, that's a milestone I'll never take for granted.❤️
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Eddie H.H - Wishlist Skills & Raids
My indie game I just hit 9053 wishlists for Skills & Raids! This is so crazy to me as a solo dev! Thanks, everyone for the support The game releases in just 18 days! 🔥
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Nightfeather Studio
Nightfeather Studio@NightfeatherST·
The biggest challenge so far is the constant self-doubt. Asking yourself is this good enough? Over and over again.
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MJ
MJ@MjTheHunter·
Posted my first video on tiktok yesterday. If you need advice with your marketing strategy, let me know
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MJ
MJ@MjTheHunter·
Fellow gamedevs, what does your self doubt schedule look like? Mine goes like Once a day I'm in shock of how much there is to do Once a week I doubt all of my skills Once a month I start to question why I started this And then intermittent euphoria and having the time of my life!
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apepatrick
apepatrick@apepatrickdev·
@NightfeatherST Just posting a few posts here and there and some short form content I want to try paid ads too
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apepatrick
apepatrick@apepatrickdev·
two weeks after launching my game with around 2k wishlists, it reached about 6.8k sales while spending $0 on marketing it’s currently sitting at 90% positive reviews, with 170 reviews total. The game lasts about 1 hour, and the refund rate is around 11% which i think is around average worth noting I consider this an outlier case. from what i've seen, a launch like this is more often tied to much higher wishlists like +10k, so there are clearly many factors to take into account beyond just wishlist count on launch day, I got around 800 sales, with about a 10% wishlist conversion rate. but a lot of sales came from non-wishlist traffic such as steam showing the game in recommended sections etc.. The next day, I peaked at over 1k sales, which was the highest sales day I’ve had. That led to around 3k sales in the first 3 days steam seems to give games some launch visibility. If your game converts well, gets good reviews, and players respond positively, steam may keep showing it to more people the simplest explanation is that my game converted well, and people enjoyed it thus leading to more sales than expected WLs do matter, but they don’t tell the whole story. a game with a lower wishlist count can still perform well if other signals are strong enough my only real advice would be to care about your players and iterate with them. Get feedback, playtest a lot, and make the game better around what players actually respond to often times you'll struggle finding people to play your game, and you want the less friction possible when people plays it. have a web build and post it everywhere (itch, newgrounds etc..), users don't have to download anything and is much more accessible start building your community early, like a discord server so people can reach out to you and you connect with your players easier the more feedback the better one way to avoid mistakes other games in my genre did is read negative reviews of games similar to mine on steam, which helps pinpoint what really matters for your players, that will give you lot of directions in the beginning and what to focus the most don't skip the progression aspect, this is what will make your game fun. no matter how good your art, sounds, polish are, if progression doesn't follow it will likely won't work players care about having fun more than anything else, simple graphics can still work if art style is coherent it's hard to know whether your pacing feels good to your players without playtesting a lot yourself, and they won't always tell you what's wrong either. analytics are one way to spot this and confirm whether players are engaging. if median time is low like 10mn it is very likely that at this point you have friction issues like you encounter a big timewall and it isn't fun you may need a sample of at least 50 players to have "useful" analytics and something concrete, otherwise you might just keep guessing and hitting your head against the wall one thing to keep in mind, median playtime from a free web build will usually be lower than steam playtime. on steam, players are already more engaged because they bought the game as opposed to itch or other web platforms, the game is much more accessible, but players are also more likely to leave quickly TLDR: wishlists matter, but conversion, player feedback, pacing, and early reviews can matter just as much once steam starts testing your game
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Nightfeather Studio
Nightfeather Studio@NightfeatherST·
Removed a huge system to simplify the game. It's easy to add, but it'll be bloated. A reminder for myself to remove and to simplify.
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