BT 📊

10.7K posts

BT 📊 banner
BT 📊

BT 📊

@TriBorys

Indie Games Business @rcpfstudios | BI & Analytics | Publishing @songsofsilence_

🟨🟦 in ⬜🟦, ⬛🟥🟨 Katılım Temmuz 2010
832 Takip Edilen930 Takipçiler
MicroProse
MicroProse@micro_prose·
🚁 The rotors are spinning… and a new mission begins. Gunship: Origins is officially coming, published by MicroProse! Take the pilot seat in iconic helicopters, plan your approach, and strike across dynamic battlefields - solo or in co-op with up to 8 players. Fly low, hit hard, and lead your flight to victory. 🔥 Dynamic missions 🎖 Career progression 👥 Co-op multiplayer 🌍 Real-world terrain This is your call to the cockpit. 👉 Wishlist now on Steam and don’t miss takeoff: store.steampowered.com/app/4055780/Gu…
English
90
225
2K
350.2K
BT 📊 retweetledi
BT 📊
BT 📊@TriBorys·
@jammingames @micro_prose @DavidePessach Exactly! I've spent dozens of hours playing it some 20 years ago in Ukraine. This CD is still somewhere on the shelf back at my parents house. I have no doubt you'll create a worthy sucessor to it and many others!
BT 📊 tweet mediaBT 📊 tweet media
English
1
0
1
23
BT 📊 retweetledi
Andrei ⚙️ Forklift Interactive
It’s easy to see publishers as greedy: why wouldn’t you invest $250k to make $500k? Two reasons. For larger publishers, even doubling or tripling that kind of investment often doesn’t cover their overhead. For smaller publishers, the issue is different. If you sign ten such games, a couple will do well, a few will barely break even, and some will fail, despite your best efforts. The math only works at scale, and even then, margins are thin. The way forward is a different kind of publisher: nimble, flexible, low-cost, with practical approaches to marketing and production. This makes it possible to succeed with projects that wouldn’t work under traditional publishing economics, where high recoup costs raise the bar too much. That’s the model we’re building at Forklift Interactive. We invest up to $300k, focusing on systems-driven games with deep, long-tail potential, and ensuring that devs always get revenue from the first dollar.
PC Gamer@pcgamer

An indie asking for $250,000 is 'a drop in the bucket' says Tunic's publisher, but indies are in a 'survival' era because companies think that 'isn't profitable enough' to fund pcgamer.com/gaming-industr…

English
15
5
119
17K
Hazo
Hazo@StillHazoDDD·
I can now consistently pull S rank Oguris but- Those who do +30 races when do you even get the time to train
Hazo tweet media
English
163
27
2.5K
85.9K
BT 📊
BT 📊@TriBorys·
Trackblazer/MANT experience so far
BT 📊 tweet media
English
0
0
2
83
BT 📊 retweetledi
Sledding Game
Sledding Game@sledding_game·
steam next fest stats cause it's cool to share. Put me in your database of numbers 'o analysts 🫡
Sledding Game tweet media
English
1
2
92
2.1K
Alex Hutchinson
Alex Hutchinson@BangBangClick·
@podopriguez For sure there’s a bunch of shovelware but when the math starts looking like maybe making a bunch of friend slop for cheap and hoping something hits for a weekend instead of something heartfelt and real, I feel like ssd.
English
1
0
1
27
Andrei ⚙️ Forklift Interactive
1) Not 5000, but almost 6000. 2) They didn’t mean NEW games launched in 2025. They meant that many games in general have made that amount in 2025. It’s an important detail people keep missing. 3) Hence, your math to get to 75% doesn’t hold up.
Alex Hutchinson@BangBangClick

20,000 games were released on Steam last year. And Valve just released data that only around 5,000 earned even $100,000. Valve takes 30% of that... And then tax on top of that. It means 75% of the games on Steam lost money EVEN IF they were made by solo devs. Which they weren't.

English
1
0
3
440
BT 📊
BT 📊@TriBorys·
------------------------ DISCLAIMER: I've been informed by Gamalytic about the data quality concerns around the Next Fest and will redo the calculations based on Follower numbers instead of Wishlists. Stay tuned for updates. ------------------------
English
0
0
0
53
BT 📊
BT 📊@TriBorys·
You might have moved on from the February Next Fest, but it's a momentum engine — the afterglow is where breakouts truly shine. I pulled the data 10 days later to check what's up, and, for some, post-fest WL growth exceeded fest growth. 82% kept gaining. Details in the charts ↓
BT 📊 tweet media
English
3
1
12
443
BT 📊
BT 📊@TriBorys·
@tachikoma_h Теж її отримав з другого безкоштовного 10-пула 🥳
BT 📊 tweet media
Українська
0
0
1
17
BT 📊
BT 📊@TriBorys·
@CaptainKoT Буде кого поставити на наступний 3200м СМ
Українська
0
0
2
19
Пан Кот
Пан Кот@CaptainKoT·
Сюдииии 😤
Пан Кот tweet media
Українська
3
0
7
75
djuD
djuD@Dsign_Abstr·
@TriBorys So you're telling me there's a chance!
English
1
0
1
26
BT 📊
BT 📊@TriBorys·
Happy free 10 pull for everyone who celebrates
BT 📊 tweet media
English
0
0
2
50
BT 📊
BT 📊@TriBorys·
@GreyAlien Yeah, only 800 games from 2025 made into that >$100k club
BT 📊 tweet media
English
2
0
9
314
BT 📊
BT 📊@TriBorys·
@RVL1389 Yep, one important factor is the velocity of wishlists/followers/reviews as a signal of a game doing things right on Steam In the end, the algorithm cannot see inside the game, so the "potential" is always assessed indirectly, for example, via friends jumping in (see friendslop)
English
0
0
0
19
Riley
Riley@RVL1389·
@TriBorys I'm also sure a very healthy chunk of those under $10k is games that made a bit of money but were reviewed very poorly and then heavily suppressed by the algo
English
1
0
0
8
Riley
Riley@RVL1389·
This picture changes much much more when you recognize that roughly 65-85% of games released on Steam in 2025 would fit the coloaqual definition of "low quality slop"
BT 📊@TriBorys

More games crossing $100k+ each year. True. 20k releases in 2025. ~800 netted >$100k That's 4% of 2025 games joining a club of ~6k out of 125k+ games on Steam who ever cleared that bar — across all years, still only ~5% The floor isn't rising. The room is getting more crowded.

English
2
0
1
111