These are the follower count numbers. I use them as a rough measure to rank and estimate interest before release.
Dozens of games get released every day and wishlists aren't publicly accessible, so followers are the best filter I've found to put the more anticipated games to the top.
The full release calendar can be seen here: https://t.co/rWRpKIFLNX
Graveyard Keeper 2 beat the first game's lifetime peak on day one.
The original needed a free-to-keep weekend in April to reach 46K. The sequel did 50K at full price on launch day, eight years after the first one shipped.
Live count, updated every 15 min: https://t.co/Jvp9mCPRwq
Graveyard Keeper 2 launched to 50K players with a 92% positive rating so far.
Players like the graveyard loop, the full voice acting and the humour.
One recurring gripe is that you still can't move placed objects. Forcing players to destroy and rebuild items just to rearrange them.
Part of why this apology exists is that the numbers are public. Hollywood can't call a flop a hit because we can see the box office. Devs and publishers can't either while Steam shows player counts. It's not the entire story, but it's enough that PR spin can only delay the inevitable.
@ALegendaryDrops It also reinforces the benefit of Steam showing player counts. It doesn't show the full picture, but companies hate that they can't hide the scale of their failures behind PR and disingenuous investor calls.
Biggest game releases on Steam this week:
Graveyard Keeper 2, a medieval cemetery sim, leads with 51,099 followers for Lazy Bear Games' follow-up to the 2018 original.
CONTROL Resonant, Remedy's action RPG set in a warped Manhattan, is close behind at 47K.
All-time peak is just under 128K, set on launch day. Reviews sit at 62% positive, with 123K playing now. Live count, updated every 15 min: https://t.co/CMfJGXOyWC
Despite a strong launch, players are criticizing Aniimo's aggressive monetization strategies, with many finding the passes and stores to be pay-to-progress elements.
Some players also report a limited co-op experience, unable to progress story missions together.
@ALegendaryDrops They also probably resent that they care more about what players think than their approval.
Also the Wardog devs are modeling community engagement and communication that is a direct threat to their rapidly decaying position as middleman
@Brammflakes Agreed that a lot of this is just sensationalizing a normal regression to the mean.
If peak counts are worth celebrating, the floor a few months out is worth knowing too. That's a number that can tell a player whether there's still a healthy multiplayer game to join.
Expecting the WARDOGS review score to go up substantially.
Players understand that reviews are one of the most effective ways of communicating with devs because it impacts the bottom line.
BULKHEAD has largely taken a player-first approach in its communication and has not responded by blaming its customers. This is how you swing a narrative (along with fixing the issues of course).
WARDOGS off to a huge start. Posting big numbers even when compared to other big shooters.
Oh, and Marathon as well...
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