@hamzahgamedev There seem to be various potential gotchas for the review. Someone ought to make a “most common rejection reasons” list. I did find this 3rd-party site, although I don’t know how thorough or accurate it really is (or what they’re selling…)
https://t.co/qpwCJZdVw7
Chris Zukowski has extensive data, advice, and benchmarks. Most of his advice is focused on pre-launch, because that’s what matters to most indies (because so many games will fail at launch).
His other benchmarks are here: https://t.co/YAKBrB6cjl
And here’s my usual summary of indie marketing advice, based mostly on his advice: I’ve got a summary of indie game marketing advice here: https://t.co/1razNeiZYN
@janetacarr I think you might be better off generalizing to “You are not really allowed to be on the internet anymore.” It’s a rough neighborhood. No one is safe.
@DevLand95213410 One issue is that Valve employees aren’t in the office to help if something goes sideways on launch day. Also a good reason to launch around 10AM Pacific time, since they’ll be there at their desks.
Those are all scammers.
There are legitimate Steam curators, but they won't ask you to send keys directly. They would ask you to send them via Curator Connect, which guarantees that they cannot resell them. Legit curators want to write reviews and recommendations for their audiences.
For example, "Turn-based Tactics" is a legit curator: https://t.co/QLwMZBGPEz
So the short version is: if they're asking you to send you keys directly, just assume they're scammers and ignore them. If they're asking for a key via Curator Connect, you can check their curator page and see if they look legit and make your own decision.
https://t.co/2wNwmorl7f https://t.co/ARBrykdcUX
@DmawDev If it’s your game, yes. Steam has a report that breaks things into “wishlist cohorts” by month that shows how many wishlists from that month converted to sales.
https://t.co/8hkls4McAZ
@DmawDev … but you are correct that gaining a large number of wishlists in a short period of time indicates more excitement about the game. And that could indicate a likely higher conversion rate (eg 20% instead of the more typical 10%).
@EracuStudios Depends on what you’re hoping for. Wishlists typically convert to sales at 5-20%. I have seen some recent anecdotal reports of games with few wishlists overperforming that number, possibly because of the new Personal Calendar.