Creator of Mount Your Friends! Owner of Stegersaurus Software. Buy my immature jokes https://xitter.cf/t.co/aPCk8H2lDc

Toronto, Canada
Joined August 2010
IT'S👏TIME🍆TO💦CLIMB😮. Mount Your Friends 3D: A Hard Man is Good to Climb is OUT NOW! Spread the word and get mounting! store.steampowered.com/app/4…
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A bunch of new people found me today already without posting this, but I guess now's a good time to remind people during an exodus...
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I know the common term is active ragdolls, but I always call them wobble walkers
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Daniel Stegersaurus retweeted
🧗‍♂️It came out of nowhere but as of today it's been *10 years* since Mount Your Friends came out on Steam, and I just wanted to say thanks to everyone who enjoyed my game, whether with their friends, online with strangers, or even just watching Streamers goof around with it 💪😮🍆
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🧗‍♂️It came out of nowhere but as of today it's been *10 years* since Mount Your Friends came out on Steam, and I just wanted to say thanks to everyone who enjoyed my game, whether with their friends, online with strangers, or even just watching Streamers goof around with it 💪😮🍆
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This comment misses the fact that Next Fest is a multiplier. Games aren't failing in Next Fest because they're ugly, they're not getting numbers because algorithms demand that you have numbers already for you to get strong exposure on an algorithmically driven page.
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A game can be "ugly" or absolutely beautiful, but the systems demand SOMETHING to bring people in. Make a project that inherently pulls attention from some group, EVEN IF it's weird or ugly. Marketing is more complex than "hire an artist"
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Daniel Stegersaurus retweeted
We're in a somewhat unique situation with Farewell North as we were able to participate in two Next Fests (Feb '22 and June '24) with the same game, so here are some numbers! 🧵1/8
Steam Next Fest is great. A chance to try new upcoming games without investment and a chance for smaller devs to get those needed wishlists, communities, and feedback. That said, the event has been running long enough that its value to devs IS beginning to taper... 🧵(1/10)
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For Steam right now Next Fest is big, and participation is nearly expected. Steam used to have devs jumping to every big Curator because at one point that was new and prioritized on Steam, but eventually (and for VARIOUS reasons) the value of that tapered off. (8/10)
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Steam is considerate and accessible to indies and they are constantly looking to make new opportunities, as well as watch when systems start getting manipulated/abused. Opportunities are useful, but don't confuse systemic manipulation with opportunity. You'll be punished (9/10)
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Keep looking for what opportunities line up with your projects, because it's a tough market to get attention for your games. If you want to see what I've been looking at this Next Fest, check out some of my recommendations (10/10) xitter.cf/StegerGames/status/180…
Here's some Steam Next Fest games that I enjoyed and wanted to share with others! 🧵
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Keeping your ear to the ground to find out what's available is important, but you have to sift through the good and bad, new and old opportunities to try and find what is valuable, because a lot of them are also just time-sinks that wont' keep devs afloat. (7/10)
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Steam Next Fest is great. A chance to try new upcoming games without investment and a chance for smaller devs to get those needed wishlists, communities, and feedback. That said, the event has been running long enough that its value to devs IS beginning to taper... 🧵(1/10)
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Companies with new services like OUYA were trying to get market share using their investment capitol to finance limited exclusivity of games, giving devs opportunities for cash without yet having a proven product. But it's all limited time-effectivenss (6/10)
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I was able to take advantage of XBox Live Indie Games when it was a thing. Being able to develop relatively cheap games for the XBox360 by using XNA, I took advantage of selling players edgy 80MSP games when they had leftover points they didn't want to spend on avatar hats (5/10)
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Early developers for iPhone got a huge marketplace of users before various rule changes, and F2P (which must be hyper-optimized between marketing spend and microtransactions) became dominated by handfuls of large companies. (4/10)
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They have the resources to control the space more than the small names who got early successes, and although there is still value in the opportunity, it stops being as much of a "free pass" as early adopters got. This happens all the time, not just Next Fest. (3/10)
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This is often the case with opportunities. Early adopters who were given the right opportunities get rewarded when their games take off, and wider communities see that so next time there's a similar opportunity, they take it as well. Once it's proven, the big players join (2/10)
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