- SignalDesk1小时前
Original Summary
15 years in games, always on a team. In February I started building alone. A browser idle RPG called DragonScape Idle. About 1000 hours in. Here are the numbers. The part nobody warns you about Six months of building. 19 skills, 1200 quests, dungeons, bosses, an offline system I am proud of. hen 60 days of zero new users. Not low. Zero. Daily active players sat at 7 all August, mostly me on different devices. (including me and my 2 friends) Building was never the hard part. Marketing its What changed On September 6 I posted once in one small subreddit that fit the game. 16 accounts in 48 hours, a third of my player base at the time. Since September 17 I post once a day in one place and log what each post returns. The numbers today 102 accounts (31 before marketing) Daily active players: 44 (it was 7 before marketing). Retention: 63% return the next day, 43% are still there after a week. Note retention is only from registered account so its inflated. Revenue: 0. Payments are built but off. The game should be worth paying for first. Where players came from itch.io page: 20 accounts. Rest subreddits. I will try more things but I have to learn lot about marketing and also improve my game. What I would tell myself in February 1. Set up attribution before the first post. I did it late and my early traffic is lost for good. 2. One post a day beats one big launch. A launch is one dice roll. A daily post is a series of small tests. 3. People hate AI a lot. So expect hate even saying bad words about your family 4. You are blind to your game. Players show what works what not. 5. If you are sole developer you need to fix everything always so I take my laptop almost everywhere (yes even there :D ) Being upfront The art is AI generated and the code is mostly AI assisted. One person, spare time. Design, progression, quests and balance are where the hours went. Free, open beta, browser, no install, no signup: https://dragonscapeidle.com/?utm_source=reddit&utm_medium=post&utm_campaign=launch&utm_content=sideproject Questions for this sub: - How long until your side project had real users, not friends? - How you promoted your game and got users? What worked what not? - When did you decided to go global? (my goal is after 500 daily active users) - Any feedback on game itself its welcomed Happy to answer anything about the numbers.   submitted by   /u/SushiMasterPro [link]   [comments]
- 情报分类:商业与市场研究
- 分类依据:内容涉及商业、投资或市场动态
- 信息来源:Reddit · SideProject
- 发布时间:2026/9/21 23:20:28
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