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Steam sale recap, UI improvements

Steam sale recap

The Steam autumn sale has pretty much come to an end now, and here we are with some stats again. We previously made a mention of it in a previous daily, where I was somewhat disappointed with the low initial launch velocity. This correct itself the 2nd day however the next day. No clue why the delayed peak, but hey, we got it nevertheless.

As for actual number, we sold 55 units at 30% discount, for $598 gross during the Autumn sale. The sale has resulted in over double the amount of sales we got in the rest of November, where we got 25 sales, $413 gross. Looking at sale volume compared to our first weeklong sale, we’ve got about 35% less, but this is actually quite good considering we got only a few hundred wishlists in the period between sales.

I think our main Forge Industry income will now only be from sales, which is alright since we’ve got the Winter sale coming up, as well as the Steam Capitalism Fest early January.

UI Improvements

Now that small tweaks is the name of the game, it’s time to look at some aspects we’ve previously brought somewhat up to spec, but never ended up finishing, or playtesting showed some major annoyances. One of these was lack of readability and visibility in the pause menu. With just a few minor sprite additions such as clearer selection boxes, or a disabled sprite, we’ve already spiced up the UI a lot more.

What’s next
Thomas is currently suffering, working through a rework of our entire room generation, as it wasn’t really what we wanted in terms of connections. This is still quite a major change, as it causes us to redo all the rooms we’ve got so far. Other than that, I think everyone has been really good at chipping away at the whole variety of small issues and tweaks.

" Great games are played, not made." – Todd Howard

Marnix Wyns

Producer & Creative Director @ BiteMe Games

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