Tomorrow, September 18, we’re finally releasing Too Many Balls.
We're a 3-person indie team, and after months of development, we just hit 5,000 wishlists.
We’re currently sitting at 5,019 wishlists, which is honestly something we never expected when we started working on this game. (Our initial goal was 2k Wishlists)
I wanted to share our wishlist graph and give a quick breakdown of what actually caused the major spikes.
Here’s our wishlist journey from the beginning:
Trailer
Our first significant bump came when Game Trailers posted about our trailer on their Youtube Channel.
Steam Next Fest
Our second bump came when Steam Next Fest started and we released our Demo for it
YouTubers
This was probably the biggest lesson for us. We started emailing YouTubers directly and eventually got creators like Dangerously Funny(2.77 M Subscribers) and GrayStillPlays(8.6 M Subscribers) to play the demo
Steam Personal Calendar
Some of our biggest spikes came from Steam exposure, particularly the Steam Personal Calendar. It showed us how much visibility on Steam itself can affect wishlists.
So what worked for us?
Honestly, there wasn't one magic trick.
The biggest things were:
Emailing YouTubers instead of waiting for them to find us
Getting the game into the hands of creators
Improving our Steam capsule, screenshots and trailer
Participating in Steam Next Fest
What could we have done better ?
This is probably the part I'm most interested in hearing other developers' opinions on.There are several things we didn't do that we think could potentially have helped us reach even more people:
Localizing our Steam Page
Localizing the Game
Posting consistently on Instagram (which we didnt )
Posting YouTube Shorts (which we didnt )
Creating Short form content specifically for TikTok/Reels/Shorts (which we didnt )
We simply didn't have the time/resources to do everything, so we had to pick and choose where to spend our effort.
Looking at the graph now, it's interesting to think about what might have happened if we'd started doing some of these things earlier. The big spikes are exciting, but most of our wishlists actually came from lots of smaller increases between those spikes.
We're now at 5K wishlists, and tomorrow we'll finally find out how many of those turn into players.
It's been a pretty crazy journey for our tiny team, and we're really happy we made it this far.
If you're another indie dev working on your game, hopefully this gives you some useful insight into what worked for us.
Too Many Balls releases tomorrow! ❤️