It's been a while since we posted an update on the population of our clockwork town, and seeing so many new faces joining us after the summer sale we wanted to share with you some of the recent data:
Steam Sales Exceed 40,000
Just three months ago, after selling about seven thousand copies during the five months of Early Access, we thought of developing a second playing field for the game as something too far in the future, and perhaps even unrealistic, because of the amount of work involved (i.e. budget). "We'll do this when we hit 100K in sales", I wrote in the Roadmap topic, thinking "a few years later". But now that we already flew past 40% of that volume, it looks like we should actually start discussing that idea in the autumn. I, for one, am getting excited just starting to think about the opportunity: imagine the discussions of which character type plays best on which board...! Here's to passing 50,000 copies sold some time soon this year: we already decided that we will do something special for the game, once we hit that milestone.
Players From 100+ Countries
The magic of Steam never ceases to impress us: Gremlins, Inc. was bought from over 100 different countries! Overall, we have roughly the same number of players from these 4 main regions: Western Europe, North America, Russia and Asia.
In terms of all-time revenue, here's top 10 countries:
- USA
- China
- Russia
- France
- Germany
- Japan
- UK
- Canada
- Australia
- Sweden
And in terms of copies sold:
- Russia
- USA
- China
- France
- Germany
- Japan
- UK
- Canada
- Australia
- Ukraine
One thing that we never regretted was localising the game into 12 languages. The only language that we're uncertain about, right now, is Korean: if anyone from Korea is reading this update, please let us know, if it makes sense – or everyone plays in English anyway?
Multiplayer vs Single-Player
One of the questions we kept asking ourselves was whether multiplayer is more popular than single-player, or not. Now, thanks to Unity Analytics, we know the actual data: on the chart below, the purple line represents number of multiplayer sessions per day; the blue – single-player sessions.
The data is from the week of the summer sale, hence the brief period when single-player sessions were more popular than the multiplayer sessions. On an average day in July, there are roughly 2,500 multiplayer sessions and 2,000 single-player sessions being launched.
To us as the developer of the game, this means that we are correct in assigning equal importance to the further development of the single-player experience (offline mode and more single-player content) as well as the multiplayer (item drops, team mode, in-game bracket tournaments).
But more than that, it seems that the best future features are those that positively affect both modes: for example, new cards; new Misfortunes; and the Global Calendar.
Each Day, 120 Days
Some interesting statistics, if you're into that sort of thing:
* On average, every day players of Gremlins, Inc. spend 120 days of time in the game; to think that our product entertains thousands of people from all over the world makes us very, very happy!
* Average player spends between 1 hour 10 minutes and 1 hour 40 minutes in the game, once they launch it; the data shows more playtime on the weekends, which is perfectly understandable =)
* Three most popular regions for where active players come from, this month, are Russia, China and USA; interestingly, China overtook USA around mid-June, and is currently catching up with Russia!
What's Next?
After releasing an update every few weeks since October last year, the whole team here at Charlie Oscar is getting some rest during the month of July. We will be back to full-time development of Gremlins, Inc. by the end of the month, with the next big update of the game scheduled for August 11 (it will contain updates to UI, as well as new in-game content – as usual).
Our ambition is to keep adding new stuff to Gremlins, Inc. for a few more months, including team mode – more single-player content – offline mode – in-game tournaments – item drops – and perhaps a feature or two that would affect the whole mechanics.
At the same time, everyone in the team is already considering the next game, which will be a single-player dark fantasy RPG, with lots of exploration and permadeath, and (of course) a connection to the lore of both Gremlins, Inc. and Eador. We've learned so much with the current project that we think we can deliver something special, the sort of mechanics that you never played before... next year, we'll see how it goes!
