Topseller in Steam

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Siegbert
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Topseller in Steam

Post by Siegbert » 21 Sep 2014, 15:25

Just to catch your attention:
LiF:YO is currently Top Seller in Steam

Image

Congrats to the devs! You earned it :beer:

Also as a side not:
while I obviously don't have the numbers, there are currently 4k+ players in the game which would translate to roughly 120k Euros which may actually be a way lower estimation.

If you remember back in the indiegogo campaign the goal was 200k and was commonly regarded as overprized.

Now it seems as if the initial goal will soon be met. :)
Last edited by Siegbert on 21 Sep 2014, 15:30, edited 1 time in total.


Crusader316
 
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Re: Topseller in Steam

Post by Crusader316 » 21 Sep 2014, 15:29

Congratulations to Bobik and the rest of the team. Looks like the MMO will become a reality after all. I knew this game had potential.


Clockworker
 
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Re: Topseller in Steam

Post by Clockworker » 21 Sep 2014, 17:11

Almost all this game has right now is potential. The game has a long way to go.


Crusader316
 
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Re: Topseller in Steam

Post by Crusader316 » 21 Sep 2014, 17:31

Clockworker wrote:Almost all this game has right now is potential. The game has a long way to go.


Well obviosly it has a long way to go since it's in early alpha but it's surprisingly fun to play it even now. Once they fix the bugs, make the servers stable and implement and flesh out some of the mechanics this will be great.


Siegbert
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Re: Topseller in Steam

Post by Siegbert » 21 Sep 2014, 17:37

Once combat works the way it's intended it will go through the roof, I suppose. But that might yet take some months...


Alfie
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Re: Topseller in Steam

Post by Alfie » 21 Sep 2014, 18:30

This is good news. Hopefully this shows Bobik and crew that there's a lot of people that want a game like this.
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Scully
 
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Re: Topseller in Steam

Post by Scully » 21 Sep 2014, 22:10

Siegbert wrote:Once combat works the way it's intended it will go through the roof, I suppose. But that might yet take some months...

It doesn't work? Guess that explains the lack of combat videos.


Siegbert
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Re: Topseller in Steam

Post by Siegbert » 21 Sep 2014, 22:15

Not really. You can hit things but it feels weird and you'll miss a lot.

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Arrakis
 
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Re: Topseller in Steam

Post by Arrakis » 21 Sep 2014, 22:19

Combat is a little bit behind right now, but devs will work on it.


Alfie
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Re: Topseller in Steam

Post by Alfie » 22 Sep 2014, 07:07

Siegbert wrote:Not really. You can hit things but it feels weird and you'll miss a lot.


The hitboxes are a bit strange at times. A big part of that is if you hit with the handle at all, you get no feedback and do no damage (it does lead to these really amusing fights where both parties just end up staring at each other like.. "mmmmm akwaaardddd").

As Arrakis09 said, combat is a bit behind and the devs will work on it. Bobik actually said it's their next major priority. Pre steam YO launch, Bobik said this in regards to complaints about the state of combat:

Bobik wrote:Can we close that combat discussions for some time? We really NEVER had time to properly do anything with a combat. that is just a basics mechanics that are FAR from being done.

Once (IF) we survive initial LiF:YO launch and weed out server and client crashes along with crafting broken mechanics - we will stick to combat. So far it is VERY basic and it really surprize me when you compare it with a finished games :shock:

LiF is a car that can fly, can swim and can drive. Currently it have no windshields, it have no classy look, it drives good, it flies so so, and it floats terribly. We will fix it sometime to make a super unique transportation. But so far, please, stop comparing semi finished flying car with a Boeing and telling how faster does it fly and how much softer seats in Boeing are - we don't even have seats in our car yet.
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Jezbelle
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Re: Topseller in Steam

Post by Jezbelle » 22 Sep 2014, 07:45

4k players bought the game or 4k players in the game at once?

With steam taking 30% in sales, + taxes, the $ for the devs might be a bit lower than you suggest. Sales will likely need to quadruple to put a dent in it. Get your friends to buy the game, write positive reviews on steam, and continue to spread the word. It's not over yet.


Alfie
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Re: Topseller in Steam

Post by Alfie » 22 Sep 2014, 08:21

Jezbelle wrote:4k players bought the game or 4k players in the game at once?

With steam taking 30% in sales, + taxes, the $ for the devs might be a bit lower than you suggest. Sales will likely need to quadruple to put a dent in it. Get your friends to buy the game, write positive reviews on steam, and continue to spread the word. It's not over yet.


I believe it would be 4k in game. I don't think steam actually shows how many copies were sold.

I agree though, it's not over yet. These guys don't have a huge marketing budget. We can help them a lot by just spreading the word.
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Siegbert
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Re: Topseller in Steam

Post by Siegbert » 22 Sep 2014, 08:24

4k+ in the game at one point. So sales might be even 30% higher... why not?

Wouldn't indiegogo have taken its fair share as well? Idk


Mortimer
 
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Re: Topseller in Steam

Post by Mortimer » 22 Sep 2014, 08:42

They don't need marketing, the moment they will fix the current biggest turn offs which is the lack of stability and make the combat what it is supposed to be - the money will flow. Right now I can assure you - you have many people on the fence because of that.

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Jeorg
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Re: Topseller in Steam

Post by Jeorg » 22 Sep 2014, 08:44

Siegbert wrote:4k+ in the game at one point. So sales might be even 30% higher... why not?

Wouldn't indiegogo have taken its fair share as well? Idk

yes. any sales platform will get their due..
I am glad its STEAM, although I have issue with some of their things, they do have quite an audience.... many interesting characters to.. :crazy:

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