Results of two broadcast slots at the Steam Next Fest festival – numbers and observations

I made a card with the results of the game’s participation in Steam Next Fest, so that you can look at it next time and compare. Here are a few more details if you're interested.

The festival includes games that have not yet been released, but already have a demo version. Steam gives traffic to these games. For free.

To give the game a better chance of being seen, you need to start a broadcast. Steam provides two hour-long slots when the game's broadcast will be visible on the main page of the festival. You can choose the start date and time of these hour slots yourself.

I chose the most unpopular time of night for my broadcast. There are few people on Steam at this time. However, the number of broadcasts of competitors' games is also small!

How justified was this? I logged into Steam at busy times and looked at the characteristics of the slots of other games. The guys who chose popular times for slots (dozens of games) had an average of 150 people simultaneously watching the broadcast.

During my “night” time, there was another game besides mine, and about 1000 people were watching us at once. These are the numbers.

I launched the broadcast itself at the beginning of the festival. After a small initial surge, the audience steadily amounted to 10-20 viewers. An hour before the slot, the number of spectators increased to 100.

Before the start of the second slot, my broadcast was cut off. We managed to restore it 8 minutes before the start. Interesting sensations. Perhaps because of this, a piece of the chart is cut off at the beginning. There is a hypothesis that Steam takes into account how well the broadcast was going before the slot began.

The first days of the festival yielded 337 wishlists. The contribution of broadcasts can be roughly estimated. First: 124 wish lists. Tail of the first: 92. Second: 80 wishlists. Tail two: 41.

It turned out that the time when Steam sums up the wishlists for the previous day approximately coincided with the end of my slots. Because of this, it is possible to estimate the contribution of the “tails” of broadcasts. Steam successfully cut off its tails. The estimate is approximate, of course.

The numbers are small. Of course, the competition is fierce now. I'm making the game alone – there's no budget for marketing. However, I chose this path myself, so I don’t complain, but row on.

I will be glad if the information from this note is useful. Come watch the game on the Steam page. Bye everyone!

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