Two years ago I setup Yobowargames and work in my spare time as a solo Indie developer. Since I also have a full-time day job I would classify myself as a hobbyist indie developer but, where possible, adhering to business principles. In that time I have released two games with another about to launch and currently working on my fourth game.

My games are targeted at a niche strategy wargame market that I know well as a consumer and now as a software developer. I use Libgdx and develop using Android Studio. By using Libgdx I can produce games in Java that run on PC, Android, and iOS with very little additional work needed between the three of them.

I set myself a three-year goal with the following objectives.

Year 1 – Produce and publish my first game.

Year 2 – Produce more games and build a small following

Year 3 – Produce a larger more advanced game that makes money

The purpose of this article is to provide some updated statistics and things I have learned in the first two years.

Facts and Figures

My first game Kursk – Battle at Prochorovkawas greenlighted by Steam in Feb 2017, moved into alpha and then officially launched in July 2017. As it was my first game I was very nervous about doing any marketing in case the game was not well received. So apart from my blogs I did zero marketing and did not send it for any reviews. My wife was so worried about it failing that she was secretly planning to purchase the game so I had at least one sale.

My second game, Battle for Korsun, was launched at the end of October 2018. This time I did send the game out to a couple of reviewers and one of them did a favorable review. In addition, the game was picked up by a few other bloggers or YouTubers who I had not contacted.

My third game, Invaders from Dimension X, will launch in January 2019 with the support of the original board game producer, Tiny Battle Publishing.

Below Are my main sources of revenue in 2017 and 2018. The biggest difference between 2017 & 2018 is that itch.io has proven to be a fairly valuable source of crowdfunding for a new game I am working on – Valor & Victory.

2017 Revenue Sources

2018 Revenue Sources

Below are unit sales for Kursk – Battle at Prochorovka since launch. The peaks are Steam sales. This covers almost 2 years of sales. I only discount 25% during sales and did no discounts in the first year. I might sell more if I did a heavier discount and will try that in the summer sale. Launching my second game led to more sales for this, my first, game. My games have a long tail with this game earning 40% of total gross income in year 2.

Kursk - Unit sales

This next chart shows sales by region for Kursk – Battle at Prochorovka. This game is only available in English.

This next one shows sales by region for my second game, Battle for Korsun, which I did localize into French, Russian, Chinese, Spanish and German. This has led to a slight increase in sales in China but seemed to have little to no effect elsewhere.

Korsun Sales by region

Financially I have recouped the costs of making the first two games and financed the cost of the next 2 games. However, do note I do not charge for my time spent on these games and could not seriously think about making this a full-time vocation.

Things I have learned

  1. Engagement and investing time with your target audience will be rewarded. I regularly search Google to see if anyone has written about my games. This can be on forums, blogs or YouTubers. Where I can I will respond to forums and thank bloggers or YouTubers – regardless of whether they liked my games. I reply to every email I receive and respond, where appropriate to Steam discussions and reviews. I now have a small following/community that is looking forward to my next game. Their feedback has helped me focus on areas that are important to them.
  2. Having a plan and applying business principles, even as a hobbyist, provides focus and a framework. With planning, I am able to avoid scope creep and a least have a rough idea of what to work on and for how long. By running on business principles I keep a tight budget on expenses. The only business principle I don’t follow is charging for my time. At the moment my time is an investment that I hope will be repaid with bigger success down the line.
  3. Paying for experts is better than trying to do it (badly) yourself. I am not an artist so 90% of my artwork is done by contract graphic artists. I have been lucky so far that I have found people who will work at a rate I can afford and produce good work that has resonated with the market I am focused on.
  4. Quality is important. I focus a lot on the quality of my games. I was lucky that I found someone who loves testing and together with my own testing very few bugs are found in my games. With each release, I have improved more as I get feedback and learn more while developing.
  5. Know your market. I did a lot of research and continue to do research on my market. I joined all the relevant Facebook groups, followed relevant twitters and monitor the forums of other similar games companies to see what people like and dislike. I dissect other similar games and look to see how they implemented features I struggle with and to gain ideas and follow best practices.
  6. PC remains the number one market for my type of games. iOS remains a secondary viable sales vehicle for a premium game such as mine. Android is a non-starter for a premium game – at least in my experience.
  7. Steam has proven to be a great marketplace for someone like me that is very focused on a niche market. Itch.io has proven to be a great place for me to provide developer builds of my next game and act as a small source of crowdfunding income.
  8. Maintaining a website and writing blogs on things I am working on has been very influential in being taken seriously when approaching others for help or when looking for contractors. It has also led to some unexpected contacts that have proven useful in discovering others doing the same as me or wanting to share information.
  9. I suck at marketing. However, I cannot afford to pay someone to do it for me. This year I will hopefully be using publishers for my games. While they will take a cut from my games I hope to learn a lot from them on how to market a game.

Summary

I have learned a lot in the last two years and consider it time well spent. This year will be the real test as I never expected to make any money in the first two years. Covering all development costs has been a bonus.

Happy Holidays!

Thank you for your support, comments, and encouragement in 2018.

Looking forward to even bigger things in 2019!

Lance

Battle for Korsun released!

So after far too long a time I have finally released Battle for Korsun. You can see it (and hopefully buy it!) on Steam .

The last couple of weeks have been pretty stressful in preparing for the launch of the game. I know I am not going to get huge sales or anything but I don’t want to disappoint buyers of the game with poor quality or not meeting their (or is it my?) expectations.

After 48 hours I can relax a little. No one has reported major issues with the game and some useful feedback has been received which I can use to improve the game and my future games.

Next up is preparing for the release of Invaders From Dimension X! The game is 99% ready to go. However with the need to support Battle for Korsun and the rash of Steam sales that will be coming up before year end I am going to hold off until the New Year to release.

I’ll give some more updates on how Korsun has gone and some lessons learned once it has been out for a few weeks.

Small Victories

This weekend I set myself the task of getting some of my games running on my iPad.  A couple of weeks ago I purchased a new MacBook Pro and had set up all the necessary development tools.

To be honest I was expecting it to be a fight (no pun intended) and it took a few attempts to get the first one working after much re-reading of instructions and troubleshooting issues as they came up.

I know some of you have been asking about my games on the iPad so here are some screenshots to show you its real!

Is your (war)game going to be available on the iPad?

Probably one of the most asked questions I get is “Is your game going to be available on the iPad?”.

Before I answer that question I want to take you back in history to 2014. The iPad is seen as the future and savior for many software companies with the supposed impending doom of the PC. Slitherine (who also own Matrix Games) is one of the biggest players in the digital wargaming world and JD McNeil, CEO of Matrix/Slitherine, was quoted in 2014 as saying ” Without a shadow of a doubt the growth in the tablet market has been phenomenal for us.“. And so it seemed with many companies looking to bring their latest games to this new mobile market.

However, within 12 months things had changed. Game prices started to fall on mobile devices until by 2017 many were free. The new way to make money was to offer in-game add-ons such as additional resources or better skills. This does not go well with the traditional wargame. Companies like Slitherine tried to continue to support iOS but the financials no longer made sense. Look at games like Wars and Battles and companies like Shenandoah  Studios who failed or collapsed while trying to support iOS. Remember wargames are a niche market, with niches in the niche, so the customer base is not huge.  Then came the final killer…

When it comes to Slitherine titles, iOS 11 truly is an App-ocalypse”

Apple wanted to only support 64-bit applications meaning many older iOS games would no longer run on iOS devices. For companies like Slitherine this was a no-win situation with either trying to upgrade old games when the developers were no longer around, source code not maintained or rewrite their applications from scratch. Neither made financial sense and so these games disappeared overnight. Wargamers were used to their games running for years on their PC’s. People would find ways to keep these games running no matter what Microsoft did when they upgraded their OS to a newer version. Try hard enough and you can still run games designed for dos from the 1980/90s. So customers, expecting the same, complained bitterly to companies like Slitherine and littered through their forums even today are angry threads.

Here we are in 2018. The PC is still here and the game market for it is as healthy, if not healthier than 2014. You can sell a premium PC game for upwards of $60 on a PC. On iOS? Maybe $14.99 but don’t expect any sales that will recoup the costs of making the game. And who knows if the next version of iOS will support that game? Of course, we now have development tools like Unity that allow you to write once (supposedly) and then deploy to different operating systems. But let’s be honest to stay afloat, make money and be able to invest in future games you have to focus on the PC or one of the big consoles like the XBOX or PS4. Sell one game of  Warhammer 40,000: Gladius – Relics of War for $39.99 or try and sell 4 copies for $9.99 on iOS. Do not forget Apple will take 30% of that whereas you can sell your PC game on your own website, if you are a big brand name, and get 100%.

“Yes that’s all very well,” you say, “but is your game going to be available on the iPad?”.

Yes, my games will be available on the iPad.

For smaller developers like myself it makes sense to try and support iOS. I don’t have fixed costs to cover and I don’t rely on my games to live (not yet anyway). 25% of my net sales for Kursk come from Apple. Also with the bigger wargame development companies pretty much out of the market, there is space for smaller developers like myself to get noticed.

Here’s the rub through. If I could charge the same price as a PC version then that figure would rise to close to 40%. Here’s a thought for anyone reading this – If you paid the same price for an iOS wargame as its equivalent PC version then companies like Slitherine could look again to aggressively support the platform. GMT recently announced their (renewed )partnership with Playdek and that their first game Labyrinth would come to the mobile platform in 2019 (after the PC version).

Pay for it and more will come.

Come out come out where ever you are

This week has been a little frustrating on the development front. I have been working on the AI for Korsun and wanted Jonathan, my goto QA man, to test it out to see how it plays. However, he was seeing crashes that I had not seen when developing and testing.

All week I have been trying to fix crashes that I do not see when testing. As a developer, this is very frustrating as you have to analyze your code and try and guess what might be causing the issue. Every night I would triumphantly declare I had fixed the issues only to have Jonathan respond back minutes later he still sees them.

I managed to fix one by the end of the week but still have one more to go.

So I took a break over the weekend from the above and did some more work on Valor & Victory.

First up was implementing a basic framework for scenarios selection. I am not entirely sure I like it but its a start.

I also started work on displaying more information in combat phases. During the Fire Phase if you hover over enemy units and they are in your LOS then a small popup displays showing the modifiers those units get.

This Friday I also received the last of the Maps for proofing. They look really really great and when put together as one large map truly fantastic. Jenna has done an outstanding job.

I will be giving an exclusive preview of these maps to the $20 subscribers to my beta on itch.io (hint hint).

And Finally…

I took the plunge and purchased a new MacBook Pro last weekend. I managed to convince the boss I needed it and my games successes would pay for it.

I don’t think she was fooled though…

4th July Update

I took a couple of days off work this week and have been able to focus some time on game development. As always I didn’t get as much done as I thought I would but I think I made some useful progress.

Splash Screens

First up – I purchased some images from the wonderful art collection of David Pentland – http://www.davidpentlandart.com/.

These will be used as Splash screens for Cassino, Fall of France and as an upcoming refresh for Kursk. I will certainly be looking to use more of his art in future games.

Cassino
Kursk
Fall of France

Valor & Victory

I spent some time putting in some frameworks that I can expand on later and also use in my other games. I am trying to build up a library of useful components that I can use across multiple games.

The more I can do of this the quicker I can write new games and cut down on the total development time of a game.

I also wanted to refresh the Splash Screen for the developer builds I am doing. For the final release, I will get something professionally done. I did two and went for the top one for now.

Developer build 1.0.0.11 was posted today. Not big visual changes but a fair amount of changes behind the scenes.

Battle for Korsun

Focus at the moment is on the Player V Russian AI. I have made the Russian AI very aggressive as they need to cut off the German units and force a pocket to be formed. The problem as always is in the testing. It takes a while to test out each change and make sure units are doing as expected.

Kursk – Battle for Prochorovka

As mentioned above I am looking to do a small refresh of Kursk. The splash screen at the moment is not very Kursk like so I have wanted to update that for a while. Additionally a while ago I paid for translations to be done for the game but didn’t get them fully implemented. I was looking to get them all in at the same time but I think I need to be less ambitious and do one at a time.

Website Maintenance

I also did a small revamp of the Games section on this website. It now includes all the games I have written or in the progress of writing.

Flipboard Magazines

As always a reminder not to forget my two Flipboard magazines. They are a great way to catch on weekly wargaming news you may have missed and to read my blogs as one magazine.

View my Flipboard Magazine.
View my Flipboard Magazine.

And Finally..

Have a wonderful Fourth of July!

Cassino

This weekend in some downtime from other games I should be working on I worked on some of the graphical assets I will be needing for Cassino.

Cassino is based on a game developed by Michael Rinella – https://boardgamegeek.com/boardgame/69687/anziocassino

The map for this one is quite small and I haven’t yet figured out what I am going to fill out the rest of the screen space with. An alternative is just to go with a windowed version but I am not a great fan of that (full screen or nothing baby!).

Probably won’t get to finish this game until early 2019.

Below are some samples of the units.

Pride in what you do

Things made with love or pride are sometimes our most precious keepsakes. Whether it’s a simple birthday card from your 4-year-old, the first present from your first love or a piece of furniture purpose made in your workshop.

The playtest kit of Valor & Victory I received yesterday from Barry Doyle was made with both love and pride. I could just imagine him when he admired the finished copies of the game before packing them ready to ship.

I had seen everything already before on my computer screen. I have resized them, chopped them up, put them into various folders. I know everything about them down to a pixel level. But seeing them in print, smelling the newness, touching them and trying not to accidentally punch out a counter is so different.

One of my design goals for my games is to create that same first impression. I want people to fire up the game and be surprised and a little taken back by the obvious pride and love in creating the game.

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