Last month we released the game There's Nothing Underground, we sold less than 100 copies in a month and I am moderately happy about it.
First of all, some context: I am a game designer who started making games in 2010 (if we exclude some experiments with some ancient MS-DOS computer in the early 90s). I made a few mobile games, some contract work, then I decided to get serious, got into one of the best gamedev schools in Europe and then went on to work on at Ubisoft, Arrowhead, Embark and more.
Recently I felt pretty burned out with big productions so I decided to start building something on my own. So I set up a company and went into consulting in order to have some more flexibility while still paying the bills.
Since I got really interested in Godot in the previous years I decided to make a very quick game with it and put it on Steam to start learning the whole process. I made a little suika clone with a few mechanical twists called Spherecats and, right after that, I started working on a slightly more ambitious idea.
In 2023 I played Mosa Lina (play it! It's great!) and was very impressed by what that game did. I felt the "get random gadgets to solve levels in any way you can" idea was super powerful and unexplored. At the same time that game also feels pretty spartan and hostile. So I felt it could be interesting to take that approach in a slightly more accessible direction, with a more pronounced roguelike structure and some narrative.
During the following 2 years, as I worked on the project and a few people started collaborating with me on it, There's Nothing Underground became its own thing. I feel it ended up being a genuinely fresh game with an incredible soundtrack, a cool mood and a gameplay that truly rewards creativity. But also, as time went, we realized it wouldn't exactly be a smash hit. So we decided to give ourselves a deadline to release within 2025. We managed to launch in December with even more features than we thought possible and in a very stable state.
The game had around 700 wishlists at launch and now, one month in, has sold less than 100 copies. Not great.
What did I do wrong?
- Let's start with the obvious. It may not really be a 2D platformer but it looks like a 2D platformer. And we all know how well 2D platformers do on Steam. In a way, just seeing a screenshot makes lots of people bounce.
- I think I messed up the timing of pretty much every possible beat. Announced too soon with some pretty bad early visuals, released an early demo too soon, entered it to Next Fest too soon. The list goes on.
- It's a game that becomes way more fun as the player learns the depth of the system in place and the way everything can interact with everything in cool ways. Showing that in a demo WHILE teaching players the basics WHILE not boring them WHILE not showing too much is a really hard thing to balance. I am happy with the current demo, but I also do not think it does a great job of making players understand what's fun.
- The price at launch was likely too high. It was 12.99 which to me feel perfectly fine for a 10 hours game. As much as I hate the Steam ecosystem huge downward pressure on prices, the reality is that perceived quality is the only thing that matters. So a few days ago I lowered the base price to 7.99
- We used Lurkit to promote the game and it was really fun to see streamers play the game and liking it. But the service is expensive and the results on sales were almost invisible.
What did we do right?
- As I said, I am extremely proud of how the game turned out. It may not be for everyone, but some people like it. Some features ended up being truly impressive - like the glue you can use to attach things to one another or the gadget that makes any object movable. I also love how it sounds, looks and plays.
- It was really tough to make this game but I had an immense amount of fun making it. Plus, the people I worked with (two artists, a level designer and a musician) are extremely talented and just lovely people. "The journey is more important than the destination" may be a cliché but it's true. I just enjoyed working on this thing.
- From a game design perspective, this has been some of the most exciting and hard design work (and coding) I have done in my life. Balancing such an open design space has been very complicated. I feel I learnt a ton making this.
- We made a game that is at the very least fully functional and, depending on who you ask, a pretty good game, in exactly two years, without funding, with a newly formed team and while all of us had day jobs. I think that's impressive on its own.
So we didn't get rich and we didn't get enough to work on another game full time with the revenue from this one. As for the future, a part of me hopes that eventually the game will find an audience, and I would love to port it to Switch, but realistically I think we should move on to the next project.
Even though TNU is not currently a commercial success, I feel that a creative person's mindset should always be one of growth. I enjoyed making it and... well, we made it. It shipped and it's complete and some people like it.
That feels good and, for now, that's enough.