![]() So I don’t know that refunds alone are normally a reason to quit making games. But just noting that even at 25-30% refunds, you’re still getting 70-75% of the revenue. So we shouldn’t doubt the dev’s statements. They may be more apt to refund due to maturity - or simply cashflow - reasons. I do also wonder whether 3D jumpscare horror games that are shown to a super-wide YouTube audience - which Summer of ‘58 clearly is - attracts younger, more casual players. (Though there’s an argument that, if you don’t artistically want to give players a sense of finality, why should you be penalized?) So sure, you can concentrate on the feeling you give players at the end of a short game. For example, David Syzmanski ( A Wolf In Autumn ) commented “my experience releasing short games (which was admittedly years ago now) was that my refund rates were still lower than what we see even with games like Dusk.” And from what we can tell, this isn’t true. ![]() We do feel like sentiment moved swiftly towards ‘Steam sucks, because all short games get refunded a lot’, though. (Refunds from higher-priced countries skew the dollar refund rate upwards.)”īut as we noted: “just looking at raw units, the highest recent refund rate for a game during a 1-month period was around 17%, and the lowest was around 3%.” So I think that’s the first point - refund rates can change a lot, and at their highest can be towards 20% or even more. Actual dollar refund rate varied between 6.5% and 11%. Just to set a baseline here, we did an article on refund rates last year, and said that for a portfolio we had access to, “average monthly refund rate by unit across the portfolio ranged between 5% and 8%. So that’s the closest we’ll get for now.Īnd I’m not doubting that the game or his portfolio may have a significant refund rate. However, somebody on social media spotted that he posted in Russian language that his refund rate was “something like 30%” across all of his games. We tried reaching out to the dev on Twitter to ask about his precise refund rate, but he never replied. Steam & refunds for short games - what’s up?īut what was Summer Of ‘58’s actual refund rate? When researching this article, I even noticed a video from the UK’s Independent website which says “the majority of those who played indie game Summer of 58 refunded it after completing it”. We’ll be using the data for good - with public analysis available here for free! So let’s see what’s up this time?īefore we get going, one final reminder on our new survey: if you’ve released a Steam game in 2019 or sooner, spend 5 minutes filling out our new Steam survey before next Monday, Sept. While it currently does not have a release date, Mask of the Rose will be hitting Kickstarter on February 8th, 2021.Continuing the ‘packed end of summer’ theme, kids are back in school, folks are finishing up their games to debut before the end of the year (or delaying until 2022, in many cases!) But the game discovery news just doesn’t quit. It also promises to show “the origins of beloved characters,” something that should certainly be interesting to watch. Failbetter Games promises that Mask of the Rose will be showing events that have yet to be seen in the universe. Also you’ll get to fall in love with someone, and that’s always a plus.įans of the universe will likely be excited to know that the game is set in the year 1862, which is the earliest point in the series yet. The goal is to make a more personal story set in the Fallen London universe, instead of a massive overarching plot. Instead of slaying monsters, you’ll be talking to citizens of London and forming relationships with them. Set in the Fallen London universe, which includes games like Sunless Seas and Sunless Skies, Mask of the Rose is a romantic game. In Mask of the Rose, it gets stolen by bats and you get your heart stolen by someone else. Even if London manages to get stolen by bats, or some other absurd event. No matter what situation the world is in, love is always important. Fallen London Prequel Game Mask of the Rose Has You Stealing Hearts
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