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The Snowball Effect:
How we got 1M players to try out
The Riftbreaker
Introduction
- Piotr Bomak - Community Manager at EXOR Studios
- Joined the studio in February 2018
- Worked on marketing the following titles:
Talking points
- Key takeaways from the studio’s previous project
- Marketing and design principles in The Riftbreaker
- Understanding your audience
- The effectiveness of various marketing tools for discoverability
- The importance of focusing your efforts
- Best opportunities for indie developers
- Conclusion and Q&A
X-Morph: Defense - key facts
- Released in August 2017
- Day 1 release on PC, Xbox One, PS4
- 5 years in development + 1 year active support
- Most polished EXOR Studios game - over 90%
Steam positive rating
- Sold ~20K units within the first month, and ~50K
units within the first year across all platforms.
- It did ok, but ok wasn’t good enough after +5 years of
development
What went right? What went
wrong? - 4 years of silent development
- Focusing on traditional media
- Too scared to show “unfinished” stuff
- No early influencer build
- Limited influencer outreach
- No structured “community building”
- No dedicated marketing budget
- Non existent studio recognition
- Marketing wasn’t embedded into the
production process
- “Grassroots” marketing
- Reaching out to our existing fans
- Regular posting schedule
- Visual gifs presenting the game
- Tech oriented stories on Imgur,
Facebook groups and reddit
- Selling moment-to-moment gameplay
- Very good wishlist conversion
Key takeaways for the next project
- Focusing on just a few major marketing beats is very risky
- Every aspect of the game is a potential news story
- More news stories give you more chances to reach your audience
- Game should be announced ASAP to extend the marketing period
- Approach media and influencers as early as possible
- Focus on creating a Minimum Viable Product as soon as possible to be able
to show it to influencers, business partners or to launch in Early Access if
necessary
- Integrate marketing into design and production with dedicated resources
- You only have one chance at a good first impression
The Riftbreaker - short project introduction
- Released on October 14th 2021 - Steam, GOG,
Epic Store, Windows Store, Xbox Series and
PlayStation 5
- Day 1 Game Pass launch on PC and Xbox
- Day 1 physical disc release on PlayStation 5 and
Xbox
- Over 1M players overall
- 3.5 years of development, 14 person team
- Custom in-house engine - The Schmetterling
- Most successful EXOR Studios’ game by far!
The Riftbreaker - concept goals
- Base building
- Hack’n’Slash action
- Exploration
- Randomized, dynamic gameplay
- Replayable
- Quick to develop and iterate
- Scalable systems and content
- Less polish, more features, more
gameplay possibilities
The Riftbreaker - marketing goals
- Marketing integrated from the start
- Focus on a playable/showable build
- Easy to stream
- Dedicated community manager actively
supported by the development team
- Development resources dedicated to
creating marketing assets
- Create marketing beats from all
aspects of the development process
- Understand the audience
What are your audience’s motivations?
- Looking for action?
- Looking to socialize?
- Looking to master a new skill?
- Looking for a sense of achievement?
- Looking for immersion?
- Looking for a creative outlet?
- Great source of knowledge on this:
https://quanticfoundry.com/
Understanding your audience’s motivations will
help you create superfans, who will become your
brand’s biggest advocates.
The big dilemma of content creation
Steam Events are the bread and butter
Using social media
- It’s highly unlikely that your posts
will go viral or generate wishlists
- That doesn’t mean you should
neglect them
- Use Facebook/Twitter/Instagram as
a contact point first
- TikTok and Imgur have true
discoverability potential
- Don’t be afraid of a little bit of
clickbait
Funnel your traffic into one place
- It is much easier to manage your
audience in one place
- Offer exclusive rewards for joining
your hub
- Make users feel welcome and
heard
- Involve everyone in the team in
interacting with your audience
- Do not overstay your welcome!
Building on previous games
- Used our older games to boost our
presence on Steam multiple times
- Added in-game buttons promoting The
Riftbreaker
- Posted information about the new
game on all social channels
- This is why you should use one
account for all games - it builds your
brand
The first year of marketing
- Visited GDC 19, PAX East, E3, Gamescom,
PAX West thanks to a government marketing
grant
- Showcasing the game at events had little
effect on our wishlist count, but provided
valuable influencer and business contacts
- Content is king
- Regular dev build streams with interactive
extensions (Twitch and Mixer)
- First “influencer build” sent out on November
14th resulted in 12K wishlists within two
weeks
- 50K wishlists at the end of 2019. Initial wishlist
goal achieved!
“Influencer build”
- Survival Mode gameplay
- Designed for 1h play sessions
- Random generated maps
- Streaming integration
- Required a few months of dedicated
development effort from the entire team
- Helped us to refine the gameplay loop
- We opened up closed Alpha sign-ups
through our Discord and pushed that
heavily until the launch of the game
- Valuable feedback tool
Zombie Driver’s 10th anniversary sale
- Hidden Steam curator list - Publisher sales
weren’t easily available on Steam yet
- Zombie Driver’s 10th birthday - 24h giveaway.
858K copies given away for free. Didn’t affect
Zombie Driver’s revenue.
- X-Morph: Defense - 90% off
- Wishlist The Riftbreaker located at the
forefront of the sale (no longer allowed but not
enforced)
- 9500 wishlists during the sale
- Revenue was secondary to gaining wishlists
for The Riftbreaker
Second year of marketing - before the Prologue
- Gameplay trailer released in March 2020 as a
24h PC Gamer Exclusive. Most successful
traditional press event to that date
- Digital Dragons didn’t generate many
wishlists, but resulted in very successful
coverage from Eurogamer
- 95K wishlists on June 15th - a day before the
Steam Summer Festival
Steam Summer Festival 2020
- It was the first edition of the festival that would
be open to everyone
- We dedicated additional two months of
development time to create and polish a
custom gameplay demo. Having an “influencer
build” ready helped us a lot
- Festival build was much more polished than
the “influencer build”
- One of the most popular games during the
event - 42K wishlists from the festival
- 52K Downloads
The Riftbreaker - Prologue
- Additional 6 weeks of development to polish the Summer
Festival demo to reach “launch quality”
- Localized into 10 languages
- 146K wishlists a day before the launch of the Prologue
- Released as a separate product
- Launched with a custom Daily Deal that promoted the
Prologue front and center
- Thanks to the huge boost of traffic it landed in the New &
Trending section on day 1 which propelled it even further
Prologue results
- 180K downloads, 95% overwhelmingly
positive rating
- 56K wishlists during the Prologue’s 14 day
promotion
- Revenue during the EXOR Developer Sale
was 30% higher than for our previous Daily
Deal on December 4th 2019
- Increased daily wishlist baseline after
releasing the prologue - from ~80 to ~400
- The exposure that we received on Steam also
drew a lot of external traffic like a Twitch
stream by LIRIK (2.6 Million followers)
- 235K wishlists on September 21st
The year after the Prologue.
- Second Steam Next Fest - smaller, but still
effective
- Marketing driven primarily by new influencer
builds and closed beta updates
- It was starting to get harder to focus on
marketing in the run-up to launch
- Game Pass deal reinforced our financing
- We started to run paid marketing campaigns
thanks to the additional funding
- Thoughts of doubt:
- Are those old wishlists going to convert?
- Did we lose the point of highest
momentum?
Why bother with a prologue?
- A prologue is a separate product
users add to their library
- Users rarely delete anything from
the library
- Once it’s there, your news items
will show up for users
- This reinforces your brand and nets
extra impressions
A lot of people actually read those news items!
SureFire Games cooperation in China
- Publisher/PR Agency in China
- Measurable wishlist results
- Responsible for:
- Influencer outreach
- Chinese translations
- Chinese social media
- Community management
- China specific Steam key
reseller
Xbox & PC Game Pass on Day One
- Microsoft has shown interest after
early presentations in 2019
- Raytracing implementation
started to turn eyes
- Xbox Series build @60FPS
closed the deal in 2021
- Helped us bridge the financing
gap before release and provided
funds for marketing
- Convinced us to sim-ship on
consoles
Paid marketing campaigns
- Targeted at medium and small
influencers
- Targeted specifically at influencers that
covered similar games
- Typical campaign budget ranged from
$10K to $20K
- Average wishlist cost at $2-$3
- Additional Facebook and Reddit paid
ad campaigns - average wishlist cost
$2-$6
- Difficult to scale efficiently
Influencer marketing
- YouTube worked better for us than
Twitch
- The audience of YouTube stars
watches their videos for the
personality, not the game
- Smaller YouTubers have a more
engaged audience
- Be careful of YouTubers who might
be considered brand risks
Choosing the right influencer
The snowball effect
- 32 months of marketing
- 389K wishlists
- 550K demo downloads
- 70M Steam impressions
- 3.5M Steam page visits
- 8 physical events
- Hundreds of pieces of media
coverage
- 3.5 years of work
What can you do?
I have only time to spend on
discoverability
I have some extra budget kicking
around
I have money to burn
● Create a Discord server or
any other kind of hub
● Have an early playable
build
● Post about your progress
frequently
● Treat every post you make
as a lottery ticket
● Approach other developers
for co-marketing
● Try influencer marketing
● Get some good trailers
● Get a PR agency to handle
press for you
● Go to trade shows for
business opportunities
● You can spend an infinite
amount of money on ads,
PR stunts, etc. The
question is - is it worth it?
● Hiring a person to handle
marketing is an expensive,
risky, but potentially game-
changing move.
Conclusions
- Long term marketing requires dedicated marketing
resources
- A structured approach to marketing allowed us to
maintain a constant pace of new content to show
- There was no “one weird trick” to marketing, but our
playable builds were the workhorse of driving interest
- Constant community nurturing helped us make the
wishlists stick
- ~15% of revenue came from consoles (not including
Game Pass)
- Increased marketing focus (understanding what our
players want) resulted in a better game
- The Riftbreaker outperformed X-Morph ~10x within the
first year
Questions?
piotr.bomak@exorstudios.com

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The Snowball Effect - how we got 1M players to try out The Riftbreaker / Piotr Bomak (EXOR Studios)

  • 1. The Snowball Effect: How we got 1M players to try out The Riftbreaker
  • 2. Introduction - Piotr Bomak - Community Manager at EXOR Studios - Joined the studio in February 2018 - Worked on marketing the following titles:
  • 3. Talking points - Key takeaways from the studio’s previous project - Marketing and design principles in The Riftbreaker - Understanding your audience - The effectiveness of various marketing tools for discoverability - The importance of focusing your efforts - Best opportunities for indie developers - Conclusion and Q&A
  • 4. X-Morph: Defense - key facts - Released in August 2017 - Day 1 release on PC, Xbox One, PS4 - 5 years in development + 1 year active support - Most polished EXOR Studios game - over 90% Steam positive rating - Sold ~20K units within the first month, and ~50K units within the first year across all platforms. - It did ok, but ok wasn’t good enough after +5 years of development
  • 5. What went right? What went wrong? - 4 years of silent development - Focusing on traditional media - Too scared to show “unfinished” stuff - No early influencer build - Limited influencer outreach - No structured “community building” - No dedicated marketing budget - Non existent studio recognition - Marketing wasn’t embedded into the production process - “Grassroots” marketing - Reaching out to our existing fans - Regular posting schedule - Visual gifs presenting the game - Tech oriented stories on Imgur, Facebook groups and reddit - Selling moment-to-moment gameplay - Very good wishlist conversion
  • 6. Key takeaways for the next project - Focusing on just a few major marketing beats is very risky - Every aspect of the game is a potential news story - More news stories give you more chances to reach your audience - Game should be announced ASAP to extend the marketing period - Approach media and influencers as early as possible - Focus on creating a Minimum Viable Product as soon as possible to be able to show it to influencers, business partners or to launch in Early Access if necessary - Integrate marketing into design and production with dedicated resources - You only have one chance at a good first impression
  • 7. The Riftbreaker - short project introduction - Released on October 14th 2021 - Steam, GOG, Epic Store, Windows Store, Xbox Series and PlayStation 5 - Day 1 Game Pass launch on PC and Xbox - Day 1 physical disc release on PlayStation 5 and Xbox - Over 1M players overall - 3.5 years of development, 14 person team - Custom in-house engine - The Schmetterling - Most successful EXOR Studios’ game by far!
  • 8. The Riftbreaker - concept goals - Base building - Hack’n’Slash action - Exploration - Randomized, dynamic gameplay - Replayable - Quick to develop and iterate - Scalable systems and content - Less polish, more features, more gameplay possibilities
  • 9. The Riftbreaker - marketing goals - Marketing integrated from the start - Focus on a playable/showable build - Easy to stream - Dedicated community manager actively supported by the development team - Development resources dedicated to creating marketing assets - Create marketing beats from all aspects of the development process - Understand the audience
  • 10. What are your audience’s motivations? - Looking for action? - Looking to socialize? - Looking to master a new skill? - Looking for a sense of achievement? - Looking for immersion? - Looking for a creative outlet? - Great source of knowledge on this: https://quanticfoundry.com/ Understanding your audience’s motivations will help you create superfans, who will become your brand’s biggest advocates.
  • 11. The big dilemma of content creation
  • 12. Steam Events are the bread and butter
  • 13. Using social media - It’s highly unlikely that your posts will go viral or generate wishlists - That doesn’t mean you should neglect them - Use Facebook/Twitter/Instagram as a contact point first - TikTok and Imgur have true discoverability potential - Don’t be afraid of a little bit of clickbait
  • 14. Funnel your traffic into one place - It is much easier to manage your audience in one place - Offer exclusive rewards for joining your hub - Make users feel welcome and heard - Involve everyone in the team in interacting with your audience - Do not overstay your welcome!
  • 15. Building on previous games - Used our older games to boost our presence on Steam multiple times - Added in-game buttons promoting The Riftbreaker - Posted information about the new game on all social channels - This is why you should use one account for all games - it builds your brand
  • 16. The first year of marketing - Visited GDC 19, PAX East, E3, Gamescom, PAX West thanks to a government marketing grant - Showcasing the game at events had little effect on our wishlist count, but provided valuable influencer and business contacts - Content is king - Regular dev build streams with interactive extensions (Twitch and Mixer) - First “influencer build” sent out on November 14th resulted in 12K wishlists within two weeks - 50K wishlists at the end of 2019. Initial wishlist goal achieved!
  • 17. “Influencer build” - Survival Mode gameplay - Designed for 1h play sessions - Random generated maps - Streaming integration - Required a few months of dedicated development effort from the entire team - Helped us to refine the gameplay loop - We opened up closed Alpha sign-ups through our Discord and pushed that heavily until the launch of the game - Valuable feedback tool
  • 18. Zombie Driver’s 10th anniversary sale - Hidden Steam curator list - Publisher sales weren’t easily available on Steam yet - Zombie Driver’s 10th birthday - 24h giveaway. 858K copies given away for free. Didn’t affect Zombie Driver’s revenue. - X-Morph: Defense - 90% off - Wishlist The Riftbreaker located at the forefront of the sale (no longer allowed but not enforced) - 9500 wishlists during the sale - Revenue was secondary to gaining wishlists for The Riftbreaker
  • 19. Second year of marketing - before the Prologue - Gameplay trailer released in March 2020 as a 24h PC Gamer Exclusive. Most successful traditional press event to that date - Digital Dragons didn’t generate many wishlists, but resulted in very successful coverage from Eurogamer - 95K wishlists on June 15th - a day before the Steam Summer Festival
  • 20. Steam Summer Festival 2020 - It was the first edition of the festival that would be open to everyone - We dedicated additional two months of development time to create and polish a custom gameplay demo. Having an “influencer build” ready helped us a lot - Festival build was much more polished than the “influencer build” - One of the most popular games during the event - 42K wishlists from the festival - 52K Downloads
  • 21. The Riftbreaker - Prologue - Additional 6 weeks of development to polish the Summer Festival demo to reach “launch quality” - Localized into 10 languages - 146K wishlists a day before the launch of the Prologue - Released as a separate product - Launched with a custom Daily Deal that promoted the Prologue front and center - Thanks to the huge boost of traffic it landed in the New & Trending section on day 1 which propelled it even further
  • 22. Prologue results - 180K downloads, 95% overwhelmingly positive rating - 56K wishlists during the Prologue’s 14 day promotion - Revenue during the EXOR Developer Sale was 30% higher than for our previous Daily Deal on December 4th 2019 - Increased daily wishlist baseline after releasing the prologue - from ~80 to ~400 - The exposure that we received on Steam also drew a lot of external traffic like a Twitch stream by LIRIK (2.6 Million followers) - 235K wishlists on September 21st
  • 23. The year after the Prologue. - Second Steam Next Fest - smaller, but still effective - Marketing driven primarily by new influencer builds and closed beta updates - It was starting to get harder to focus on marketing in the run-up to launch - Game Pass deal reinforced our financing - We started to run paid marketing campaigns thanks to the additional funding - Thoughts of doubt: - Are those old wishlists going to convert? - Did we lose the point of highest momentum?
  • 24. Why bother with a prologue? - A prologue is a separate product users add to their library - Users rarely delete anything from the library - Once it’s there, your news items will show up for users - This reinforces your brand and nets extra impressions
  • 25. A lot of people actually read those news items!
  • 26. SureFire Games cooperation in China - Publisher/PR Agency in China - Measurable wishlist results - Responsible for: - Influencer outreach - Chinese translations - Chinese social media - Community management - China specific Steam key reseller
  • 27. Xbox & PC Game Pass on Day One - Microsoft has shown interest after early presentations in 2019 - Raytracing implementation started to turn eyes - Xbox Series build @60FPS closed the deal in 2021 - Helped us bridge the financing gap before release and provided funds for marketing - Convinced us to sim-ship on consoles
  • 28. Paid marketing campaigns - Targeted at medium and small influencers - Targeted specifically at influencers that covered similar games - Typical campaign budget ranged from $10K to $20K - Average wishlist cost at $2-$3 - Additional Facebook and Reddit paid ad campaigns - average wishlist cost $2-$6 - Difficult to scale efficiently
  • 29. Influencer marketing - YouTube worked better for us than Twitch - The audience of YouTube stars watches their videos for the personality, not the game - Smaller YouTubers have a more engaged audience - Be careful of YouTubers who might be considered brand risks
  • 30. Choosing the right influencer
  • 31. The snowball effect - 32 months of marketing - 389K wishlists - 550K demo downloads - 70M Steam impressions - 3.5M Steam page visits - 8 physical events - Hundreds of pieces of media coverage - 3.5 years of work
  • 32. What can you do? I have only time to spend on discoverability I have some extra budget kicking around I have money to burn ● Create a Discord server or any other kind of hub ● Have an early playable build ● Post about your progress frequently ● Treat every post you make as a lottery ticket ● Approach other developers for co-marketing ● Try influencer marketing ● Get some good trailers ● Get a PR agency to handle press for you ● Go to trade shows for business opportunities ● You can spend an infinite amount of money on ads, PR stunts, etc. The question is - is it worth it? ● Hiring a person to handle marketing is an expensive, risky, but potentially game- changing move.
  • 33. Conclusions - Long term marketing requires dedicated marketing resources - A structured approach to marketing allowed us to maintain a constant pace of new content to show - There was no “one weird trick” to marketing, but our playable builds were the workhorse of driving interest - Constant community nurturing helped us make the wishlists stick - ~15% of revenue came from consoles (not including Game Pass) - Increased marketing focus (understanding what our players want) resulted in a better game - The Riftbreaker outperformed X-Morph ~10x within the first year