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Incredible work, Brian! I'm in awe of what you've done in such a short amount of time

Incredible work, Brian! I'm in awe of what you've done in such a short amount of time. I started an indie game company (still working on our first title) and had a few related questions if that's OK? 1) If you didn't need a salary or marketing help, would you still have signed a publishing deal? My sense is most of the publisher value lies in getting paid before the game launches, and with marketing around launch, but curious if those are wrong assumptions? 2) Early Access vs. Straight Launch - any insights about why you chose to do a full launch vs. an early access beforehand? Was it something you and the publisher discussed in detail? 3) Outside of Steam's ecosystem, how much marketing, promotion, social media, YouTube, Discord, etc. stuff did you (or the publisher) do? Do you think that pre-launch work had a sizable impact on the launch and post-launch success? Or would you say it's mostly the Steam algo making the game more visible to the right buyers as the positive reviews rolled in? Truly kind of you to share so openly here. …

Original discussionShow HN: I got laid off from Meta and created a minor hit on Steam356 source comments · at import
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NE

I was at FB/Meta from late 2013 to early 2023, mostly working in the compiler/runtime spaces. I got hit in the spring 2023 layoff wave. I immediately started making games in my newfound free time (a lifelong interest, and I even worked in AA(A?) back ca. ~2000), and in October 2023 I stumbled upon the idea of a roguelike pachinko/plinko game inspired by Luck Be A Landlord. Things snowballed quickly, I started talking to publishers, then worked like crazy through all of 2024, almost the hardest I've ever worked in my career, and launched the game in December 2024. It's sold ~200,000 units in its first 10 weeks on Steam. So it's no Balatro, but I'd still say it did very well :) AMA? (my game is Ballionaire: https://store.steampowered.com/news/app/2667120/view/5264614... )

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XC

> My sense is most of the publisher value lies in getting paid before the game launches, and with marketing around launch, but curious if those are wrong assumptions? Don't publishers pay you a cut AFTER sales start coming in?

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NE

Thanks Rand! 1) It obviously varies w/ each dev's situation, but I think your sense of the value prop is a fair default one w/o context. In my case, there were four reasons: 1) having a partner to help with (to me) "the unknown unknowns" (i'm only a dev and a novice designer, literally anything else would be my first time doing it, so i figured having an experienced partner there would be wise) 2) the advance was nice just from a "bird in the hand" mindset 3) they helped me connect with a really good artist (critical to the project's success imho) 4) having a big name behind you can't hurt, and bigger publishers do have more relationships with the ecosystem (streamers, platforms, etc) to help your game succeed. 2) EA is appropriate for certain kinds of games. But I knew exactly what Ballionaire was going to be, and felt it could be achieved in a year. I knew that this mechanical space wa…

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TH

> most of the publisher value lies in getting paid before the game launches, and with marketing around launch Reading this, I'm wondering if there is something like a publisher for other types of Software than games? Looks a decent deal. No?

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