Playing with Steam Algorithm Part #3 - Seeker: Quest Early Access Release
·Greetings everyone!
You can read the previous week data checks here:
Seeker: Quest will launch tomorrow (12th of December, 8 PM, GMT+2), and we are now taking a look at the data from the 4th to the 10th of December.
In a nutshell, it's interesting to see that there are basically no changes in the number of impressions the game has gained. The click-through rate has increased a little, but you can also see a lift-off that seems to coincide with the upcoming release of the game.
Very shortly of my own marketing efforts:
- Creating Youtube videos + adding 100€ add promotion to them for the week
- Creating Instagram posts + adding 100€add promotion to them for a week
- Sending approximately 300 keys (so far) for Influencers through Keymailer
- Sending approximately 80 Press emails to offer the game for review
- Activating my own network with use of Linkedin etc to tell about the release
- Using some platforms/channels/groups on Reddit, Linkedin and Facebook to promote the game
- And a lot of "hustling" around the web in places I don't even recall anymore. (Not a good habit, I know. But it was an accident)
Still, the impressions are rather small. The click-through rate, in my understanding, is relatively good, considering the game is unknown to people.
When looking at the traffic sources data, it seems to me that "Direct navigation" is still the best metric there. To my understanding, it's basically my own marketing—people clicking the store page link I've dropped somewhere.
With this data, I would still say that Steam is not providing much traffic to the website. There are fewer than 6,000 impressions provided by, for example, the Steam "Upcoming List," from which the click-through rate is slightly less than 1%.
A side note: during the whole week, the game obtained around 11 wishlists. This is a big surprise, considering it has been visible in multiple places through my own marketing. But it seems those impressions don't convert into actual wishlists that easily, even though there is a relatively good amount of visibility happening for the store itself (through my own marketing efforts).
Come join our Discord for the launch party!
So what does this mean? My thoughts are:
Because the game does not have many wishlists, Steam prioritizes other games to give impressions. (Obvious, right?)
Since I don't have other data available about the "Tag page" performance (3,000 impressions, 1% click-through), I don't know if that is a good performance or bad. But there could potentially be a better number of impressions with some other tags. In the previous data, there was no mention of the tag page impressions, so I would say that this is a good number. Because of that, I won't be changing the tags now, just before the release. Considering that the number of impressions may rise on the release date, and with that click-through rate, we may get a good number of people on the Steam page.
So what's next?
Since we are now so close to the release, I feel rather scared to make any major changes. Once the release happens, it will be interesting to see how these numbers behave. Will they continue on their rising course, or just die off?
Right now, I'm working on the release trailer and doing some last-minute fixes for the game itself if/when something occurs.
So yeah, no more Store page transitions to anything. Now we just launch it and see what happens.
Next week's data check will be an interesting one! By then, we may already have data available from the launch week.
Have a great week everyone!
Yours,
Klaus
The Jester, Jestercraft