Simon Carless
-
Deep dive: The Riftbreaker's Metal Terror DLC
GameDiscoverCo's Simon Carless follows up with EXOR Studios' Pawel Lekki to find out how the add-on did and why pricing was an issue, but only for players from one region
-
How V Rising reached one million sales in just one week
GameDiscoverCo talks to developer Stunlock Studios about the secrets behind its success
-
Does a Day 1 Game Pass debut make your game convert worse on Steam?
GameDiscoverCo takes a shot at answering that question by comparing pre-release hype with launch-week Steam reviews
-
How Dread Hunger found and retained an audience
GameDiscoverCo talks with James Tan of Digital Confectioners to find what made the social deduction game click
-
Deep dive: Inside Strange Horticulture's delightful Steam success
Iceberg Interactive CEO Erik Schreuder recaps the occult plant store puzzle game's launch strategy
-
Deep dive: Turning around your game's reviews post-launch
Pathway dev Simon Bachmann discusses the game's path from Mixed reviews at launch to a Mostly Positive success
-
How Project Zomboid made 23x its normal sales numbers
GameDiscoverCo speaks with The Indie Stone's Chris Simpson to dig into how the eight-year-old Early Access game's official launch spiked interest and engagement
-
Analyzing an indie F2P success on Steam
GameDiscoverCo looks at how Slapshot: Rebound went top shelf with customization microtransactions and in-game ads
-
How streamers pick games: An interview with SplatterCat
GameDiscoverCo's Simon Carless asks the indie-focused YouTuber about the logistics of constantly finding new games to feature
-
Do Steam's pre-launch wishlists and post-launch sales line up meaningfully?
GameDiscoverCo is back with more takeaways from its recent survey of Steam developers
-
What might your Steam 'long tail' revenue be?
GameDiscoverCo shares the results of a developer survey to extrapolate first-month and first-year sales from launch week
-
Deep dive: How Shapez.io went from web game to $1 million Steam hit
The latest GameDiscoverCo column digs into the numbers behind the successful game with creator Tobias Springer
-
Estimating Steam and console sales: Two battletested methods
GameDiscoverCo and Fellow Traveller offer developers two models to forecast their games' sales potential
-
Game localization for discovery: Trickier than you think?
GameDiscoverCo's Simon Carless says the decision to localize is about a lot more than the size of the target market
-
Tip-top TikTok tips for game marketing
Jenny Windom of Wholesome Games talks with GameDiscoverCo's Simon Carless about promoting games on the viral video sharing service
-
The 'combo' era: how GaaS, subscriptions, and IAP mesh on PC/console
GameDiscoverCo's Simon Carless explores the network effects of games-as-a-service, recurring commitments and in-app purchases
-
The game rating problem you don't want, and how to mitigate it
GameDiscoverCo's Simon Carless looks at games being automatically pulled over IARC ratings and what developers should look out for when obtaining a rating
-
Three key discoverability takeaways from the Epic/Apple lawsuit
GameDiscoverCo's Simon Carless looks at the data around platform splits, exclusives and free games revealed in this week's legal proceedings
-
Deep dive: Behind-the-scenes data on a Steam F2P game
Robot Squid and Spilt Milk share data on the PC performance of King of Crabs, its free-to-play mobile-PC battle royale game
-
Are Steam followers the best predictor of success for unreleased games?
GameDiscoverCo's Simon Carless examines how Steam festivals and showcases have changed the impact of being wishlisted
-
Embracer, studio acquisitions and the 'growth stock bubble' | Opinion
GameDiscoverCo's Simon Carless looks at why the trend is happening, the various types of deals being made, and whether there's cause for concern
-
A closer look at Raw Fury's publishing contract
GameDiscoverCo's Simon Carless digs into the details and developer criticisms of the publicly posted agreement
-
Not all Steam wishlists are created equal
GameDiscoverCo's Simon Carless explores why developers are seeing wildly different conversion rates of wishlists after launch