5 Years on Steam — Sales Analysis

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Hel­lo my friends!
In this post I would like to talk about sales and mar­ket­ing analy­sis on Steam dur­ing a peri­od start­ing from 2014 to 2019.

I think a lot of game devel­op­ers could ben­e­fit from this analy­sis to under­stand how the mar­ket has changed and if it’s real­ly more dif­fi­cult today to be able to sell your game to the mass.

Sales Chart Analysis

I’ll start by shar­ing this sales chart of all our games start­ing from June 2014 to Sep­tem­ber 2019 (5 years)

Orange is the num­ber of copies sold, blue is the effec­tive rev­enue in $

Woo­dle Tree Adven­tures has been our first game released in 2014. As you can see, even if there were few games on Steam (less than 4.000), the game did­n’t sell a lot of copies dur­ing the first release days. (today there are 30.000 total games on Steam).

At that time the game has been approved with Green­light, while today there is a faster way using Steam Direct to pub­lish your game.

Dur­ing 2015 we released a lot of oth­er exper­i­men­tal games (The Deer, Heav­en Island VR MMO, Heav­en For­est VR MMO and more).
These games did per­form nice­ly with thou­sands of copies sold dur­ing the first days, but it was­n’t con­stant through time, so in the long term did­n’t con­tin­ue to sell well as you can see from the sales chart.

In 2016 we released the sequel (Woo­dle Tree 2: Worlds) that did per­form well, but not like the first game, prob­a­bly due to many games released on the store too.

In 2017 the num­ber of games on Steam tripled, so we feared that our new game would not per­form well, but we were wrong.
In July 2017 Sui­cide Guy has been released and dur­ing the first week the rev­enues sur­passed the ones from all our past games com­bined.
As you can see from the chart, sales did not stop and con­tin­ued thanks to the fact that we con­tin­ued to update the game with new lev­els and improve­ments (for exam­ple Christ­mas and Hal­loween themes levels)

In 2018 we released a new chap­ter of the game called Sui­cide Guy: Sleepin’ Deeply that per­formed pret­ty well even though the games on Steam dou­bled once again (with almost 30.000 games total).
Dur­ing these years we con­tin­ued to expand and update our most suc­cess­full games: this helped to main­tain sales con­stant through the time with­out releas­ing new games.

In 2019 we’re still updat­ing our past games (Sui­cide Guy and its expan­sions) while work­ing on new big­ger projects. I’ll update the post when the new games will launch!

Has the Steam Market changed?

Yes of course, but I think is still pos­si­bile to sell well on this plat­form.
A key fac­tor is to cre­ate an orig­i­nal game and con­tin­ue to update it even after the release date.

You real­ly need to keep the game up to date and keep ask­ing play­ers for feed­backs: this is an approach that we’re using right now even for our con­sole games (Nin­ten­do Switch, PS4 and Xbox One).

This not only keeps the sales sta­ble through time, but helps you cre­ate a more pro­found bound with your fans. (after all it thanks to them if we can keep mak­ing games!)


As a final con­sid­er­a­tion I would like to say to all the devel­op­ers to not be afraid by the num­bers of games released every year on Steam.
I have read a lot of arti­cles on var­i­ous gam­ing web­sites alarm­ing all the devel­op­ers, but If you real­ly have an orig­i­nal idea and have enough game devel­op­ment expe­ri­ence to cre­ate a full game from start to fin­ish, then you just need to focus on your game only.

Of course is still pos­si­bile (as it was before) that a game does not sell well: after­all there are a ton of dif­fer­ent vari­ables that could make a game sell poor­ly, but you need to keep that as an expe­ri­ence for your next game.

Thanks for read­ing!
I’ll con­tin­ue to udpate this post too, if you have feed­backs let me know at fabio@chubbypixel.com

Woodle Tree 2: Deluxe now available for Nintendo Switch! — And Upcoming Free DLC

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Hel­lo my friends!
We’re glad to announce that Woo­dle Tree 2: Deluxe is now avail­able for Nin­ten­do Switch!

This is an improved ver­sion of the 2016 game released on Steam Only.
More­over a new DLC is com­ing next week with a ton of new chal­lenges and levels!

Stay tuned :)

Suicide Guy — 2 Years after release

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Hel­lo my friends!

We’re delight­ed to announce that 2 years after the release (back in 2017), Sui­cide Guy has become now our most suc­cess­ful game with over 100.000 copies sold on all plat­forms!

Here a pie chart and the copies sold in order of release on every plat­form, we hope this will help oth­er game devel­op­ers as well!

Steam edi­tion 43k

PlaySta­tion 4 edi­tion: 32k copies sold

Nin­ten­do Switch edi­tion: 25k copies sold

Thanks to this, the team is con­stant­ly expand­ing, so you can expect new games of this and new series com­ing out soon!

Woodle Tree Adventures Deluxe on Xbox One available now!

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Hel­lo my friends!
We’re glad to announce that our first game for Xbox One is now available!

You can get it here: tiny.cc/ipyj7y

Woo­dle Tree Adven­tures is an old school plat­form game with a catchy and unique art style! Explore a total of 6 worlds and save the lands with the mag­i­cal water drops you’ll find through your jour­ney, bring­ing back peace and bal­ance and final­ly becom­ing the new hero!

Pan European Game Information


The devel­op­ment of the game has been pret­ty dif­fi­cult due to some request from Microsoft in order to fit their stan­dards. It took about 3 months for the con­ver­sion from PC (Steam) to Xbox One.

For exam­ple we had to han­dle the users, achieve­ments to include, gen­er­al opti­miza­tion and a lot of things that were new for us.

I hope you’ll enjoy this deluxe edi­tion, have fun! 

Woodle Tree 2: Development Blog

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In this post I would like to talk to you about our next project in devel­op­ment for
Nin­ten­do Switch and PlaySta­tion 4 “Woo­dle Tree 2: Deluxe”.

Pro­vi­so­ry logo

This is actu­al­ly a remake of a game released in 2016 on Steam called “Woo­dle Tree 2: Worlds” (link)

The game was pret­ty suc­cess­ful at his time with over 20.000 copies sold, but we were not able to include all the con­cepts and mechan­ics we want­ed due to time and bud­get limit.

Woo­dle Tree 2: Deluxe first screenshot!

Thanks to the great suc­cess of oth­er games we’ve release in last years (like Sui­cide Guy and more) we now have the bud­get to be able to cre­ate even a greater title!

We start­ed the devel­op­ment of this new ver­sion in June 2018, try­ing to adapt the whole game to Nin­ten­do Switch.
Since it’s an open world plat­former, the effort has been huge con­sid­er­ing the lim­it­ed hard­ware and the fact that our tar­get was to achieve 60 fps.

Here a glimps of the map of the whole game, com­pre­hend­ing over 9 lev­els + new dif­fer­ent plat­form­ing areas:

Con­cept of the World map in Woo­dle Tree 2: Deluxe

The remake we’re try­ing to achieve will com­pre­hend a total redesign with new lev­els, char­ac­ters, new cutscenes, improved game mechan­ics and much more.

We real­ly hope you’ll appre­ci­ate the effort!

We’ve already start­ed to adver­tise the game with a huge feed­back from fans https://www.reddit.com/r/nintendo/comments/aftp39/our_new_game_woodle_2_coming_to_nintendo_switch/

This is very use­ful since we’re still gath­er­ing feed­back from play­ers, and the game is far from finished.

The game will be released in 2019, I’ll soon update this post inform­ing you on all the new things we’re adding to the game!

New Intro menu

Here mean­while some cool con­cepts from new char­ac­ters and items!

Agile Game Development process for Indies

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Hel­lo my friend!
In this post I would like to talk about the game devel­op­ment process we’ve acu­tal­ly used dur­ing the last years for our games.

To start by, I would sug­gest you to read even the “Agile Game Devel­op­ment with Scrum” book by Clin­ton Kei­th:
Ama­zon link

The process we’re acu­tal­ly using is very sim­i­lar even if it’s applied to a much small­er scale stu­dio (of 5 peo­ple instead of 200).

What is Agile?

Agile is an approach for devel­op­ing prod­ucts using short and fast iter­a­tions.

The ideas is to make small fea­tures for the cur­rent project in small peri­ods of time. In this way the results of each iter­a­tion are used to adjust the project plan: each iter­a­tion is like a short project in itself.

What is SCRUM?

SCURM is an iter­a­tive and incre­men­tal Agile process that pro­duces demon­stra­ble work­ing soft­ware every few days: for exam­ple a build of the project that can actu­al­ly be tested.

How Agile can be used for Indie Games? 

I think Agile can be real­ly use­ful for indie game stu­dios if used wise­ly:
Since the ini­tial con­cept of a game does nev­er per­fect­ly reflect how the final game will be, I think a Water­fall Devel­op­ment process is use­less in most cas­es.

We usu­al­ly start with the Con­cept of the game and then start the Pre­pro­duc­tion and Pro­to­typ­ing process for test­ing the main mechan­ics of the game.

While we’re still in the Pro­duc­tion process, the Con­cept and Design core of the game can still be mod­i­fied depend­ing on the feed­backs of our testers that are test­ing the first pro­to­types.
If some­thing is not work­ing well in a game mechan­ic, we’re still able to mod­i­fy it with­out great effort from the Pro­gram­mers.

This is just an exam­ple, but this process can be used to every phase of the devel­op­ment: for exam­ple while the Sound Design­er is mak­ing the sound effects of a char­ac­ter and the Ani­ma­tor is mak­ing the ani­ma­tions for it, the Game Design­er can test both and give feed­back on how well the sound effects are linked to the ani­ma­tions.

Per­son­al­ly I think that Con­cept and Design can be mod­i­fied through the entire devel­op­ment process of a game (even in the final Post Pro­duc­tion stages) if this does not change too much the Dead­line Release.

Extended Agile

I think Agile can be even extend­ed while work­ing on mul­ti­ple projects at the same time.
We usu­al­ly devel­op 2 or 3 games at the same time and Agile is real­ly use­ful since some of the ideas, con­cepts and mechan­ics could pop up in the devel­op­ment of a game and can be used even on oth­er projects.

This process can even be use­ful to avoid Depen­den­cies of mem­bers of the team: for exam­ple if a pro­gram­mer is wait­ing for the ani­ma­tions of the main char­ac­ter in order to fin­ish the code for the run mechan­ic, he can mean­while work on oth­er mechan­ics or on anoth­er project.

It’s impor­tant to have a cohe­sive team, since the poten­tial sav­ings in cost for team is lost when time and effort is wast­ed through iter­a­tion delays and depen­den­cies between team members.

Final Considerations

One of the most inter­est­ing phras­es from the Agile Game Devel­op­ment book refer­ring to the best team Clin­ton worked with is:

“Much of the chem­istry of that team is a mys­tery to me. There does­n’t seem to be a for­mu­la for how such teams can be cre­at­ed, but I’ve found that it’s quite easy to pre­vent such teams from form­ing” - Clin­ton Kei­th

Agile and Scrum are sure­ly some of the things that real­ly can help these kinds of team to form since it allows all the mem­bers of the team to com­mu­ni­cate and have a larg­er view on the project.

Useful Resources:





Suicide Guy — Post Mortem (1 Year later)

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Hel­lo my friend!
We would like to share with you what went right and wrong after our lat­est release Sui­cide Guy in this post mortem, 1 year after its release on Steam  




The game dur­ing its first year sold almost 30.000 copies on Steam only (Price 4.99 €)

With a rat­ing of 85/100 on Steam

Here a Pie chart of the sales:




The mar­ket­ing we’ve made is still con­stant, send­ing con­stant updates to the gamers to keep high the inter­est for the game.

The main web­sites where we mar­ket the game were:

1) Face­book

2) Insta­gram

3) Key­mail­er

4) Twit­ter

5) Youtube

6) Newslet­ter Emails

7) Steam (groups, pages etc)

8) Google Ad Words

9) Linkedin

10) Red­dit



The game has been launched even on con­soles (PS4 and Nin­ten­do Switch) sev­er­al months after the Steam release:

PS4: https://store.playstation.com/en-gb/product/EP2659-CUSA11105_00-0000000000000000

Nin­ten­do Switch: https://www.nintendo.com/games/detail/suicide-guy-switch


With over 10.000 copies sold on each, but at a high­er price (7.99€)

Meta­crit­ic score on PS4: 70/100

Meta­crit­ic score on Nin­ten­do Switch: 55/100



The rat­ing was low­er on Nin­ten­do Switch main­ly due to per­for­mance issues and long load­ing times




Sui­cide Guy has been in con­stant devel­op­ment with new Updates, bug fix­es and new content

And since the game sold well, we’ve decid­ed to release a new chap­ter of the game called Sleepin’ Deeply on Steam (Soon on Console):



Which sold over 2.000 copies in the first month.




In the end the game release and feed­back from the pub­lic were great and it helped us to con­tin­ue the devel­op­ment of the game.
We’re actu­al­ly work­ing on the Xbox One release and the new chap­ter con­sole release.

Since the game went well we’re actu­al­ly think­ing of new lev­els and chap­ters that we would like to release in the future, so expect new con­tent com­ing soon!


Suicide Guy: Sleepin’ Deeply — New chapter now available!

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Hel­lo my friends!

I’m glad to announce that the new chap­ter of our game is now avail­able on Steam!

Check it out:


In this new chap­ter of “Sui­cide Guy” you’ll be chal­lenged with even more insane puz­zles, gen­er­at­ed by the sur­re­al dreams of the Guy. You’ll encounter the weird­est of the liv­ing beings as you go deep­er and deep­er into his sub­con­scious. This time to wake him up you’ll need all your skills.

70 On Metacritic from Suicide Guy! (PS4 edition)

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Hel­lo my friends!

I’m proud to announce that our first PlaySta­tion 4 game “Sui­cide Guy” has now reached a score of 70 on Meta­crit­ic:


I think this is an out­stand­ing result for us that can help us to con­tin­ue to make new games in the future.

From the bot­tom of our hearts, Thank you for the sup­port dur­ing these years! <3

Suicide Guy now available on PlayStation 4!

By | Announce, Games | No Comments

Hel­lo my friends!

I’m glad to announce that our lat­est game “Sui­cide Guy” is now avial­able for PlaySta­tion 4!
You can dowload it in the PSN Store at: https://store.playstation.com/it-it/product/EP2659-CUSA11105_00-0000000000000000

This is our first game licenced by Sony, and this was a real hon­or for us.
I’ll soon write a thor­ough top­ic about the devel­op­ment on this fan­tas­tic con­sole!

Here the trail­er of the game meanwhile: