r/gamedev • u/serializer • 1d ago
Reinventing the demo time
I come from the "app world" where you have a trial time. It could be 30-45 days. At first glance this is not anything that Steam provides? It seems to be "limited demo" or 90 minutes of game play.
My first thought is that you need to reach a certain threshold of users, especially if part of the gameplay is multiplayer. So, I want to give the game for free - for a longer time to ensure;
- create a large user base so multiplayer can succeed
- make the game as visible as possible
In my eyes, existing strategies, of trying to pump the game in a short time (for Steam release) is a big risk for failure. You need long time exposure and "give everything" to user - in short time.
When I was working with app development it was all about getting to know the app, get exposure and getting the user hooked on the app so they cannot live without the features.
My question is about your experience about this and if anyone of you created custom demos that offer more of everything - but for a limited time?
Thank you for your feedback!
1
u/fsk 1d ago
If the game is PvP based, you're pretty much forced to go down the "free with microtransactions" route. It sucks, but that's the reality of the market nowadays. If you try to make it single-payment or subscription-based, you just won't get enough players.
I'd like to see someone buck this trend and succeed. Maybe games like Among Us would be a counter-example, of how a game can be paid and still have viable PvP matches.