If you want to know whether it& #39;s hard to sell indie games in 2020: in the direct aftermath of being nominated for "Best Indie Game of the Year" in the Golden Joysticks, Lair of the Clockwork God sold zero copies on Steam.
I& #39;d hoped for some sort of a bump, but instead got the worst day of sales since launch _/(:-S)/-

I still can& #39;t draw that shrugging man.
Maybe everyone went to the Golden Joystick page and immediately went and bought copies on Switch. Who knows, I don& #39;t have that data.

I am just astounded that after that buzz, not *one* person wound up buying the game. Astonishing and quite heartbreaking tbh.
Anyway, I& #39;m thinking of putting together a big post about *why* Clockwork God is a super hard sell in 2020, and what YOU can learn from it for your own indie dev projects.

In the meantime, if you want to cheer me up: https://store.steampowered.com/app/1060600/Lair_of_the_Clockwork_God/

Or">https://store.steampowered.com/app/10606... buy the Switch/ Xbox versions :)
Just to be clear, my point with this is:

[1/2] If it& #39;s this hard for *me* to sell my game, given the level of praise LotCG has received, think how hard it is out therefor 99% of indie games
[2/2] Clockwork God has done well. It& #39;ll fund another game. It hasn& #39;t "flopped", it just isn& #39;t necessarily selling in line with the critical response.

It is very, very tough out there right now for the smaller indie companies.
By way of contrast: this thread alone caused sales to go up by about 4000% on an average day.

HUGE thanks to everyone who shared it, or bought a copy as a result https://abs.twimg.com/emoji/v2/... draggable="false" alt="♥️" title="Herz" aria-label="Emoji: Herz">

I think we can all agree that what this comprehensively shows is _/(:-S) & #39;\-
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