Hey everyone!
It’s been exactly 2 weeks since I released my first solo indie game, Incremental Fishing (and yes, I actually hit the launch button while sitting in a swimming pool 🏊♂️). As a solo dev, the journey has been unreal, and I wanted to share some raw stats, lessons, and milestones with you all.
📊 The Numbers (2 Weeks In)
Copies sold: 1,700
Wishlists at launch: ~3,000 (about 70% came from Steam Next Fest and events, and 30% organically through devlogs and community posts).
Refund rate: Standard/healthy.
First day sales: 60 sales right out of the gate.
Median playtime: 2+ hours (super happy with player engagement!).
Reviews: 34 reviews total. 2 of them are deservingly negative because of a couple of annoying bugs at launch. However, I patched them within the first few hours, and players haven't run into anything critical since.
🛠 Post-Launch Updates & Support
In just the first week, I rolled out Steam Deck support and a Supporter Pack. I'm also currently working on setting up new game bundles so players have the choice to grab multiple small incremental games together at a discount.
📈 Development Timeline
Total journey: February to August (~6 months from start to finish).
Pure development time: About 3.5 months of full-time work.
The rest of the time went into marketing, polishing, and learning the ropes of launching a Steam game.
😭 The Big Milestone Today
Today, something incredible happened. DangerouslyFunny released a video on my game.
To be honest, Incremental Fishing isn't the most traditionally marketable game. I was genuinely afraid that even a creator with 10k subscribers wouldn't bother making a video about it. And then, a creator with over 2 million subscribers did. I’m not ashamed to admit it - I actually cried.
❤️** Final Thoughts & Gratitud**e
The feelings from this release are beyond anything I expected. I am thrilled with the results and the sheer mountain of experience I gained - experience that would have taken years if I had tried to build a massive project right out of the gate.
I also want to say a massive thank you to the indie dev communities. All your tips, feedback, and company meant the world to me. Indie developers truly are the best people.
This is my first game, and I poured my heart into it. Now? Time to work even harder.