Dev Log
Getting Greenlit on Steam
The intent of this post is to share both my experience with Steam Greenlight as a solo dev and the data from that experience. I am happy to share more data if I have it.
I am a solo developer, or at least I’m a just one guy working in his spare time (not sure that makes me a "developer" yet). I started working with Unity and Blender a little over two years ago with no real thought beyond “Hey, this looks cool.”
Oh, the wild ride that is Steam Greenlight!
Steam Concept
Fracture the Flag is the result of twelve months worth of my spare time. It’s the first and only game that I’ve made. I have a full time job that pays well enough, but why not swing for the fences with Steam Greenlight and see what happens? Maybe I could upgrade the office? Or buy a new mountain bike? And I’d be competing with things like the “Toilet Simulator” so how hard could it be?

Being cautious and curious I setup a Steam Concept page, just to see what would happen. I knew the traffic would be a small compared to a true Greenlight page would be, but it still seemed worth my time - and it was.
For the first few days the Concept page was getting 4-7 hits a day and almost entirely “yes votes.” Even that small trickle of traffic died down after 4-5 days. Now almost 3 months in only 90 people have visited and a bit over 30 of those have voted the game up. This resulted in a fantastic yes to no ratio of 97%, but not much else to get excited about.
My stats matched up with Quiver of Crows data which was Greenlit back in January. I was feeling cautiously optimistic.
I put in some more work, finished a second level that was, in my opinion, better looking and more interesting than the first level that was featured on the Concept page. With this and a few other visual details added I put together a second and updated game trailer.
[youtube=https://www.youtube.com/watch?v=5m-NOCxpiP4&w=640&h=340]
Steam Greenlight
So off to Steam Greenlight I went…

Once the small fee had been paid and the page was setup I was terrified to push the publish button. I double and triple checked the screenshots and that the video played.
Was everything as good as it could be? No. Did I know how to make it better? Nope.
The first few votes came in. Oh no... Way more no’s than yes’s. Not good. It's over. Next game?
I took a deep breathe and the tide changed. Over the next few days the number of yes and no votes started to even out. I obsessively checked the page, cheering when yes’s came in and responding to thoughts or criticism in the comments. As a side note: as the number of comments increased so seemly did the ratio of yes’s to no’s. Interesting.
24 Hours into the campaign the yes/no ratio was at 44% yes's which was well above the meager 31% of the average top 50 game!

I was starting to get excited!
I also began to wonder “How does a game make it to the top 50 with only 31% yes votes?” Wow! How can you drive that many people to your page that aren’t excited about your game? Send a few my way?
By the end of the second full day the yes and no votes had evened out - each at 48% of the total votes cast. This was a pretty good boost to the ego. I’m a first time solo dev working in my spare time and I’m doing better, maybe a lot better, than the average!
These “great” results continued through day 6 of the campaign. Breaking into the top 100 on day 4 and getting more yes votes than no votes!

Then the Spigot Turned Off...
I’ve never played a full round of golf in my life, but I know what a dog leg looks like... And it looks like the bright green line in the graph below.

Unbelievable how quick the spigot of visitors shut off. The page went from 600+ visitors a day to less than 50! On day 6 I got almost 300 yes votes. On day eight I got 6 yes votes (no typo there). Judging from the incredibly hard to figure out and ever changing “Cumulative ‘Yes’ Votes” graph this is not uncommon and is pretty much the norm for all but the top 5 or 10 ranked games.
And maybe that’s okay. Maybe my game isn’t good enough. Maybe it shouldn’t be on Steam. I can deal with that. There are games that get to 2000 or 3000 or even 4000 yes votes in just a few days. Clearly those developers have done something right. I managed just over 1300 in 6 days...
One of the best descriptions of the (hypothesised) criteria for being Greenlit suggested that Greenlight was not about popularity, but rather is a way to gauge the developers ability to drive traffic and thus sales. If a developer can drive traffic then Steam stands to profit. If the developer can’t drive traffic once Steam stops sending people to the page then maybe the game wouldn’t sell enough copies…
It’s not a flawless, but I can see that perspective.
So What Now?
I'm not sure what's next. I am torn. One minute wanting to move onto the next idea. After all I've learned so much over the past two years. The next minute I still believe in the game... After all its been 8 freaking days! What could I possibily expect?
Fracture the Flag is currently bouncing around in the mid 80's in the rankings. Not bad. Only one round of games has been greenlit since the game hit the top 100. So there is hope, plenty, if I'm honest.
So I don't know. No pity party. Just lack of certainty. Its been a rollercoaster to say the least.
3 Weeks Later...
I'd all but given up. I was ready to make the next game. I was on the road to a bike race and got the email that FTF had been Greenlit! Wahoo!
I apparently forgot to take screenshot when FTF was Greenlit so the image below is 9 months after the fact. The votes don't change after a game has been Greenlit but the vistors and followers still do.
3 Weeks Later...
I'd all but given up. I was ready to make the next game. I was on the road to a bike race and got the email that FTF had been Greenlit! Wahoo!
I apparently forgot to take screenshot when FTF was Greenlit so the image below is 9 months after the fact. The votes don't change after a game has been Greenlit but the vistors and followers still do.
A Little Commentary
As with many other people I am stunned by what gets submitted to Greenlight. After all Fracture the Flag was in the batch of games with the “Toilet Simulator.” We can speculate all day long what the point was, but that developer got way more action than I did - I bet the Toilet Simulator guy isn't talking about me!
When I see games like the “Grass Simulator” for sale it makes me want to cry a bit. I know my game is better and I suspect most people, or at least 48%, would agree with me.
At the end of the day I’m glad that Valve is making the decision not purely based on numbers, but the process is still mysterious. When Fracture the Flag was floating between 91st and 93rd on Greenlight the 92nd ranked game was Greenlit… Ouch.
From what I’ve read, and deduced from the stats, Fracture the Flag will continue to slowly march up the rankings. It jumped to 83rd once a handful of other games had been Greenlit. It seems likely that eventually the game will be given a thumbs up. If the day ever comes that Fracture the Flag is Greenlit I will no doubt be ecstatic!
Until that day comes I'm on the slow part of the rollercoaster hoping for one more loop da loop.
There are a few things that I wish were different.
The first would be for some criteria to kick games off Greenlight. Maybe after 2-3 days you need a certain yes/no ratio. Or maybe during those first few days you need to get a certain number of yes votes per day. Something needs to be done to quickly filter the total crap that folks are submitting. Getting “voted off” and then having to wait before resubmitting seems like it would solve many of Greenlight’s problems.
The second would be the waiting. Many if not most games in the top 100 experience the dog leg or drastic slow down in votes. If games are only getting 10 or so votes a day and (judging by the data) that will eventually push the game into the top 20 overall then why wait to Greenlight them? If 48% of the voters and 36% of the people who saw my page said they’d buy my game then isn’t that good enough? Or maybe bad enough that you pull the plug?
It seems everyone has a plan to “fix” Greenlight that removes the crap but allows their own game to get Greenlit… Maybe I'm just one more of those guys.
Older Posts
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April 2024
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November 2023
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September 2023
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July 2023
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May 2023
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April 2023
- Apr 11, 2023 Input Action in the Inspector - New Input System Apr 11, 2023
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February 2023
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December 2022
- Dec 31, 2022 Upgrade System (Stats Part 2) Dec 31, 2022
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November 2022
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August 2022
- Aug 17, 2022 Knowing When A Coroutine Finishes Aug 17, 2022
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April 2022
- Apr 23, 2022 Unity Input Event Handlers - Or Adding Juice the Easy Way Apr 23, 2022
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March 2022
- Mar 15, 2022 *Quitting a Job I Love Mar 15, 2022
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February 2022
- Feb 8, 2022 Split Screen: New Input System & Cinemachine Feb 8, 2022
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January 2022
- Jan 24, 2022 (Better) Object Pooling Jan 24, 2022
- Jan 19, 2022 Designing a New Game - My Process Jan 19, 2022
- Jan 16, 2022 Strategy Game Camera: Unity's New Input System Jan 16, 2022
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December 2021
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November 2021
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August 2021
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June 2021
- Jun 27, 2021 Changing Action Maps with Unity's "New" Input System Jun 27, 2021
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May 2021
- May 28, 2021 Unity's New Input System May 28, 2021
- May 8, 2021 Bolt vs. C# - Thoughts with a dash of rant May 8, 2021
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March 2021
- Mar 10, 2021 Coroutines - Unity & C# Mar 10, 2021
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January 2021
- Jan 14, 2021 Where's My Lunch? - January Devlog Update Jan 14, 2021
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December 2020
- Dec 27, 2020 C# Generics and Unity Dec 27, 2020
- Dec 7, 2020 Steam Workshop with Unity and Facepunch Steamworks Dec 7, 2020
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November 2020
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October 2020
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August 2020
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July 2020
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- Jul 15, 2020 Object Pooling Jul 15, 2020
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June 2020
- Jun 16, 2020 The State Pattern Jun 16, 2020
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August 2019
- Aug 12, 2019 Easy UI Styles for Unity Aug 12, 2019
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July 2019
- Jul 3, 2019 9th Grade Math to the Rescue Jul 3, 2019
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June 2019
- Jun 12, 2019 Introducing My Next Game (Video DevLog) Jun 12, 2019
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May 2019
- May 29, 2019 Programming Challenges May 29, 2019
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March 2019
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November 2018
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October 2018
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July 2018
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May 2018
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April 2018
- Apr 17, 2018 When to Shelve a Game Project? Apr 17, 2018
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February 2018
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December 2017
- Dec 16, 2017 State of the Game - Episode 2 Dec 16, 2017
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November 2017
- Nov 7, 2017 The Bump From A "Viral" Post Nov 7, 2017
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October 2017
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September 2017
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August 2017
- Aug 3, 2017 State of the Game - Episode 1 Aug 3, 2017
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June 2017
- Jun 20, 2017 Resources: Processing, Consumption and Inventory Jun 20, 2017
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May 2017
- May 16, 2017 Graphing Script - It's not exciting, but it needed to be made May 16, 2017
- May 2, 2017 Tutorials: Low Poly Snow Shader May 2, 2017
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April 2017
- Apr 28, 2017 Low Poly Snow Shader Apr 28, 2017
- Apr 21, 2017 Environmental Simulation Part 2 Apr 21, 2017
- Apr 11, 2017 Environmental Simulation Part 1 Apr 11, 2017
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March 2017
- Mar 24, 2017 Building a Farming Game Loop and Troubles with Ground Water Mar 24, 2017
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February 2017
- Feb 25, 2017 The Inevitable : FTF PostMortem Feb 25, 2017
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December 2016
- Dec 7, 2016 Leaving Early Access Dec 7, 2016
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November 2016
- Nov 28, 2016 Low Poly Renders Nov 28, 2016
- Nov 1, 2016 FTF: Testing New Features Nov 1, 2016
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October 2016
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September 2016
- Sep 18, 2016 Testing Single Player Combat Sep 18, 2016
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May 2016
- May 25, 2016 Release Date and First Video Review May 25, 2016
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March 2016
- Mar 26, 2016 Getting Greenlit on Steam Mar 26, 2016
