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The original was posted on /r/godot by /u/oppai_suika on 2025-06-01 14:39:31+00:00.


Hi all,

So a little over a month ago I released Tuna Hake’s Underwater on steam. u/bort_jenkins asked me to come back and give my sales data- so here I am! Happy to answer any questions and hopefully this is useful for some of you guys who are planning to release a game soon.

Anyway- here’s a summary:

https://preview.redd.it/l69l5eeflb4f1.png?width=1476&format=png&auto=webp&s=00e8a132a5bf3cc02d7473b17891d46885ccbd9e

Most of my wishlist’s came after I launched (the spike is launch day):

https://preview.redd.it/so6zvpl5mb4f1.png?width=1700&format=png&auto=webp&s=a5e0029f2f14b11b2bf24128d6cecdceaf235721

At launch time I had ~240 wishlists I think

My costs:

  • Assets: $204.35
  • Music/Audio: $117.79
  • Playtesting: $51.48
  • Godot Tools: $6.90
  • Reddit Ads: $80.06

Total: $460.58

Marketing

This is always the section I look towards in these retrospectives, so I’ll put as much detail as possible here.

My best performing organic posts:

Based on the above, I wouldn’t be surprised if the vast majority of buyers were other devs (even a significant proportion of my twitter/bsky followers are devs or involved in the industry in some capacity). I think this tracks because so far I haven’t received a negative review yet- despite definitely deserving it (there were a lot of bugs, especially in the beginning). I think developers are more supportive of other devs, so if the game ever expanded to a more general audience I’m sure the review percentage would tank a fair bit.

For paid marketing, I tried out Reddit Ads. The results weren’t great (lost at least $60 of my $80 budget lol) but I think it might be worth it if you have a more expensive game or are able to convert impressions better than me:

https://preview.redd.it/k6ja3elirb4f1.png?width=3270&format=png&auto=webp&s=7a398f0272e7457fb9a51f96d270a81a6829f646

It was my first time paying for ads so it was a learning experience for me tbh, maybe I could’ve done better if I knew about proper marketing and shit

Then finally- streamers. I did provision keys for streamers, but I have a huge mental block stopping me from cold calling so I only used 1 which was for a very small streamer who DM’d me. The rest I just gave away to people on reddit & twitter.

That said, some streamers did play my game (I guess they bought it). Most of them were very small (<100 viewers) but here are some of the bigger ones:

Anyway, let me know if you have any other questions. Obviously it wasn’t a crazy crazy success but I’m really happy with it- when I launched with 200 wishlists I was expecting it to sell like 20 copies and die and swift death, so it far exceeded my expectations