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The Story of Speedrunner

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Presentation on theme: "The Story of Speedrunner"— Presentation transcript:

1 The Story of Speedrunner
From Flash to XBLIG to Steam

2 Summary Starting with some facts.. Feedback from (millions of) players
Summer Uprising Promotion XBLIG: Lessons Learned XBLIG: Sales Data To Steam and Beyond

3 Starting with some facts..
Speedrunner Free browser game, released in June 2010 Sponsored for $13000 by via Since then, played over 10 million times Speedrunner HD ‘hi-def’ XBLIG game, released in August 2011 Added (local) multiplayer

4 Feedback from (millions of) players
“The first levels are really fun and the grappling hook is awesome. But the wall jumping is absolute crap! One of the worst I have ever seen. I was having so much fun until the [walljumping section] showed up and after a few levels I just gave up. I hope that it gets a sequel because aside from wall jumping this game is really, really good”. Improved controls Show quote Show differences

5 Feedback from (millions of) players

6 Summer Uprising Promotion
Press advantage Show Kotaku Discuss Deadline issues

7 XBLIG: Lessons Learned
XBLIG Marketplace is a difficult marketplace with visibility issues, plagued by a ‘race to the bottom’ Local Multiplayer (although heavily enjoyed) is not a big selling point on XBLIG Flash market is very different from XBLIG market Audiences are looking for more content on XBLIG Seems like there is little cross-over between flash and XBLIG Difficult to get stats on XBLIG

8 XBLIG: Sales Data Period: September 2011 – December 2012
4250 games sold, at $3 (240MSP) per game 1400 during first month 1000 during second quarter Currently selling 3 or 4 a day Demo conversion rate around 10%

9 To Steam and Beyond XBLIG to Steam: Lucky Currently:
Fortune favors the prepared Currently: Adding Online Multiplayer Turns out this is a lot of work, who knew! Received some more feedback, so.. Improving some design flaws Adding a lot of content Release Date: “2014”(?)

10 Thanks, bye!


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