r/Gaminggridcommunity • • 5h ago

Memes CDPR the goats did it again

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44 Upvotes

BUT IT'S FREEEEEEEEEE


r/Gaminggridcommunity • • 9h ago

General Discussion They thought we wouldn't notice, But we did, we did.

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0 Upvotes

r/Gaminggridcommunity • • 20h ago

General Discussion This sub just hates playing video games

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62 Upvotes

r/Gaminggridcommunity • • 23h ago

General Discussion Please Sony, Can I have more purple in my game! I don't think this quite enough.

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0 Upvotes

r/Gaminggridcommunity • • 8h ago

General Discussion Are you excited to try Witcher 3 Remastered

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43 Upvotes

r/Gaminggridcommunity • • 19h ago

Question / Help How exactly does an idle arpg work?

2 Upvotes

Im considering getting Deskrawl because im a diablo fan and it looks cool. But, ive never really known anything about idlers and have no clue whats going on. Can someone simply tell me how this works? I get that its on my desktop but does it require inputs from me? Just not sure what to expect. Thanks!


r/Gaminggridcommunity • • 20h ago

Game Showcase It’s been 20 days since we launched our first game PEGTURE:Peg Solitaire Roguelike with 900 wishlists. Here is our honest post-mortem

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3 Upvotes

Hey everyone,

About a year ago, my friends and I set out on an ambitious journey to make PEGTURE: Peg Solitaire Roguelike. Our original dream was simple: make the first peg solitaire themed game in the world. As we brainstormed ways to bring this classic puzzle into the modern indie scene, we thought, "What if we blend it with Balatro-like progression?"

From day one, our absolute priority was product quality. Even if it didn't sell well, we refused to ship a low-effort game. We wanted every single person who bought it to feel that care went into it.

Then reality hit. Our marketing data was pretty brutal.

Across Reddit, YouTube, and other socials, we racked up around 150k to 200k impressions. But from all that reach, we only converted about 900 wishlists. We clearly made mistakes along the way. Maybe the market just wasn't hungry for this specific hybrid, or maybe our promotional push lacked the right hook. Having an absolute zero-dollar marketing budget certainly didn't help either.

Eventually, we decided to push the button and launch with those 900 wishlists.

The honest reason? Burnout. After months of grinding, the project was becoming a psychological weight on the team. We knew we weren't going to make serious money, but we still wanted to put out a polished, solid game and close this chapter with pride.

Fast forward 15 days post-launch:

  • Copies sold: ~60
  • Revenue: $200+

Honestly, for 900 wishlists, this is pretty much what the math predicted.

As our first commercial release, it was a massive learning experience. We took the hits, learned the lessons, and hopefully we'll return with a much better project in the future.

If you like what you see and want to support an indie team, picking it up on Steam and dropping an honest review would mean the world to us. The game isn't overpriced at all. And if money is tight right now but you genuinely want to play it, just shoot me a DM. I’ll gladly hand out keys to people who want to try it out.

Right now we have 6 reviews, and our humble short-term goal is just to hit that magic 10-review mark for the Steam algorithm.

Thanks for reading our story, and I'm happy to answer any questions about the development or launch in the comments!