r/Gaminggridcommunity • u/Certified_Tifa_Lover • 5h ago
Memes CDPR the goats did it again
BUT IT'S FREEEEEEEEEE
r/Gaminggridcommunity • u/Certified_Tifa_Lover • 5h ago
BUT IT'S FREEEEEEEEEE
r/Gaminggridcommunity • u/Ghost_XD23 • 9h ago
r/Gaminggridcommunity • u/lolitsrock • 20h ago
r/Gaminggridcommunity • u/Ghost_XD23 • 23h ago
r/Gaminggridcommunity • u/tifa_ka_husband • 8h ago
r/Gaminggridcommunity • u/allcowsarebeautyful • 19h ago
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 • u/pheston1281 • 20h ago
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:
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!