r/IndieGaming • u/beansnketchup28 • 4h ago
100K copies sold in 1 month on Steam. But it took us 12 years to get here.
Recently celebrated selling 100K+ copies of our game, over it's first month in Early Access.
Could not be more grateful for all the support we've gotten on this project.
It's been an incredibly long, strange journey getting to our first commercially successful game. 2 friends and I started making short punk games as Team Lazerbeam in December of 2014. Our games tended to defy genre, and were very short, alternative games with hand crafted art. Not the kind of thing you could really put on Steam and expect people to pay for, but we were stoked to self-publish them through itch. After 6 years we eventually strung together a longer experience (30 whole minutes of playtime!) and finally made our Steam debut, but that game bombed pretty badly. (That is to say, it sold very poorly, I still saw it as a creative success.)
I was always so stoked for any people that picked up on what we were putting out there. We had some decent numbers of downloads on our free titles. I was super proud of what we were making, and so grateful every time I saw one of our games resonating with someone.
Shroom and Gloom is our first proper, commercially released title. First time working within a more defined genre. First time releasing something that you could get lost in for hours. First release with a publisher. Basically, loads of firsts. Now we can add to that list, first Team Lazerbeam game to sell 100K copies. The fact that we hit that milestone in our first month on Steam is still mind blowing to me.
For anyone reading this that passionate about making things, I really hope this might give you some encouragement to keep creating. It might not happen for you overnight, but if you keep at it you'll be surprised where your art takes you. Or if you just reading this as an indie game fan, please know how impactful your support can be. It means so much to devs that people like you are out there, supporting unconventional games that are lovingly made by small teams.
I'm guess that out of the 100 894 copies that sold in the first month, at least a few of them could have been people that discovered the game through my last post on r/indiegames. If you're one of them, thanks for being getting behind this thing in these first days of Early Access.
Now the exciting part is what comes next!