Video summary
What Type of Indie Games Actually Sell Best? (And Why)
Main summary
Key takeaways
Data source & methodology
- Downloaded a dataset scraped from Steam API, Steam Spy, and Metacritic covering ~990,000 Steam games (dataset is “a few months old,” not fully representative of the most recent year).
- Used Steam tags and filtered out non-gameplay tags (e.g., single-player, multiplayer, Steam achievements) to focus on gameplay genre tags.
- Noted that games can have multiple tags, so genre counts and success percentages can reflect overlap.
Popularity proxy / KPI
Because companies rarely share sales, the analysis used:
- Proxy success metric: the % of games with a given tag that received >500 total ratings.
Threshold definition:
- 500 reviews/ratings used as an arbitrary but meaningful line for “at least some attraction.”
What’s most popular / performs better (by “success rate”)
- Genres with many entries (supply): Strategy, Simulation, RPG, Platformer, Puzzle.
- Key finding: genres where a higher proportion of games reach the >500 ratings mark.
Stronger-performing / “worth considering” tags (relative success + fewer competitors)
- Farming simulator style was cited as a decent choice: higher success proportion and less supply than highly competitive genres.
- Building / crafting / simulation / survival craft cluster (“crafty buildy simulation strategy” / “unique situation generator” concept) implied better market fit.
- Horror, FPS, RPG described as “reasonably popular,” but may require more content.
Genres to avoid (low success rate / oversaturated)
- VR: described as “poorest” choice—many releases, low success rates, and high technical complexity.
- Platformers and puzzle platformers: suggested as oversaturated with lower demand vs supply.
- Other low-success areas also mentioned:
- 3D Platformers
- Puzzle
- Top-down shooters
- Arena shooters
- Takeaway: developer creation trends don’t match what sells—e.g., oversupply in popular genres like platformers/puzzle.
Why these market trends happen (framework: “meta-genres”)
Citing VG Insights / industry commentary (via Chris Zikovsky / HowToMarketGame.com), successful indie “meta categories” were grouped into three buckets:
-
Live service multiplayer (e.g., Counter-Strike, Dota, MMOs)
- Indies struggle due to dominance by major “titan” publishers and multiplayer network effects (a multiplayer game can be “dead on arrival” without players).
-
Authored content walkthrough games (e.g., typical single-player action/RPG)
- Indies struggle due to scope: AAA expectations like ~40 hours of high-quality handcrafted content.
-
Crafty builder / simulation / strategy (city builders, survival, roguelites, farming simulators)
- Works because it uses:
- Procedural generation
- Deep systems
- Addictive progression loops
- This creates many “unique situations” while keeping scope realistic.
- Framed as “infinite unique situation generators.”
- Works because it uses:
Concrete examples mentioned (as evidence)
“Crafty buildy” examples
- Stardew Valley
- Subnautica
- Mana Lords
Also mentioned in the market trend discussion:
- Palworld (open-world survival crafting)
- Black Myth: Wukong (mentioned as driving overall reported indie growth, though positioned as “only Indie on a technicality”)
Outlier acknowledgement
- Celeste as a rare high-performing pixel platformer
- Success attributed to experienced/technically competent teams.
Top-100 Steam snapshot (case-style validation)
- Pulled the Top 100 games on Steam via Steam Charts.
- Filtered for indie.
- Then manually assigned a single genre tag per game (method acknowledged as imperfect / subjective).
Results
- 26 indie games in the top 100.
- 8 open-world survival craft games (e.g., Terraria, Valheim)
- 2 simulation strategy games
- 2 deck builders, grouped with “builder” (with Satisfactory and Factorio lumped into this “builder” category)
- 1 farming simulator (stated as Stardew Valley)
- 3 roguelites total (16/26 combined as “crafty buildy / unique situation generator” style)
- Remaining examples:
- Idle games: 3 (e.g., Idle/Idle-Banana mentioned as “banana”)
- Truck simulator: 1
- Crab game: 1 (noted as likely popular due to adaptation/inspiration from a TV series)
What’s missing (as market signals)
No indie:
- racing
- pixel platformers
- VR among the top 100 snapshot—stated as lower likelihood of attracting a large audience (top-100 visibility risk).
Business-level conclusion / playbook
Primary recommendation (strategic positioning)
Build a game where team skill overlaps with market demand:
- If you’re a solo programmer, consider a roguelite with procedural generation (matches both demand and execution capability).
- If your team excels at story/writing, a horror game can be a niche where players may accept shorter length than RPG-style games.
Product design principle (demand driver)
Steam players are especially attracted to:
- Repeatable content
- Deep gameplay systems
- Especially long-term progression systems
Examples of long-term progression called out:
- Subnautica: base building + gradual progression
- Counter-Strike: weapon skins + competitive ranks + skill progression
- RPGs: character progression as a core focus
This also helps explain why idle games resonate (often essentially “long-term progression systems”).
Genres to avoid (summary list)
- Avoid platformers in general, especially puzzle platformers.
- Avoid VR games.
- Avoid arena shooters / shooter subtypes, including:
- VR shooters
- arena shooters
- top-down shooters
- Note: shooter/horror/RPGs are “popular,” but are presented as higher content requirements, making them harder for small teams.
Metrics / targets explicitly stated
- >500 ratings per genre as the proxy success threshold (no revenue targets given).
- No CAC/LTV/churn/revenue figures presented; discussion is qualitative and proxy-based.
Presenters / sources
- VG Insights (2024 report referenced)
- Chris Zikovsky, HowToMarketGame.com article referenced: “what are crafty buildy simulation strategy games”
- Jason Rora (quoted idea: “infinite unique situation generators”)
- Steam API / Steam Spy / Metacritic (dataset sources)
- Video presenter (not named in subtitles)