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April 25, 2018
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Josh Ge's Blog   Expert Blogs

 

Josh Ge has been designing and creating games for over a decade, and working on them full time for the past four years.

His first commercial game is Cogmind, released to early access in May 2015 following years of open development and design blogging. Read in-depth coverage of the process at gridsagegames.com/blog/.

Follow Josh on Twitter @GridSageGames.

 

Expert Blogs

Posted by Josh Ge on Mon, 02 Apr 2018 09:47:00 EDT in Design, Programming, Production, Art, Serious, Indie
Explaining my Seven-Day Roguelike development process and the reasoning behind choices made along the way. An in-depth look at the planning, UI, mechanics, content and more that went into over 80 hours spent converting one game into another.


Posted by Josh Ge on Mon, 05 Feb 2018 10:39:00 EST in Business/Marketing, Serious, Indie
Examining Cogmind's traffic and rankings during Steam's biggest sale of the year, with additional focus on one day of being featured on the front page and its impact on exposure, wishlist activity, conversion rates, and revenue.


Posted by Josh Ge on Tue, 28 Nov 2017 09:58:00 EST in Business/Marketing, Console/PC, Serious, Indie
A comprehensive summary of Cogmind's first month on Steam, taking a look at reception, rankings, traffic, sales, and more.


Posted by Josh Ge on Tue, 20 Jun 2017 10:15:00 EDT in Business/Marketing, Production, Serious, Indie
A summary of Cogmind's second year of alpha (early access) sales data, including revenue, pricing effects, and a breakdown of development time.


Posted by Josh Ge on Tue, 07 Feb 2017 10:43:00 EST in Design, Programming, Indie
An introduction to two full years of an ongoing discussion series aimed at sharing a multifaceted look at the numerous topics behind traditional roguelike code, design, and more.


Posted by Josh Ge on Tue, 31 Jan 2017 10:04:00 EST in Business/Marketing, Console/PC, Serious, Indie
Explaining how Cogmind's price points were determined, the effects of tiered pricing and price changes, and what funding can do for roguelikes.



Josh Ge's Comments

Comment In: [Blog - 04/25/2018 - 03:55]

Ooh 50,000 wishlists suggested by ...

Ooh 50,000 wishlists suggested by Valve, that 's interesting to know r n r nAs another data point, my own Early Access launch last October converted about 48 of wishlists to sales in the first week, and those sales made up slightly over half of all sales that week. Not ...

Comment In: [Blog - 04/02/2018 - 09:47]

Thanks, was happy to finally ...

Thanks, was happy to finally have a chance to do a side project after years of focusing purely on my main work And it felt like a lost opportunity to share design details if I didn 't document the whole thing afterward :D I don 't get to do this ...

Comment In: [Blog - 02/05/2018 - 10:39]

Thanks r n r nIn ...

Thanks r n r nIn hindsight I probably could have written some more on what it takes to get featured. Not that I know for sure, but there is definitely a sort of performance cutoff relative to other games that could be determined by checking daily charts. Perhaps this information ...

Comment In: [Blog - 11/28/2017 - 09:58]

Thanks and you 're welcome ...

Thanks and you 're welcome I love documenting experiences and sharing any useful conclusions. I have a terrible memory and therefore reference my own posts at times as well :P

Comment In: [Blog - 06/20/2017 - 10:15]

Thanks and you 're welcome ...

Thanks and you 're welcome I find that forcing myself to go back through all the data and put an analysis into writing for others is a good way for even myself to get a lot more out of it. I 'd be too lazy to put together this many ...

Comment In: [Blog - 01/31/2017 - 10:04]

You 're welcome, it 's ...

You 're welcome, it 's especially heartening to see such support despite the genre 's roots in mostly free games. But part of that comes from the fact that a majority of developers have neglected accessibility, polish, and general QoL while other genres have continued to evolve in these areas. ...