So, a month post-release, some thoughts:
(1) It's difficult to compare SL sales figures (which I have gotten with some precision) to Primordia sales figures (which we got in monthly royalty reports), but my impression is that SL is not selling as well as Primordia. Primordia released on December 12, and by the end of February (the first point at which I can total GOG, Steam, and direct sales), it had sold over 11k copies, including presales. Strangeland had no presales. By the end of its first month, it had sold ~4500 copies. Since we can't include SL in the Steam Summer Sale (because under Steam rules you can't offer another discount <30 days from the launch discount, lest the "launch discount" prove illusory), I'm not sure that we will see many sales over the next month, which means that we may be looking at a >50% drop off. Of course, the price is higher, so the revenue drop will be lower. But ultimately I care less about revenue than how many players are connecting with it, so the drop in sales is irritating, even if it was something I expected based on the changed market and the different subject matter.
(2) When Primordia released, while Twitch existed, I was completely unaware of it, and I have no sense that anyone did Primordia streaming at all. The game did get played by Youtubers, but, overall, the viewership was a fraction of the viewership for Strangeland. I don't know how to confidently quantify it, but it seems that well over 100k people have viewed some substantial portion of the game, if not the whole thing. I'm not sure that hurt sales or helped sales, but it is another form of audience-connection that I'm overall happy about, particularly because streamers seem most likely of any constituency (professional critics, Steam reviewers, etc.) to have a super positive reaction to the game. I think the medium encourages expressiveness (no one wants to watch someone who is uninterested in the game), and Strangeland benefits a lot from players who want to be moved by it, since it is ultimately a game that has a pretense of emotional content (and hopefully the substance of it, too). I would say our Twitch success is quite good -- even though Strangeland is nothing like the runaway success that Unavowed was, there were more concomitant Twitch viewers for Strangeland (7.4k) than Unavowed (6k), though this no doubt also reflects the fact that Twitch has simply grown in the intervening three years.
(3) Steam reviews are a bit worse than Primordia's (95% vs. 97%), particularly given that the percentage for adventure games usually lowers a bit over time as less die-hard players pick up the game down the line. The aggregate also doesn't reflect the fact that the median positive review for Primordia ("I loved it!") is probably stronger than the median positive review for Strangeland ("I liked it, but..."). But while the numbers are a bit lower, and the prose a bit less enthusiastic, our purchaser:reviewer ratio for Strangeland is extremely high, probably something like one out of every 15 Steam purchasers reviews the game. For Primordia, it's something like one out of every 60, perhaps even worse than that. This may also be an anomaly of early customers being more inclined to leave reviews, but I think it's a relatively good sign of player engagement.
(4) Also perhaps an anomaly of early players and also a function of being a shorter game, over 55% of players who bought the game have completed it (only 94% of players have even started it). For Primordia, it's under 30%. (It's hard to get exact numbers because both games have multiple endings.) For Gemini Rue it's 17%, for Technobabylon it's 29%, etc. I'm curious to see how this holds up over time, but, as with the reviews, it suggests that the game does elicit a strong connection but for many players doesn't close the deal.
(5) Critical reviews are what they are. As with Primordia, smaller sites and individual reviewers have been more positive than larger sites. As noted, there are some goofball reviews from publications that slammed Primordia that now call it a classic en route to slamming Strangeland.
Our metascore went up a bit, and we perhaps had something of a mainstream breakthrough in getting reviews by Vice and the AV Club, but this isn't a place where I felt some great sense of satisfaction, since I didn't feel that we had any major reviews that fully got the game. (The AV Club review comes closest.)
(6) A flaw in my methodology of consuming associated
non-game media compulsively but not researching other games revealed itself, namely that my ignorance of games like Silent Hill 2 meant that I was unaware how familiar the terrain we were treading was. Oh well. One thing I did expect was that players would want a twist, which the game does not deliver. I enjoy twists as an audience member, but I find them a little less engaging as a writer, and the whole point of Strangeland is that the player needs to be
ahead of the character, not behind him, so I don't think a twist could've worked even if I had wanted to include one. Still, when you read "I was disappointed by the lack of a twist" for the 100th time, if nothing else I feel bad for disappointing players and not signaling more clearly that no twist was coming. (Ironically, though, those very signals seem to be what makes someone feel there must be a twist coming -- it all seems like an act of misdirection.)
Not sure that I would do another adventure game, but I'm very happy with how Strangeland came out, and reasonably happy with its reception.