Hits like Schedule 1 are a dangerous bar for indies, Steam expert says: "That top potential has completely warped people's brains about what they should be making"

Schedule I
(Image credit: TVGS)

Most everyone would love to be the next anomalous instant-hit game on par with drug dealing sim Schedule 1, but actively trying to find that kind of runaway success can be hugely counterproductive, warns marketing consultant and Steam expert Chris Zukowski.

Though he's made some personal games of his own, Zukowski focuses on marketing advice for indie developers. Given his PC focus, a big part of that stems from in-depth analysis of tools, trends, and data on Steam. I wanted to focus on his Steam findings in our recent interview, and when the perceived upper limit of success on Steam came up, Zukowski cautioned against getting hung up on the romanticized indie mega-hit.

Palworld

(Image credit: Pocketpair)

Palworld, as another fireball example, was not developer Pocketpair's first game. It was just the developer's first game to dominate conversations globally for weeks. The studio had previously hammered away at the survival crafting space with the likes of Overdungeon and Craftopia. Palworld doubled down on what those games did well and added in some creatures and features in a way that put Pocketpair in a position to get so lucky, and become so viral, that even communication director and publishing manager John Buckley told us the game's success is "unexplainable."

Importantly, Palworld could not have been Pocketpair's first game, and that sort of iterative growth reinforces the old advice that you have to make stuff before you can make it. Or to paraphrase Foo Fighter's Dave Grohl, make art however you can, and suck at it until you stop sucking.

"People only cover the hits," Zukowski says. "People's understanding is what's written about in the press, and the press only covers the hits they always say 'came out of nowhere.' And it's like, 'No, I've been making games for years. Where were you guys when I was making games for years?' And so devs just get this impression that, 'Oh, it was their first game. This is the first time I've heard of this company.'

"Even your Soulslikes, your FromSoftware. I remember I played that Otogi game on Xbox. That was FromSoftware. And it's like, nobody remembers Otogi... nobody really talks about that. Oh yeah, they just made Dark Souls, and it just came out, and Dark Souls was amazing."

Steam expert points to the games you never see quietly "making hundreds of thousands of dollars for small devs" as a key sign "Steam is doing okay."

Austin Wood
Senior writer

Austin has been a game journalist for 12 years, having freelanced for the likes of PC Gamer, Eurogamer, IGN, Sports Illustrated, and more while finishing his journalism degree. He's been with GamesRadar+ since 2019. They've yet to realize his position is a cover for his career-spanning Destiny column, and he's kept the ruse going with a lot of news and the occasional feature, all while playing as many roguelikes as possible.

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