u/TranslatorShot3304

What's wrong with our Steam page?

What's wrong with our Steam page?

Hi guys,

We released our first game, Wavekin, quite recently on Steam. We're happy with the game, feedback has been positive so far, and we were even featured in some public events here in France. However, we barely got 150 sales after 3 weeks!

We have good visibility on our social media with paid promotions, and many people land on our Steam page, but the conversion rate is absurdly low.

I'm new at this video marketing thing, so I'm quite unsure how to proceed. I feel our Steam page is lacking something, but I'm not sure what. Maybe the image doesn't catch the eye enough?

I swear this is not a promotion stunt, I'm genuinely looking for some feedback regarding our Steam page. Is everything clear on our page? Are we missing something? Here's the link: https://store.steampowered.com/app/3930190/Wavekin/

I'm new at Reddit as well so I hope this post doesn't get me banned, please be kind......

u/TranslatorShot3304 — 2 days ago

Looking for photography games and/or ocean & space exploration games!

Hey folks!

With our team at La Folie Studio, we're looking into making a photography game about microscopic life!

You'd play as a nanobot, and explore a 3D environment a la Outer Wilds, but microscopic. The goal is to analyse the bacteria, cells and other creatures by taking photos of them, and ultimately understand/prevent a massive virus spread! The game may have a cozy, relaxing and dream-like artstyle.

So far, gameplay-wise, our main references are Outer Wilds, Pokemon Snap and Toem. Do you have other suggestions? What would you like to see in a game like this?

reddit.com
u/TranslatorShot3304 — 3 days ago
▲ 1 r/IndieGameDevs+1 crossposts

Thinking of cutting the price of our game in half and making a mobile port. Should we?

Hi guys!

I'm the communication, marketing and social media guy for La Folie Studio. We're a new indie studio based in Paris, and we recently released our first game, Wavekin, on Steam only. This post is not promotion for our game, but a sincere call for help from someone very lost with the marketing part of a game!

The situation

To sum it up really quickly, Wavekin is an underwater exploration game with some environmental puzzles and a discreet but powerful narrative. You play as a little whale-looking creature, and all you can do is swim around and sing to interact with the environment. The game lasts about 4 to 5h and isn't particularly difficult. It currently costs 10€ / $10 on Steam.

This is what Wavekin looks like, so you can better understand what I'm talking about.

Here's our game's trailer: https://youtu.be/5u2yE_DS_gs?si=hunnJixB9Xt2RCvA

And our Steam page: https://store.steampowered.com/app/3930190/Wavekin/

The problem

We're struggling with marketing right now. I'm new at this job, and have never marketed a game before. As my team doesn't know how to do it either, I have total freedom of trying out new strategies, targetting different audiences... And that's why I came to you here for advice.

Wavekin is a gorgeous game, with a beautiful soundtrack. It's not the most exceptional game you've seen, but it is a good one, worth its price We were even recently showcased in the Games Made in France 2026, a yearly event. However, so far, we barely got 150 sales on Steam after two weeks. Of course, this is due to multiple factors, one of them being our own difficulties with the marketing part, and another being the saturation of the games industry right now.

I'm thinking our game would suit a mobile audience perfectly, as it's short, beautiful, not very demanding in terms of performance, and it already has a gameplay that would be easy to adapt. However, I have a few interrogations:

  • I'm not sure how difficult it is to port a Unity game to mobile
  • I'm not sure we should keep our game's price at 10 bucks on mobile

As of right now, I'm thinking we should cut the price in half on all platforms, put it at 5 bucks. It's less that what I believe it's worth, but as we're not selling much right now, we don't have anything to lose. Also I don't think mobile players would pay more than 5 bucks for it.

Has anyone here ported a game to mobile? How has it impacted sales? Did you keep the same price? What do you think of all this?

TLDR: Our game is very nice and pretty, but it's not selling well. Should we make it cheaper and target mobile audiences?

u/TranslatorShot3304 — 11 days ago
▲ 3 r/itchio

Hey guys!
We're La Folie Studio, a French indie studio based in Paris. We make games inspired by Science!

For the past year, we've been developing Wavekin, our first game. Wavekin is an underwater exploration game with some environmental puzzles, inspired mostly by Ori, Chants of Sennaar and Outer Wilds. (Some people say it's Spore 2 or Zen Koi, but I swear it's not) It's also inspired by a manga/anime called Mushishi, about the subtle balance between all life forces.

You play as a "baleino", a hatchling of an ancient civilisation, and try to find out why life is slowly disappearing in the ocean. You interact with both creatures and environment by singing, and you learn more and more new songs as you explore.

This project served as a learning process for our team, as it allowed us to test our workflow, understand our common dynamic and learn together how to self-publish a game.

While the game is only available on Steam, the demo is now available for free on Itch.io! Don't hesitate and give us your feedback! We'd love to know what you think of the game.

Here's our page on Itch: https://la-folie-studio.itch.io/wavekin

u/TranslatorShot3304 — 22 days ago