Banners & Thrones: a TW-style browser game we've worked on for 3 years. First playtest Sunday

We've been working on a TW-inspired browser game for about 3 years, it's called Banners & Thrones. Long time side project. After many closed playtests, it finally got to a point where we can show it to the public.

We know there are a lot of TW like games posted here lately and most of them are pretty bare bones. Best to just check it out yourself.

Playtest dates:

- Sun, Oct 4, 5 pm CEST: 300x speed round, 3 hours

- Fri, Oct 9, 7 pm CEST: 6x world, one week

- Sun, Oct 11, 2 pm CEST: 300x speed round, 6 hours

- Fri, Oct 16, 7 pm CEST: 40x world, 48 hours

Free to play and no pay to win, you can't buy anything that gives you an advantage.

Everyone who plays during the playtests gets an Early Supporter badge.

Sign up: https://bannersandthrones.com/

Discord: https://discord.gg/9mJ4XA6YrB

Feedback welcome, good or bad.

reddit.com
u/duo-forge-games — 12 days ago
▲ 24 r/IoGames+1 crossposts

Banners & Thrones: a TW-style browser game we've worked on for 3 years. First playtest Sunday

We've been working on a TW-inspired browser game for about 3 years, it's called Banners & Thrones. Long time side project. After many closed playtests, it finally got to a point where we can show it to the public.

We know there are a lot of TW like games posted here lately and most of them are pretty bare bones. Best to just check it out yourself.

Playtest dates:

- Sun, Oct 4, 5 pm CEST: 300x speed round, 3 hours

- Fri, Oct 9, 7 pm CEST: 6x world, one week

- Sun, Oct 11, 2 pm CEST: 300x speed round, 6 hours

- Fri, Oct 16, 7 pm CEST: 40x world, 48 hours

Free to play and no pay to win, you can't buy anything that gives you an advantage.

Everyone who plays during the playtests gets an Early Supporter badge.

Sign up: https://bannersandthrones.com/

Discord: https://discord.gg/9mJ4XA6YrB

Feedback welcome, good or bad.

u/duo-forge-games — 12 days ago
▲ 25 r/tribalwars+1 crossposts

Banners & Thrones: a TW-style browser game we've worked on for 3 years. First playtest Sunday

We've been working on a TW-inspired browser game for about 3 years, it's called Banners & Thrones. Long time side project. After many closed playtests, it finally got to a point where we can show it to the public.

We know there are a lot of TW like games posted here lately and most of them are pretty bare bones. Best to just check it out yourself.

Playtest dates:

- Sun, Oct 4, 5 pm CEST: 300x speed round, 3 hours

- Fri, Oct 9, 7 pm CEST: 6x world, one week

- Sun, Oct 11, 2 pm CEST: 300x speed round, 6 hours

- Fri, Oct 16, 7 pm CEST: 40x world, 48 hours

Free to play and no pay to win, you can't buy anything that gives you an advantage.

Everyone who plays during the playtests gets an Early Supporter badge.

Sign up: https://bannersandthrones.com/

Discord: https://discord.gg/9mJ4XA6YrB

Feedback welcome, good or bad.

u/duo-forge-games — 12 days ago
▲ 17 r/cs2

Made a CS2-inspired idle game around case opening, feedback welcome

Been building an idle game inspired by CS2's case opening and skin economy, opening cases passively, trading on a fluctuating market, same rarity tension you know from real drops. New trailer just dropped, curious what this community thinks of how it captures that feeling.

Steam page: https://store.steampowered.com/app/4780560/Unboxed_Idle_Case_Tycoon/

u/duo-forge-games — 3 months ago

Making a CS2-inspired case opening game, feedback welcome

Been building an idle game around CS2's case opening and skin economy, opening cases passively, collecting, trading on a fluctuating market, and the same rarity tension CS2 players know. New trailer just dropped, curious what this community thinks of the core loop.

Steam page: https://store.steampowered.com/app/4780560/Unboxed_Idle_Case_Tycoon/

AI disclosure: No AI-generated content in the game, all art and design was either made in-house or by paid artists.

u/duo-forge-games — 3 months ago

I released my first commercial game on Steam - here are the real numbers after 48h and 4 weeks

After 8 months of work, I finally launched Coinsweeper on April 28th. It's a small game, priced at $4.99 (launched with a 25% release discount). Not a massive hit, but for me personally, it's a huge milestone.

I started with ~1,900 wishlists going into launch.

---

After 48 hours:

- Units sold: ~280

- Gross revenue: $1,118

- Net revenue: $951

- Wishlists: 1,949

After ~4 weeks:

- Units sold: ~800

- Gross revenue: $3,295

- Net revenue: $2,593

- Wishlists: 2,258

- Median playtime: 1h 36min

---

Is it life-changing money? No. But I proved to myself that I can build, ship, and sell a game. People are actually playing it - got 34 reviews and 93% is positive. The median playtime tells me they're not just refunding it immediately.

Return rate is at 12.5% which is a bit high, but something to learn from. I guess my game is just a bit short.

Happy to answer any questions about the launch, wishlists, or the process.

u/duo-forge-games — 4 months ago
▲ 45 r/gameDevMarketing+1 crossposts

I released my first commercial game on Steam - here are the real numbers after 48h and 4 weeks

After 8 months of work, I finally launched Coinsweeper on April 28th. It's a small game, priced at $4.99 (launched with a 25% release discount). Not a massive hit, but for me personally, it's a huge milestone.

I started with ~1,900 wishlists going into launch.

---

After 48 hours:

- Units sold: ~280

- Gross revenue: $1,118

- Net revenue: $951

- Wishlists: 1,949

After ~4 weeks:

- Units sold: ~800

- Gross revenue: $3,295

- Net revenue: $2,593

- Wishlists: 2,258

- Median playtime: 1h 36min

---

Is it life-changing money? No. But I proved to myself that I can build, ship, and sell a game. People are actually playing it - got 34 reviews and 93% is positive. The median playtime tells me they're not just refunding it immediately.

Return rate is at 12.5% which is a bit high, but something to learn from. I guess my game is just a bit short.

Happy to answer any questions about the launch, wishlists, or the process.

u/duo-forge-games — 4 months ago

Why do people lie in negative reviews?

So I just launched my first indie game and after 2–3 weeks I'm sitting at 31 reviews, 29 positive, 2 negative. Honestly, I'm not even upset about the negative ones. What's bothering me is something else entirely.

I took a closer look at both negative reviews and noticed something weird: both reviewers appear to have lied about their playtime and content they actually saw.

Reviewer 1 claimed to have played 3h offline.

Steam shows 0.2h at review time. Their score on the Steam leaderboard only makes sense for 10–20 minutes of play, even for a very casual player.

Reviewer 2 claimed to have finished the game.

You need 1,000,000 points to finish it. Their leaderboard score is 400,000, not even close. They also mentioned extra offline time, which again doesn't match Steam.

Neither review contained any useful feedback. No specifics, no suggestions, just vague dismissals backed by claims that dont add up. Also one of them just compared an other game and wrote game X is just better.

And honestly, that's fine. Not every review has to be constructive. But why lie to back it up?

If you don't like a game, just leave an actual review or no review at all. Why fabricate playtime or fake having finished it just to justify a negative rating on a small indie game?

Has anyone else experienced this? Is this a common thing on Steam? I genuinely can't wrap my head around the motivation.

reddit.com
u/duo-forge-games — 5 months ago