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VikramR
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1.
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by
VikramR
9y ago
That's a potentially interesting idea, how would you see a system like that working?
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by
VikramR
9y ago
Not quite yet, but very soon!
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by
VikramR
9y ago
Thank you! I really appreciate hearing that :D
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by
VikramR
9y ago
I totally acknowledge that we're going to need to find a couple of those to get really big, and it's something we're working on!
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by
VikramR
9y ago
It's a great question - first of all, we require very, very little(usually zero) technical integration work for games that aren't heavily dependent on steam! As far as growing our brand, we're going to use all of the typical
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by
VikramR
9y ago
Hopefully you'll give us a try! I strongly recommend checking out Cluster Truck or following Warcube through it's development. This thing is going to be the next indie breakout megahit, and you can get the hipster cred :D https:&
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by
VikramR
9y ago
We're not going to post our revenue split numbers exactly, but what I will say is that we distribute revenue based on played time on a per-user basis, each calendar month. We share revenue with our devs, with the supermajority of it go
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by
VikramR
9y ago
Hey! Shoot me an email at distribution@rootsoft.com Our process isn't super formalized yet, but we think we make it pretty easy for devs. We don't really have expected revenue numbers, since we just launched!
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by
VikramR
9y ago
I know what you mean, I have north of 200 games in my steam library. Finding games that seem interesting enough to buy isn't a problem, but finding the games which are going to most deeply resonate with me is almost impossible. It
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VikramR
9y ago
Actually we agree with you wholeheartedly. Revenue is distributed on a per-user basis, we think that's hugely important! Thanks for the question :)
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by
VikramR
9y ago
That's definitely an interesting perspective, but I think steam stats say something a little different, there are hundreds, if not thousands of games that move 100K+ units (and see significant played time from their users) each year. T
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VikramR
9y ago
Definitely - subscription means recurring revenue, which is a whole lot easier than having to sell individual copies of anything! Even if you end up doing a little worse per-unit gross, chances are your COGS goes down a fair bit.
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VikramR
9y ago
We think there's a few key differences: First - we're focusing on personalized curation, in other words, the content you get recommended to you will be based on your preferences. Second - There's a whole host of technological
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VikramR
9y ago
5/mo is just introductory pricing. It's our thank you to our earliest users who sign up while we're still working some things out! We expect the full price to be 9.99 a month, but for anyone who signs up now, they'll kee
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by
VikramR
9y ago
Hey! Thanks for reaching out. It looks like halfchess is a mobile game entirely, does it have a windows build?
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VikramR
9y ago
You can see our catalog here right now: https://dropleaf.io/Catalog We're actually adding a couple more games today including one I'm super excited about, Redout: https://34bigthings.com/portfolio&
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Launch HN: Dropleaf (YC S17) – subscription service for indie PC games
63 points
by
VikramR
9y ago
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53 comments