Robot Roller-Derby Disco Dodgeball has been officially released for one year, so it’s probably a good time to share some data, lessons learned and talk a bit about what’s next.

The tl;dr highlights:

Brief History of Disco Dodgeball

Robot Roller-Derby Disco Dodgeball is a first-person sports-based arena shooter where you drive wheeled robots around a dance club / skate park and score trick shots off each other with bouncy dodgeball projectiles.

I’ve been working on it for 2.5 years, primarily on a solo basis although I did hire some very talented people for contract work that made it much more professional than I could have on my own.

It’s my first PC and Unity project, having spent the 3 years prior building native iOS games.

Development began in July 2013. I built a functional prototype in a few weeks and felt it was immediately fun and satisfying just to launch off ramps and throw a bouncy ball around. Then I added basic online multiplayer, posted it to reddit, saw it got some good traction, and decided to pursue the idea fully.

I soon put it up for sale via Humble Widget so that I could capture the initial attention. It was Greenlit in November 2013, released in Early Access in March 2014, officially launched in February 2015 on Steam and Humble Store and has been receiving steady post-launch updates ever since.

Reception

Player response was very positive - through most of its time in Early Access the hundreds of Steam reviews were 100% positive and when it launched it was the top-ranked multiplayer game (and 4th overall) in Steam when sorting by rating. I think this can be attributed to the fact it was fun and playable early on, plus frankly there wasn’t a ton of public hype at that stage so the risk of disappointment was low. I also spent a lot of time in the game’s forums responding to player questions and bug reports, and made sure not to overpromise on timelines or features. So Early Access was a pretty smooth ride from that perspective.

The player rating has since drifted down to 93% positive (1633 positive and 114 negative). It seems that whenever the game goes on discount it attracts a new handful of negative reviews, plus I think some new players are expecting a higher concurrent player base which is absolutely fair. The roller-skate movement can also turn off new players expecting a more traditional tight FPS control and rapid-fire-clicking instead of one more based on flow & opportunism. The positive reviews tend to mention things like the soundtrack, gameplay variety, high skill ceiling, disco lights, and generally describe it as fast-paced, easy to pick up, and fun.

On YouTube, it got tons of attention - the top 40 videos have around 11 million views between them and many of the top YouTube and streaming channels played it at one point or another. TotalBiscuit gave it a very favorable response in a ‘WTF’ video released during launch week, which had a dramatic impact (perhaps doubling launch week sales). During Early Access, it did get panned by Jim Sterling which was a big bummer for me because I was trying really hard to do Early Access right - selling a game that had strong core gameplay with meaningful updates on a regular basis, and although it lacked polish and advanced features I felt it was worth the price I was charging and players liked being involved in the development. Still, it highlighted the need for a better new user experience so players could get off on the right foot particularly with the unorthodox controls.

In terms of traditional press, things were pretty muted. To date it still doesn’t have enough metacritic-qualifying reviews to receive an official score - it has only 3 reviews, averaging 70 points. It did get some very positive reviews scores (95/100 from DestroyTheCyborg, 8/10 From OperationSports, 9/10 from IndieHaven, 4/5 from HardcoreGamer) as well as non-reviews from larger sites such as PC Gamer, and Wired ("Robot Roller-Derby Disco Dodgeball is as amazing as you'd expect"). Giant Bomb did a few videos of it right before it launched, which had a significant impact on downloads and gave good momentum going into launch, but there unfortunately wasn’t a follow-up article or video post-launch from them.

Revenue

Overall the game turned out to be a very good financial success, bringing in gross revenue just under $700,000 (combining Steam, Humble Store, and Humble Bundle revenue) across 140,000 copies (counting a 4-pack as 4 copies). As you can see from the chart below, the greatest share of revenue came from ‘long tail’ sales but somewhat surprisingly full price units accounted for nearly the same share of revenue. (In the chart, 'Full Price' and 'Sales' only count units sold after launch week, so there's no overlap with other pieces of the pie.) The game was in Early Access for 11 months and has been officially launched for 12 months, so the daily rate post-launch was much higher than during Early Access (82% vs 18%). Launch week was solid (the first day was nail-biting but the week finished strong) and wound up accounting for ~15% of total revnue.

Here’s a cumulative graph of revenue (top blue line) and units (bottom red line) over time. You can see again here that sale events were significant but the default growth rate has a good slope indicating a meaningful baseline of daily revenue.

Below is a graph of sales rate per day (logarithmic scale, with peaks cut off). This illustrates that big sales didn’t dramatically affect the daily baseline sales rate much. I wasn’t sure which way this would go - either big sales would cannibalize full price units, or they would generate a ton of new interest due to it being a multiplayer game and actually increase normal unit rates. But either these two effects counteracted each other, or they only have a noticeable effect when the units involved are much larger. Given the fact that daily full-price sales barely changed even while the game was available for extremely cheap in a Humble Weekly Bundle, my hunch is for the most part full price buyers and discount buyers are isolated markets and that the cannibalization of full price units via sales is not as strong a phenomenon as many developers fear.

The big difference you see in the chart below starting in January 2015 was when it first got Giant Bomb press coverage and worked its way into the 'Overwhelmingly Positive' ratings group on Steam (>= 500 reviews, >= 95% positive), the combination of which dramatically increased sales rate and this carried through launch a month later after which it stayed pretty constant.

One other interesting effect is 4-packs accounted for ~ 35% of total revenue. During a sale, 4-packs sold particularly well. It’s impossible to know for sure if total revenue would have been higher without the 4-pack option available, but my hunch is that the high price of the 4-pack provided an anchor that made sale units more attractive and probably encouraged many players to upgrade to a 4-pack instead of a single copy (benefitting both revenue and player counts).

 

About 25% of people who ever had it on their wishlist have since bought it or received it as a gift or trade. And about 15% of current owners had it on their wishlist at some point.

Before moving on, it’s also important to provide context to that total revenue number: First, it’s cut in half by platform fees, taxes, and refunds. Then it has to account for development expenses: the game directly cost about $40,000 to make (art assets, sound effects, soundtrack licensing, desk space, software licenses, PR assistance, conferences, expos) plus 2.5 years full-time work on my part which tacks on an arbitrary dollar amount somewhere between ‘raw living expenses’ and ‘opportunity cost of working in a non-games tech job’. Additionally it has to subsidize the past several years of independent development that were not nearly as profitable, and perhaps the next few as well.

Again this is not meant as a complaint, it’s just to provide some perspective on game dev as a business. It’s a result I’m certainly very happy about, mostly because it means if I am reasonable about expenses I get to keep making games for a while.

Strengths

Here are some factors that I think contributed to the project’s overall success:

Weaknesses

Of course, I know there’s also missed opportunities and suboptimal decisions that decreased potential sales. Note that several of these items are also listed as strenghts - there were a lot of double-edged aspects to deal with.

Playerbase Challenges

Going into this project I was well aware of a phenomenon sometimes called the ‘Indie Multiplayer Curse’. That’s where projects from small studios never get a critical mass of online players, then sales suffer as players are afraid of buying into a dead game and/or leave bad reviews, which then further drops player counts. It’s a nasty death spiral and even high-profile AAA games fall victim to this on a regular basis. You can identify it by the pattern that on launch week the concurrent player count drops to low single digits and never recovers.

I’m happy to say I avoided this fate, but not by a very wide margin. The concurrent player count pretty much peaks at 30-50 players a night. At the best peak times (at launch, or during a big sale) it would get in the low hundreds, but very soon after would fall back to the baseline. This level of activity is enough to find a few open rooms and play some matches, but only if you log on at peak times on certain servers or organize scheduled play sessions. It’s certainly better than zero and is actually quite a feat for a year-old game, but still far short of the hundreds or even thousands that would be ideal.

My approach to keeping the playerbase active included these steps:

I think these steps are what helped it stay alive as long as it has and get off the ground in the first place. But to really make it take off I would need much greater retention (perhaps via more competitive aspects) as well as a greater rate of new players in.

As you can see from this chart below, I’d get a nice influx of new players during a sale but they’d drop off soon after. Also, lots of people who picked it up during a sale wouldn't play it immediately - I might see a 20x increase in units sold during sale but only a 5x growth in active players for that period.

Total units sold was perhaps large enough to create a critical mass, but they were spread out over a long period of time and I didn’t have an effective communicaiton method for getting them all back in the game during updates.

A lot of multiplayer games have progresion systems built in to kite player attention over longer timespans, but the design of Disco Dodgeball doesn't lend itself well to that. There's only one weapon - the dodgeball - and I didn't want to confer advantages like powerups or perks to expeienced players as this would further fragment the playerbase. I do have cosmetic unlocks but that didn't provide enough incentive to keep playing & levelling.

I could have also spent more time running tournaments or having special time-limited events, which is what a lot of games do to keep players active. Unfortunately that’s also one of the sacrifices I had to make as a solo developer since I couldn’t do that and also keep developing new features.

Building a multiplayer game means you are playing a very difficult numbers game. You need a huge stream of new players in, you need to keep them around for a long time, and you need to be able to bring them back on a regular basis. If your game has queues or skill tiers you need to multiply those already high number requirements. You’re also in an environment where eSports giants Dota, LoL, and CS:GO consume a ridiculous number of competitive player hours. On top of that you’re dealing with the seesaw of concentrating players on a few servers vs. spreading them out on servers that will give them better connections. It’s difficult even just to scrape by as Disco Dodgeball does, and it's a very rare (or free) game that can maintain decent populations.

What’s Next

Ultimately I’m very happy with how Disco Dodgeball turned out as a game, and feel very fortunate that it was a commercial success. I really enjoyed jumping in matches and playing the game with people - it still feels pretty surreal to have something that at one point existed only in your head become a shared reality like that. My one big disappointment is that I haven’t been able to grow the playerbase to where I think it ought to be, and so in that sense still feels like a lot of wasted potential.

Given that the game is a year old, it’s time to try permanently reducing the base price of the game and see if that increases the daily influx of players enough to change the concurrent playercount trajectory. I’ll cross my fingers that it breathes new life into the community and I have a hunch it could actually increase total revenue - I’ll make sure to post an update once I get some good data.

[Update May 2016: I dropped the price in half to $8 soon after this post and it roughly doubled unit sales, so revenue basically stayed constant with perhaps a slight increase. Concurrent user counts have barely changed though, so perhaps players think the game is half as valuable and invest half the time in it? Hard to tell.]

I’m planning at least one more major update to Disco Dodgeball to add local multiplayer, and will probably add new modes & levels to it over time as long as there’s still interest in the game.

But I’ve also got a serious itch to start working on a new project, and in my weekends have been prototyping a new FPS (which will be primarily if not exclusively singleplayer). I’m only a few dozen hours in, but it already feels compelling like how Disco Dodgeball was in its early days, so I’ll count that as a very good sign.

Thanks for reading and I hope you found this informative or helpful in some way. Of course another huge thanks for everyone that played or supported Disco Dodgeball, you're the reason I get to keep making games. And if you’d like to receive updates on these future games you can follow me on Twitter or subscribe to my mailing list. Cheers!

Erik