Retention was biggest thing I was surprised about in gamedev. We've had massive dropoffs from level to level with something like 1% of players making it 3 quests in - with 1 player finishing them all. I guess it isn't too shocking when I think about the status of my own steam library.
You have any analytics in your game or you've just been looking at the steamworks stats?
Just steamworks stats. And I am basically following a lot of modern standards for creating a compelling compulsion loop. Normally these techniques are used to make the player want to do micro transactions but I am just using it to keep people hooked into the game longer.
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