How Dungeon Clawler 'grabbed' >200k sales in just 2 months

Publikováno: 28.1.2025

Also: performance marketing analyzed, and a bunch of useful news.

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[The GameDiscoverCo game discovery newsletter is written by ‘how people find your game’ expert & company founder Simon Carless, and is a regular look at how people discover and buy video games in the 2020s.]

We’re so back, and it’s time for West Coast-style affirmations of positivity: we love covering this space, no matter how complex, and we’re very happy to have you all along. (We will not, however, be developing an Esalen-like cult around GDCo. Sorry.)

And before we start, we loved this game discoverability quote of the week, from Daniel Cook: “Developing a game: 1000s of inspirations and life experiences fused into a unique and multi-faceted gem via an epic soul breaking journey. Selling a game: List the one game you copied and how your clone is better.” Srsly.

[AS ALWAYS: we’d appreciate support for GameDiscoverCo by subscribing to GDCo Plus. You get basic access to our ‘core’ GDCo Plus Steam data back-end, full access to our second weekly newsletter, a link to our peer Discord, eight game discovery eBooks & lots more.]

GameDiscoNews: Doom & Ninja Gaiden show off

(Some just-announced games picked up more wishlists since this snapshot btw!)

So first, we do the ‘lots of links’ thing. And here’s a selection of the game platform & discovery news we have for you today:

How Dungeon Clawler grabbed >200k sales, fast

Over the next couple of weeks, we’re going to be featuring games (or publisher catalogs!) that have gone for the ‘sharp, catchy, gameplay-led’ approach to success. Why? Well, understanding market trends and reacting to them swiftly is a key 2025 strategy.

And we’re starting with roguelike claw machine deckbuilder Dungeon Clawler ($10 on Steam, $5 on iOS/Android), which has racked up 165,000 units sold on Steam and 80,000 on mobile (45k iOS, 35k Android) since its Nov. 2024 release. And per GDCo estimates, it’s in the Top 10 highest-selling new games on Steam that debuted in Nov.

In fact, although it’s not a ‘tens of millions’ grosser, it’s already returned 500% of dev costs to Stray Fawn (The Wandering Village), the Swiss studio who made it. GDCo has previously covered Stray Fawn’s successful ‘validate, hype release’ approach to picking subgenres. And it’s obviously worked out for them again here - there is skill at work.

Before we get all bullet-point-y, let’s crank out some Steam back-end data goodness. Firstly, here’s the overview page for the Steam SKU of Dungeon Clawler:

This all looks very good - refunds are on the lower side (according to our refund survey, which we’ll be publishing next week) & median time played is great at ~5 hours. (Reminder: ‘net’ Steam revenue in this view is before Steam’s 30% cut.)

We also think the ‘sales over time’ Steam graph (above) is notable because it never really bottoms out below ~1k sales per day. And it has some really nice ‘long tail’ spikes from Japanese streamer and social media pickup earlier this month. (Overall the game is 31% U.S. buyers, 19% Japan, 9% China, 8% Germany, and nothing else >4%.)

Finally, it’s fascinating to see Dungeon Clawler’s wishlist scaling, pre and post-release, from both a total additions and incremental daily adds point of view:

Philomena explained to us how ‘public demo’ and influencer-led the interest was: “The early wishlists are from Deck Builder Fest and influencers… the big spike is Next Fest & more influencers.” And then finally, the Nov. 2024 Early Access launch is where the green ‘purchases’ line starts rocketing up, haha.

OK, so that’s the data. So why the standout sales? Let’s try to break down the reason why the game has done so well:

  • The ‘X meets Y’ upfront hook is incredibly strong: as reviewer Rogueliker says, the game is part of a “new breed of luck-infused rogues. Where Peglin repurposed pachinko and turned it into an RPG, and Balatro remixed poker into a game of solitaire, Stray Fawn’s newly released early access game revolves around the claw machine.” Every time you grab your inventory from the machine, you can play it against a bad guy!

  • The combination of physics-based gameplay & roguelike progression is clever: the Dungeon Clawler team say there’s one game that stood out, because “handled deckbuilding in a unique way and also introduced physics to the genre: Peglin.” So after a team trip to Japan & much claw machine time, they spotted a perfect mashup.

  • While players love RNG, there’s still skill involved in Dungeon Clawler: since I’m terrible at claw machines, I asked Philomena - is the core mechanic too tricky to control? She said: “I feel like you can get pretty good at handling the claw, to a point where you can almost always get out what you want (given it dropped in a good position).” And there’s strategy, since: “It's easy to get greedy and make risky decisions.”

But yes, game quality and complexity also matters. And if your game is deep and replayable enough that notable YouTubers like Blitz are organically creating more than 20 videos highlighting different aspects of it - then you’ve nailed that part of it. (Note how the in-game powerups are good streamer hooks for their audience, too…)

Dev size? The core Dungeon Clawler team is just 2 people: 1 full time game designer & programmer (Micha) and 1 part-time artist (Larissa). Philomena says “they got help from our composer and marketing team”, but it’s actually a small subteam of Stray Fawn, which more normally creates ~$20-$25 strategy games - and now publishes some too.

It’s also very interesting to see the premium iOS/Android SKUs of Dungeon Clawler - ported by Ateo - sell decently, even if it’s ‘just’ $5. We’ve recently seen Balatro debut very strongly on mobile, as it hits 5 million sold, and it does seem like premium PC games that get a lot of influencer or online video interest can sell on mobile.

We asked Philomena about where this came from, and she notes: “We… built up a fairly big Discord community (18k members) and are doing some special mobile-only challenges in there”, but a lot of it - besides some smaller post-launch platform featuring - just seems to be people hearing about the game and searching for it on their phone.

Of course, anyone at a larger company may look at this and say, pshaw, this game has only netted ~$1 million so far. That’s hardly cause to charter a yacht and head for the Riviera? To which we’d reply: sure, but it’s a success story on multiple levels, including player response and financial, for the bootstrapped firm that made it.

And we do think the future of PC and console games, outside of the giant franchises and occasional breakout exceptions, is going to be a lot scrappier than most of us would care to admit. So that’s why we’re going to continue to feature games like this.

The state of PC/console performance marketing?

Finally: we don’t talk that much about paid marketing for PC & console games, largely because trackability can be, well, tricky. But one (paid) service that does meaningfully measure spend and results is Gamesight, and they’ve just put out their ‘State Of Performance Marketing’ survey results(free reg. req.) for 2024.

In short - Gamesight anonymously rolled up all of the campaigns tracked using their site last year, and created a bunch of data points and takeaways. Here’s some key ones:

  • Meta and Google Ads are by far the most-used paid advertising: in 2024 (above), 75% of game ad media plans tracked by Gamesight included Meta (Instagram, Facebook, etc) in some way, and 69% Google Ads. Further down: YouTube (44%), TikTok (37%), Reddit (33%), and Twitch (18%).

  • Twitch’s conversion is strong, though it’s more targeted: Gamesight notes: “Twitch drives a 3x higher conversion rate compared to other major platforms in 2024, outperforming competitors like YouTube, Meta, and TikTok.” But the audience is pretty game focused and ads are unskippable, so perhaps that’s partly why?

  • Sponsoring influencers is still a potent possibility in this space: the survey says: “The conversion rate of Influencer Campaigns (4.25%) surpasses the rates of almost all of the 2024 Top Ad Networks except for Twitch and Google Ads.” Of course, Gamesight has an arm of the biz specifically doing that, but hey, it’s still data.

Anyhow, file this under ‘difficult to get any data on this, and even this data is a little apples to oranges-y in terms of comparing advertising sources, but it’s way better than having no data at all’? That’s where we’re filing it, at least! (Also, we said ‘data’ too many times.)

[We’re GameDiscoverCo, an analysis firm based around one simple issue: how do players find, buy and enjoy your PC or console game? We run the newsletter you’re reading, and provide real-time data services for publishers, funds, and other smart game industry folks.]

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