i'm just going to quote-paste the entire thread because twitter embeds are a mess ... but here's the thread i'm quoting
and thanks to Nabs for the link to the threadAm gonna be dropping some#LudoNarraCon stats in this thread through the weekend I'm advance of a full on infographic data dump article we'll post in a couple of weeks.
First up, by the end of the live panels, 160k people had visited the event page on Steam
Peak viewership of the panels during the live period was a little over 5,000 concurrents. That's more than 20 times what these panels might get at a major gaming convention. And that's just the live session, each panel is going to loop 15 times before the end of the convention.
Need to do more work looking at the demo side of things but the infinite bandwidth of a digital format is definitely working. At one point I checked@neocabgame demo data and 25 people were playing concurrently. At a physical show we could have a max of maybe 4.
Obviously there are some qualitative aspects from physical events that a digital event cannot achieve, but it looks like our hunch that a digital event on Steam could surpass them on every quantitative metric seems to be holding up#LudoNarraCon
I'm back. and we have some wishlist and individual store page data now. Let's start with wishlists. We have four coming soon games on the@FellowTravellr label that are exhibiting. All four got more than 1000 new wishlists so far (approx 14 hours of data).
Day one of#LudoNarraCon is our second best day of wishlist additions in the last year and our 10th best day of all time. Considering big spikes in wishlists are typically for released games that are on sale or getting heavy launch traffic this is a big deal
Each of our four upcoming games that are exhibiting at#ludonarracon got more than 5k visitors to their store page "booths" in the first 14 hours. it's unclear how the traffic flow will change over the rest of the event but at this rate they would break 30k.
Two of our games had more than 17k visitors each today. If they keep up that pace then they will crack 100k.
One big question / motivation for#ludonarracon was doing something that could reach a global audience. Turns out we are. Here's the list of top countries so far based on the google analytics for the event page
Last snippet of data for now - after a bit over 48 hours of the show we are between 1.5k - 3k per game on demo activations. The data we get on playtime shows at least 20-30% of people that activated have played & the concurrent players have fluctuated between 4 & 30
We're going to do some deep dives on data this week and put out a bunch of infographics and evaluations of how it all went.