6 minute read

Necesse de Fair Games alcanzó 2 millones de copies vendidas desde su debut en December 2019 en Steam, y hit 29,500 CCU en su 1.0 release hace un mes—más de 2x su previous concurrent user max. Es un low-profile success story de un game que originalmente fue solo-dev project de Mads Skovgaard, quien ha estado developing desde 2012.

Los números: 13 años de desarrollo, 2M sales

Timeline: Desarrollo desde 2012, Steam Early Access desde Dec 2019 Sales totales: 2 millones de copies (GameDiscoverCo estimates) Peak CCU en 1.0: 29,500 (más de 2x previous max) Pricing: $10 base (frecuentemente discounted a $5-$7 durante EA), 1.0 launch con 50% off ($7.50) Team size: Solo dev hasta Dec 2021, ahora 8 personas Terraria overlap: 86.5% de Necesse players también own Terraria (vs 20% de all Steam players)

El game es descrito como “top-down Terraria con colony mechanics like RimWorld.” Después de place tu banner, te asignan un plot y villagers empiezan appearing en tu settlement. También tiene co-op, automation mechanic, bosses to fight, y multiple biomes con new resources.

El foundation: 13 años building systems

Mads Skovgaard empezó developing Necesse en 2012. Durante early development, también fue RimWorld modder—su game es intentionally way more friendly/chill en colony management que RimWorld. Ese deep knowledge de genre le permitió build un game que, si miras este beginner’s guide, feels crazy deep.

Fue solo-dev project all the way hasta December 2021, cuando much de automation y management parts got added y sales started to scale. En 2022, COO Christian Andreasan got involved, y ahora hay team de 8 trabajando en el game.

La estrategia de pricing: aggressive evergreen

Necesse fue $10 (often discounted a $5-$7) durante much de Early Access. Incluso su 1.0 launch tuvo 50% off sale (a $7.50).

¿Eso es leaving money on the table? Christian Andreasan sidestepped esa question: “We took a bet on building an evergreen, and believe the low price will not be a problem in the long run.”

Es similar pricing a Terraria, que somehow todavía es $10. La bet es que el evergreen appeal con low barrier to entry generará more total revenue over time que higher pricing con fewer players.

El graphics update que changed everything

El original Necesse art era ‘utilitarian’. Pero check out los changes en both art y lighting para major patch que dropped en August 2024—fue very well received.

GameDiscoverCo cree que este es big reason para going ‘huger’ en 1.0. Besides new features, el game ahora looks competitive. No es just about functionality anymore—es visually attractive enough para compete en modern Steam marketplace.

El YouTube paradox: guides > Let’s Plays

Oddly, si look around en YouTube o Twitch history, Necesse nunca ha sido super-hot ‘Let’s Play’ streamer game. Christian told GameDiscoverCo que “engaging with and keeping our existing players happy” es team’s priority.

Most de top YouTube results son actually para game guides y tips—pero son all quite popular. El engagement viene de existing players buscando depth y mastery, no de new players discovering via entertainment content.

Esto es unusual pero makes sense para deeply systemic game como Necesse. Los players que stick around quieren learn mechanics, no watch others play.

Product-market fit: el Terraria connection

GameDiscoverCo tuvo “lightbulb moment” cuando analyzed product-market fit y size de algunos competitors.

El Steam review analysis para Necesse muestra algo incredibly rare: tiny amount de red (negative) sentiment. Most de game’s weaknesses según Steam user reviews son a) hard to find, b) “we want more plz.”

Pero mira el giant Terraria word cloud mention en ‘positive review sentiment’. Bigger size = bigger frequency de most helpful Steam reviews mentioning una word. El phrase cloud version también tiene Stardew Valley y Core Keeper big—pero nowhere near ese big.

Los top games por player overlap data:

  • 86.5% de all Necesse players también own Terraria (vs 20% de all Steam players)
  • Eso pone Terraria ahead de Counter-Strike 2 en overlap, which is quite rare

Cuando recuerdas que Terraria sold (per GameDiscoverCo estimates) 37.5 million copies en Steam alone, suddenly un game en similar idiom—priced similarly—selling 2 million units no parece tan outrageous.

Yet again, es el ‘if you like X game, you might dig Y game’ factor really helping, especially con lack de competition en este space.

Las review metrics: casi perfecto sentiment

El ‘review sentiment by topic’ es incredibly good—muy raro ver ese tiny amount de negative para un game. Los positive reviews dominan overwhelmingly.

El fact de que most weaknesses según players son “queremos más content” es actually positive signal. No están saying “esto está broken” o “mal designed.” Están saying “esto es tan good que queremos more of it.”

Ese type de feedback indica strong product-market fit. El core loop works, los systems are engaging, y players want more time en ese world.

La lección del semi-pro dev rise

GameDiscoverCo notes: “It does feel a little bit like ‘if you spend a decade+ building a giant systems-led game, you too can share in the spoils!’ Which is—well, not realistic for most of us.”

Pero el fact de que solo dev can methodically do so, starting part-time, shows how the rise of the semi-pro dev is very real.

Mads no abandoned su day job immediately. Spent years building systems, testing, iterating. By the time llegó a Early Access en 2019, tenía 7 years de development ya banked. Ese foundation fue crucial.

Por qué funciona la aggressive pricing

Christian’s bet en evergreen con low pricing makes sense cuando consideras:

Factor 1: Terraria comparison is unavoidable. Si Terraria es $10, pricing Necesse significantly higher would create psychological barrier.

Factor 2: Player overlap suggests value-conscious audience. Si 86.5% de tus players own Terraria, probably son players que aprecian value. They know qué es reasonable price para este type de game.

Factor 3: Early Access discount strategy built massive playerbase. Frequent $5-$7 sales durante EA allowed wide adoption. Esos players become evangelists.

Factor 4: Evergreen games make money over years, not months. Necesse ha estado selling desde 2019. Will probably still be selling en 2029. Low price maximizes lifetime player count.

Las lecciones para systemic game developers

Lesson 1: Deep systems take time, y eso está okay. Mads spent 7 years before Early Access. Solo dev puede work si eres patient y methodical.

Lesson 2: Graphics updates matter more than you think. El Aug 2024 art update fue huge para making game competitive visually. Don’t assume “gameplay > graphics” means graphics don’t matter.

Lesson 3: Product-market fit > marketing virality. Necesse never fue streamer darling, pero 86.5% Terraria overlap muestra perfect PMF. Find tu adjacent giant y serve ese audience.

Lesson 4: Price for lifetime value, not launch spike. Aggressive pricing ($10 base, frequent discounts) built massive playerbase que generates ongoing revenue.

Lesson 5: Guides > Let’s Plays para certain genres. Deep systemic games attract players buscando mastery. YouTube guides con millions de views = engaged playerbase.

Lesson 6: Review sentiment quality > quantity. Ese tiny amount de negative reviews con “we want more” as main complaint es ideal state. Means core experience works.

¿Tu studio está building deep systemic game y wondering sobre pricing strategy o timeline expectations? Necesse muestra que methodical, long-term development con aggressive pricing puede work—especially si hay giant adjacent game (Terraria: 37.5M copies) con underserved demand. Hablemos sobre cómo identify tu adjacent giant y optimize para lifetime value over launch spike.


Fuente: GameDiscover.co Newsletter - Why the low-profile Necesse hit 1.0 and 2 million sales (Dec 2025)