6 minute read

Roadside Research Alcanza 250K Wishlists Con Demo

Cybernetic Walrus y publisher Oro alcanzaron 250K Steam wishlists para Roadside Research después de demo release en September 15th, building sobre 100K wishlists desde initial reveal trailer en June. Game donde players embody aliens in disguise para run gas station y research humanity logró fast momentum mediante combination de strong concept twist y efficient development approach usando Unity Asset Store.

Demo performance: 110,000+ humans opened alien gas station, peak de 2,384 concurrent players, 81% Positive con 233 reviews después 3 patches, average playtime 1h33m. Breakdown: 55% played >1 hora, 25% >2 horas, 2% >5 horas. Demo añadió +31K wishlists, bringing total a 258,457. Discord passed 7K members.

Team de 5 personas at Cybernetic Walrus está trying a get as lean y efficient as possible usando ‘momentum framework’, expecting spend only 7 meses en dev hasta Steam Early Access launch, entonces estar en EA para year o so. Lean approach permite fail fast y fail forward en today’s market.

Asset Store Base Con Alien Twist

Team found good Unity Asset Store pack de gas station como sim starting point, pero running gas station había been done well before, so needed something unique. Consideraron vampires y zombies antes picking “aliens preparing alien invasion”.

Choice de Roswell Greys como protagonists smart: iconic alien design under-represented en games despite cultural recognition. Amateurish alien disguises con paper masks añaden comedy value que resonates con audiences, especialmente content creators.

Asset Store usage strategic rather que shortcuts: team custom-created alien models/art pero leveraged existing systems para accelerate development. Mike Coeck notes: “Why spend month writing keybind/control panel feature si podemos buy one desde Unity asset store y modify to our taste en couple days?”

Efficiency focus permite small team a compete con larger studios mediante smart resource allocation. Custom work concentrates en differentiated elements (aliens, twist mechanics) mientras commodity features sourced externally.

Target Gameplay Trailer Con Playable Code

Trailer es ‘target gameplay’ pero con some playable code a back it up. Approach contrasts con PlayWay’s CG launch trailers que often created excess expectations dev team couldn’t deliver. Mike notes: “We actually develop gameplay parts que queremos show en trailer.”

Example: en trailer de Roadside Research, you see alien stacking shelves. This es part team actually developed y polished. Pero buying products para stack those shelves con wasn’t yet done por small team at point debut trailer launched.

Trailer itself es cinematic-adjacent y pre-rendered. Good combo de aspirational visuals grounded en actual gameplay possibilities. Prevents disconnect entre marketing promises y delivered experience que damages many simulator launches.

Approach allows para ‘hype’ before game fully developed mientras maintaining credibility. Players see polished vertical slices de real mechanics rather que pure concept cinematics, setting appropriate expectations para Early Access development.

Viral TikTok Amplification: 621K Likes

Initial reveal trailer strong enough que spawned giant TikToks desde influencers mashing up trailer para re-explain concept. JustRae’s TikTok tiene 621,000 likes, demonstrating concept’s viral potential.

Idea strength drove organic content creation: influencers voluntarily remixed y reshared concept porque found it compelling enough para their audiences. No paid promotion necessary para achieve massive reach cuando core idea resonates.

TikTok format particularly effective para high-concept simulators donde hook puede explained en seconds. Gas station + aliens preparing invasion = instantly graspable y shareable premise que works perfectly para short-form video.

Steam daily wishlist additions show idea scaling mediante social amplification rather que traditional marketing spend. Viral loops create exponential growth impossible a achieve mediante linear paid acquisition approaches.

Demo Feedback: More Alien Shenanigans Needed

Current state de demo es vast majority ‘gas station sim’, y some reviews disappointed there wasn’t more alien shenanigans besides ‘get research points by grabbing customer DNA’ type gameplay mechanisms y goofy character anims.

Base game highly ‘sticky’ despite alien content being relatively light en demo. Shop sim mechanics working effectively para retention even before unique twist fully implemented. Average playtime 1h33m strong para demo, con 25% playing >2 horas.

Mike told: “I have not seen any ideas que no somos able a put en game. Probing y kidnapping son two things tenemos planned.” Clear runway para adding alien weirdness either before o after Early Access launch.

Szabolcs Csizmadia también had idea de paper masks y giving ability para let players draw their own, great para content creators. User-generated content opportunities amplify viral potential mediante player creativity.

Momentum Framework: 7 Meses Hasta EA

Team expects spend only 7 meses en dev hasta Steam Early Access launch, entonces be en EA para year o so. Aggressive timeline possible mediante momentum framework approach prioritizing speed y iteration.

Lean development cycle contrasts con traditional multi-year development antes launch. Early Access model permite revenue generation y player feedback integration durante development rather que waiting para ‘complete’ product.

7-month timeline achievable porque team isn’t building todo desde scratch. Asset Store components, focused scope, y clear understanding de core loop enable rapid execution. Previous experience con Order 13 informed efficient process.

Year en Early Access provides runway para expanding alien mechanics based en player feedback y demand. Demo reviews requesting more alien content directly inform EA roadmap, ensuring development aligns con player expectations.

Influencer Response: Camodo Gaming 3.9M Subs

Influencers como Camodo Gaming (3.9M subs) responding well a gameplay team put out so far. Content creator engagement critical para simulator genre donde watching gameplay often precedes purchasing decision.

Large influencer coverage amplifies reach beyond organic discovery. 3.9M subscriber base exposes game a audience orders de magnitude larger que team could reach mediante owned channels alone.

Gameplay loop designed para watchability: gas station management provides steady action mientras alien elements create comedy moments perfect para highlights y reactions. Format naturally suited para streaming y YouTube content.

Influencer-friendly features como customizable paper masks encourage content creation. Tools que enable unique player expression generate differentiated content, making each creator’s playthrough feel distinct rather que repetitive.

Cybernetic Walrus Previous Success: Order 13

Previous game con Oro, Order 13 (‘cat packaging horror’), fue mini-hit que validated team’s lean development approach y publisher partnership. Success demonstrated capability para executing high-concept simulators efficiently.

Order 13 experience informed Roadside Research development process. Lessons learned sobre scope management, asset usage, y Early Access strategy directly applicable a current project.

Publisher Oro showing consistent ability para identifying y supporting simulator hits. Partnership model enables small teams a access publisher resources (marketing, QA, business development) mientras maintaining creative control.

Track record creates confidence para investors, platform holders, y players. Team’s proven ability para shipping successful titles reduces perceived risk, facilitating easier marketing y distribution.

First-Person Simulator Genre Surge

First-person simulator genre es one de few surging new subgenres en today’s PC market, alongside co-op ‘crewlikes’ (overlap exists since Roadside Research también co-op) y single-player Vampire Survivors-y roguelites.

Since Supermarket Simulator unlocked perfect combo de first-person resource management y small business grind en Feb 2024, ha been series de ‘simulator’ games que son easy a control y have gameplay loop dialed-in.

Genre success driven por accessibility: simple controls, clear objectives, satisfying progression loops. Players understand mechanics quickly, reducing friction between interest y engagement.

Market timing favorable: simulator saturation hasn’t occurred yet, creating opportunities para innovative twists en formula. Alien invasion angle differentiates Roadside Research within growing but not yet oversaturated category.


Si estás developing first-person simulator o evaluating asset-based development strategies, Roadside Research’s case study proporciona blueprint sobre efficient development, viral concept creation, y Early Access planning. Como consultor especializado en marketing de videojuegos, he ayudado a indie teams optimize asset usage, craft viral hooks, y structure Early Access roadmaps sistemáticamente. Si necesitas guidance sobre lean development approaches o simulator genre positioning, contáctame.

Fuente: The rise of the first-person sim - GameDiscoverCo Newsletter