What makes a psychological thriller IF commercially viable?

Hi everyone,

I’m currently developing a choice-based psychological thriller IF project, and one of the things I’m trying to assess as early as possible is whether the concept has any real commercial viability.

By that I don’t mean “how do I make a lot of money from IF?”, but something more basic: whether this is the kind of project that could realistically persuade players to pay a modest price for a full release, rather than just attract polite interest for a free demo.

I’m especially interested in the design side of that question.

In your experience, when it comes to psychological thriller / horror-leaning IF: what makes a project feel genuinely compelling rather than just atmospheric, and worth paying for rather than something people might try once for free and then move on from?

I’m also curious about the opposite side of the question:
what are the most common design weaknesses that make a psychological thriller IF feel uncommercial or hard to sell?

I’m testing a demo at the moment, so I’m trying to be as honest with myself as possible about whether the project has legs beyond “interesting experiment”. For example: the few amount of feedback up to now (here and on other sites like Reddit or Discord) has been very positive, but up to now, nobody has left a comment in the game page on itch.io. These are the stats as of right now:

What I’m worried about is basically this: people seem to really like the execution, the mood and atmosphere, but I’m not sure that’s enough for people to decide to pay for a full release.

As a comparison, I like to look at a game like “Milk inside a bag of milk inside a bag of milk“, which I played and enjoyed, and had a huge success for IF standards and for the reduced scope of the game, which you can beat in 10 minutes. Would you have expected this game to be such a success just by playing a short demo with the same vibes? If so, why?

I’d be very interested in hearing from people who play, write, or beta-test IF:
what design signals make you think a psychological thriller project might actually be viable as a commercial release?

Thanks a lot!

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Well I’m also making a Psy-Horror project in a similar vein; personally, I think it mostly comes down to the existence of high-quality and frequent artwork. Having something to look at beyond just text, regardless of genre or writing style, is a big part of making a game look like a ‘real’ product.

You can make a novel-length, really well written project, but at the end of the day if all you’re offering is text, and like a handful of images, people aren’t gonna want to buy it. People will barely play it for free, it’s just gonna be hard to hold their attention.

Bag of milk, for example, has an immediately eye-catching logo. The pixel art of those moody eyes is charming, uses an interesting color pallette, and establishes a tone for the game that will help draw me in. That’s enough to get me to click, but unless the game can keep up that mood pretty consistently, I doubt I’d be able to get all the way through it, especially if I have to pay.

Tl;dr, production value goes a long way, and people need something to look at.

Not necessarily true!

Extremely not true! Type Help, for example, enjoyed semi-mainstream popularity last year and had no graphics at all beyond a cover image that wasn’t especially compelling.

I agree it is hard to get people to pay for a text-only game, but this kind of categorical “literally nobody will care about or enjoy a game that doesn’t have a ton of graphics” is both inaccurate enough to be somewhat unhelpful and pretty tone-deaf in a community full of people who mostly make games without graphics or with minimal graphics.

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Yeah, admittedly I used more conclusive language than I meant to- it’s not impossible to find an audience without visuals helping you. The reason I phrased it the way I did was because we’re specifically talking about commercial success; it’s not absolute, but I do think having an element for the eye is pretty crucial if we’re aiming for both widespread attention and a willingness to give your money away. But yeah, it’s a general rule, not an absolute one- we should certainly still try even when we don’t have the resources for that sort of thing. Sorry if I came off as defeatist.

That said, the fact that we’re in the community that we’re in is part of why I’m harsher when talking about ‘commercial viability.’ We’re in the same group as each other, and we’re the kind of people that seek these sorts of projects out, so of course we’re going to support each other. But we’re also a fairly niche community, I don’t really consider us part of the equation if we’re talking about the general appeal of a project- we’re going to be less scrutinous with what we give our time, and even our money to. Which is awesome, but not what I got the impression this thread is looking for. A Visual Novel is, generally, gonna have a much easier time getting traction than a lot of the stuff we do, y’know? I don’t mean to be cynical or demotivating, but I’ve always held the understanding that it’s an uphill battle, especially if money is part of the goal.

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Most of this community is about submissions to the various competitions, and most of those submissions do not have enough quantity, features, polish, or uniqueness of content to be considered commercially viable. You have to offer something substantially better than the default appearance of Inform or Twine or the hundreds of free games in the comps.

Can you generate some revenue with IF? Yes, but not here. Itchio, Steam, GoG, Newgrounds, Reddit, all social media platforms - if you market the hell out of your game. No one’s getting rich mind you, but if the content is strong enough, I believe it’s still possible to be commercial at some level.

I understand offering a little tough love about commercial viability, but to say “nobody will even play it for free” struck me as unnecessarily harsh and something that’s likely to make someone feel that they must have extensive graphics to even get traction in this community, which is not true.

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Thanks! This is all really helpful, especially the distinction between “can find an audience” and “has broader commercial pull.”

I think part of what I’m trying to work out is exactly where the threshold is for a project like this if the production values are modest rather than top VN-level.

I completely see the point that visuals, presentation and overall polish help a game read as a “real product,” especially outside the usual IF circles. Yet I think that with a modest budget/production, if the game can appeal to an important part of the whole IF community (only those interested in thriller/horror for example), the game could be really profitable even if it doesn’t escalate to a wider audience.

The thing is: how to appeal to this IF-horror/thriller community? What would make a psychological thriller feel commercially promising for this community from a design point of view, rather than mainly from an art / packaging point of view.

In other words: assuming the visual side is competent but relatively restrained, what would make this sort of game feel worth paying for, for a major part of the IF community?

Some quick examples that come to my mind (I don’t want to bias the possible answers) are 1) a very strong hook from the opening scene, 2) higher replay value, 3) frequent meaningful choices / strong agency, 4) very strong emotional moments, 5) very different/original premise (e.g. IF thriller where the main character is a dog looking for its owner).

One thing I’m wary of is making something people admire for its mood, but don’t feel compelled to buy because the underlying experience seems too slight.

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Within this community specifically, the vast majority of works are released for free, so getting people to pay for it is harder. The projects that have gotten people to pay for them (within this community) (in the last decade or so) tend to be extremely long and very polished. The majority come from Choice of Games, which has a reputation for high-quality prose and extremely long games with a lot of replayability. But commercial releases in the parser sphere, like Never Gives Up Her Dead, have also been much longer than the average.

My honest advice: if you’re looking for commercial viability, especially for a choice-based work, look into Choice of Games. Their Hosted Games label is an easier route to monetary success than anything we can offer here, especially since the community surrounding CoG is an order of magnitude larger than this one, and is used to paying for IF.

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My thought about commercial viability of IF, which I’ve floated here before, is that I’m pretty sure you need a minimum layer of visual polish if you want to enter the “mainstream videogames” market (in order to read as a “real product,” as you say), but you can still very much avoid needing to visually depict the core events of the story. Visual components with high reusability (e.g. a world map, inventory screen, recurring character portraits), combined with a reasonably modern-looking UI, can be enough. The canonical examples to me are Reigns and 80 Days.

I haven’t actually attempted to make a commercial game yet, but I have a couple of very small, free games following this philosophy that got ~25k and ~15k plays respectively, which is pretty solid for game jam games on Itch.

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One thing I want to mention is that the amount of attention a project from an unknown creator gets is largely a factor of luck. This is true regardless of whether it’s commercial or not. Commercial projects need even more attention than noncommercial ones to be successful, because commercial viability is a factor of how much attention your project gets and how many people see it and are willing to spend money on it.

Most projects get very very little attention — 182 views is normal for the average game released on Itch, might even be on the high end — and a few lucky ones will go viral and get thousands of views, or tens of thousands, or even hundreds of thousands. Maybe you’ll win that lottery and a popular Youtuber will make a video about your thing and thousands of people will see it. Then for an indie game, you can spin that attention into hype for the larger, full, updated version of your small free game that will be released on Steam as a commercial product in a few months. It seems like a lot of popular indie games on Steam achieved attention and an audience via this route. But it is highly likely that the average small project, no matter how much time has been put into it, won’t get that much traction.

I say “project” instead of game because this applies to other web-medium art besides games: weird indie animations, horror ARGs, music albums, and so on.

If you don’t have an existing following or fanbase, than the only methods for people to discover what you’ve made is through the randomness of the algorithm. Even if you do “marketing”, which includes simple social media stuff like posting to a random forum or Reddit or what have you asking people to play your game, whether people actually see those posts is up to chance, and whether they pay attention to that marketing is also up to chance.

You can make a game more or less eye-catching, but if you’re obscure online than chances are it won’t matter much. There are a lot of games out there, so people need a really compelling reason to play yours over all the others out there. Jams and comps on Itch can help because they usually guarantee at least one or two people will play your game and offer feedback, but they’re absolutely no guarantee of popularity.

For games, visuals can help. From what I see, most games that go viral have some level of compelling visuals because that’s what makes a game stand out and immediately grab people’s attention. But the popularity of Type Help proves it’s not a solid rule that you need visuals for your game to go viral. You can also look at Social Democracy: An Alternate History, which is pretty light on visuals but went viral because of the political simulation part. As a side note, both of these two games are going to have Steam versions release soon. I expect a decent number of people to play them on Steam.

I’ll repost one of my favorite articles about game development, which I’ve posted here before:

There’s 1000 posts on reddit and twitter and GDC postmortems and everywhere from devs who poured everything into their game, went into debt, quit their jobs, dropped out of school, only to release and earn $0 (or very close to $0). There’s often tons of posts and comments coming up with reasons why the game earned $0, lack of marketing, bad art, no multiplayer, whatever.

But the thing is… there doesn’t need to be a specific reason why a game earned $0. MOST GAMES EARN $0. If its your first game its especially going to earn $0. Those comments people give… the feedback isn’t wrong, but even if you did do marketing, fixed the art, added multiplayer, or whatever else they were suggesting… the likely outcome is you still earn $0. And comments would have a whole new set of justifications as for why. But again, games don’t need a reason to make $0. They need a reason to not make $0.

Anyway, this isn’t a business advice post, so I’m not gonna tell you all the ways you can make a game not make $0, though I will say one great path towards that is to uh… make a lot of little games, and maybe one of those might get some kind of viral attention or win some awards or attract the attention of a publisher or something. Expanding on that game is a good way to not make $0.


The games industry is weird. There’s a ton of dumb luck involved in success. The more games you make, the more chances you have that any individual one takes off in ways you weren’t expecting, and hey that’s something that could be the trigger you need to turn it into a bigger project.

It’s not just about the attention tho, it’s also possible that you might just stumble onto a game concept that turns out to have far more potential than you originally thought. My first big commercial game project, Closure, was the result of one of these. The flash game it was based off of took 2 months, but god damn it was really cool and got a million plays on Newgrounds, and it was hard not to look at that game and just think of all the potential ways to make it bigger and cooler.

Making tons of small games also helps you build up an audience and fanbase that can support you and help hype up your bigger projects. Marketing’s hard after all, “do marketing” is correct advice but not really actionable for a lot of games as you cant just start that process as an afterthought at the end of development, it just doesn’t work that way. It needs to be part of the project from pretty early on, and the game needs to be marketable. You gotta practice that too, and smaller projects are once again a great way to practice that so you don’t mistakes on your larger ones. Having an existing fanbase makes the whole thing easier too, so anything you can do to build up that fanbase is great.

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I think if you want to make IF commercially viable, the best venue is mobile and small games that players can pick up for a short bit while on the bus and leave off again work really well.

We’ve basically learned that pure parser games are essentially no-go commercially as people don’t like to type on their phones. Many “play by chatting” style games have been tried and other than a few exceptions like Lifeline, those have not taken off.

Successful games tend to be simple to interact with but deep with long term play options. Complexity <> success, however audiences seem to want an extra layer of gamification than typing UNLOCK DOOR WITH KEY.

It’s kind of a conundrum - a simple game that offers a lot of play value.

Surprisingly management games sometimes can catch on. Think Lemonade Stand or Oregon Trail on steroids. A “check in daily” game like Farmville could be done as IF. Universal Paperclips was huge and it’s the simplest Web 1.0 clicker structure you might imagine. It’s free, but there’s merch.

80 Days by Inkle is probably the best example of IF hitting mainstream success - it is an Ink choice narrative wrapped in a really cool visual wrapper that also becomes the “game board” for travel and supports real-time mechanics with constantly updating transport schedules that provide another layer of gameplay over and interacting with the choice and quality mechanics.

Fallen London mixes free-to-play with subscription web-based QBN in a vast world that allows participation for months and years due to its action-currency and time-based refresh that people can subscribe to for more actions and special stories like DLC.

Choice of Games also manages to run a commercial business - again with demo play and “Pay to enjoy the entire game immediately” mechanics. They produce games that are almost all-text and are often novel-length including quality/statistic/relationship management with nearly no media at all. Basically CYOA for grown-ups who like e-books.

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Hello. Here are some random thoughts, although i have no answers either!

Whether it’s a psychological thriller or not has nothing to do with it. There is potential interest in any significant genre, but the problem is the same. For example, i could just as well ask “what makes a sci-fi compelling?”

You have to have a great name, a great icon and great blurb. Each one of these is a chance for people to walk away. They see the name and the icon first. If that’s good, they read the blurb. then the reviews and the price. If your name is poor, they’ve already swiped. Sad but true.

Ideally, the name is a cross between click-bait and cleverness. It has to be short and immediately conjure up in the mind, exactly what the game is about. Think of it as a super-condensed elevator pitch!

Example of a game i want to make but haven’t: “Hyde and Jekyll”.

It’s the story, where you’re Hyde and you must survive. It’s in the name, and it gives a mental vision of what you’re expecting (and it will come up in searches the other way around). You know, gosh, I’m going to have to make this game, but hey…

Otherwise, everyone’s totally correct. It’s random.

So;

I am currently splitting all my bigger game ideas into “acts” that i can make into a sequence of mini-games. The idea will be to try to persuade people to buy each part for $1. Just $1. But that’s actually tough. Worse for me, each part is a self-contained story. Think of it like TV episodes, you’ll have an “ending” for each part, but not a final denouement.

The other idea i have, which is a bit controversial, is that: some part of your game, or system, or look has to be awesome. This is the bit, that, when people see it, takes them from “Hey, this is cool” to “Hey, i have to buy this”. A lot of people are stuck on the first part. Which is not to say the stuff is bad, but that it doesn’t have that push to convert.

DM me if you’d like to try a $1 game. None have been released yet, I’m going to release a bunch all at once. You can tell me how rubbish it is :slight_smile:

Good Luck!

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Exactly this. Lottery is exactly the right word. Every single person on social media is looking for some kind of attention, whether they’re making games or music or reaction videos. It’s impossible to predict or depend on attention (unless you’re Facebook, which is a house-always-wins kind of situation). As the age old advice goes, the best thing that any creator can do is simply make things they would like to see.

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Thanks for your time, everyone, as this thread has genuinely been very helpful.

One thing this thread has made crystal clear for me is that good atmosphere and writing may be enough to make people curious about a free demo, but not necessarily enough on their own to make something feel like a paid product, especially if you don’t have a reputation or a strong fan base.

So I think the most useful next step for me is probably to stop treating this as an abstract question and see how the actual demo comes across. For those of you who have tried the demo, I’ll leave just two last questions: does it feel like the beginning of something people might realistically pay for, or more like an interesting free experiment? Is the fact that there is a real time attached to the decisions (each decision is one minute) and that some events happen at a certain time, an enticing or original hook?

Thanks again. The replies here have already given me a lot to think about.

I tried the demo. The aesthetic and writing are polished, and it seems like a good idea overall, though in practice I found the looping to be like the start of a frustrating parser game. I’d be making progress, then I would fail to see where the new link had appeared (I’d prefer all ‘newly uncovered info/ feature’ links should appear leftmost, or lit or highlighted, not to the right of links which bring them about) and time would run out and I’d be back to square one having to do the same clicks again. They’re not a lot, yet they were enough with the same text that it was getting to me.

Psychological thrills are hard won. They require writing skill and life experience and insight of people and an ability to generate page-turning suspense. I think what I’m saying is that on itch, I expect very few gamedevs to be able to tick all these boxes, so it’s not where I’d look for a game like this at random. But nothing stops anyone from uploading to itch to have a place from which to sell, whether random discoverability for their game is huge or zilch :slight_smile:

I have to say I don’t see anything about your demo below any level of polish I expect from commercial experiences. I found the gameplay a little frustrating in repetition, but that’s in a kind of la-la-land area of assessment. I mean, someone who doesn’t play a lot of prose games might be happy or even invigorated dealing with the loop mechanic as is, if the game ends up being short.

My suggestions (lit or emphasised links) could potentially make it too easy if it IS short. But if it were to be longer and continued basically as is, I’d probably pass. On buying it, that is.

I also prefer to get more specifics about the PC than were offered. I know some people very much don’t in games, but in psychological thrillers that are are killer (mostly films and books) specificity of character has been essential. I know your game has only just begun so my observation may be irrelevant if it had continued. The specificity here might include some hook for getting out the door beyond ‘I want to open the door that was blocking my path’. Maybe there needs to be more fear or distress about their predicament than there is?

Like I say, I think you’re a contender for commerciality. I don’t know if the game would be for me but it looks like it could be for a bunch of people. I think it’s realistic someone would pay for it re: the mechanical hook. I’m not sure the story as presented is quite compelling enough, though. But it’s not UNcompelling enough to have me saying, ‘No chance’. Maybe test the story angle on others (I know - you’ve been finding getting testers difficult) but I’m not the full barometer.

-Wade

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I gave the demo a shot too. (I played the English version.) You do create a suitable atmosphere, but as a gameplay/story experience I didn’t feel there was anything I hadn’t seen before. If I’m going to be harsh I’d question the approach trying to “design” an appealing game by hitting all the Right Beats. I’m sure it’s not impossible—the Choice of Games folks have mastered some kind of art to making commercial IF—but if I was going down this path I would start by asking what story I want to tell. There’s not really a hook to draw me in, which in a really compelling game would have the gameplay extend naturally from the story. This feels more like the other way around, but the gameplay isn’t startlingly fresh either. So I guess I’d want to know what a paid experience would intend to offer that I couldn’t get for free elsewhere. I’m not totally uninterested, but I definitely wouldn’t spend money to see what happens next unless there was something I really attached to—a compelling character or a really strong gameplay hook.

(I’m also curious if you made the art yourself, because I don’t see that mentioned anywhere on the page. Translation is one thing but I certainly wouldn’t spend money on a game with art generated by an AI; it feels like asking for a reward without taking a risk.)

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Thanks a lot for playing and for such a detailed feedback.

As for the following:

(I’d prefer all ‘newly uncovered info/ feature’ links should appear leftmost, or lit or highlighted, not to the right of links which bring them about)

Can I ask you what you mean with “links”? Do you mean the inventory, where you can see the items you’ve found in the previous loop?

Thanks for the feedback, and glad that you’ve been so honest!

Let me address your last question first:

(I’m also curious if you made the art yourself, because I don’t see that mentioned anywhere on the page. Translation is one thing but I certainly wouldn’t spend money on a game with art generated by an AI; it feels like asking for a reward without taking a risk.)

The images are AI-generated and then I apply a custom shader to make them more suitable to the mood I’m looking for (my background is game programming and game design/writing). Music and sounds are from Pixabay.com. For the record, on itch.io, I flagged the game from the very first day as having used AI for images so that people can filter it out if they feel uncomfortable.

As for what you mention first, yes, I totally get it. I guess I’ve tried to create a demo that is compelling in many areas but it doesn’t excell at anything in particular, so from that point of view, it’s difficult that players are going to feel hooked to keep playing or to consider paying for full release.

I have found difficulties in finding a way to convey the actual theme (story-wise) of the game without spoiling it. The only hint about this happens at the end of the demo, in a very subtle way (a low sound effect when you exit the room), but it’s still not clear enough. So I understand that, for people who appreciate the story/character development (which is the vast majority of IF players), the demo feels too slight and gives little to no indication about what to expect in the full version. That’s definetely my mistake.

I really appreciate your feedback and I hope that the way I’ve used AI is not a complete deterrent for you, since I’d welcome further feedback in future versions should they come.

I already forget if anything actually drew attention to new inventory items. But I had no problems in that department.

My problem was with things like – when I uncovered info that I

Summary

could now find something under clothes in the drawer, I expected either the drawer-search button to now have the effect of uncovering that item, or for a new button letting me find that thing to be highlighted, or appear leftmost so I’d encounter it first. My recollection is the new option button appeared out to the right, after all the choices I’d by now hit repeatedly. And just searching the drawer with the regular button did not lead to finding the thing I expected to be there. So I missed the appearance of a new option at first.

When I say lit, I mean literally, like a button could be made bigger or brighter or both.

-Wade

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This is definitely something that will hurt commercial viability, ime. AI assets are a sign of cheapness, signalling that you couldn’t afford real art. That’s not good if you want people to pay for it. (Look at the backlash against Clair Obscur for using AI assets only as placeholders.)

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