Now Hiring: Community Manager

Kitfox Games needs someone to wrangle and grow our friendly little community! We have social media and newsletter and Kickstarter stuff, and a game coming out in a few months. There’s lots to be done… and to be honest, most of it can be called community management, but we’re a very small team, so if you have other interests, maybe we can give you other kinds of tasks too.

We’re looking for someone with experience in community and social media to work part-time in-house in downtown Montreal, Canada, for a one-month starter contract. We’ll pay per-hour and provide all necessary equipment and training. If the stars align, in time we could either scale it up to a full-time position, OR keep it part-time for years, pending Kitfox needs, your ambitions and availability, etc.

Please submit your application to by January 13th!

We’d love to hire you if you:

  • Are available legally to work 15-20 hours per week in Montreal, for at least 1 month (we cannot provide a Canadian work visa)
  • Can demonstrate community organizational experience (preferably online and/or in games)
  • Have strong written communication skills
  • Interested in game design and the entire game development process
  • From an unusual background or add to our team’s diversity!
  • Bonus points for fearlessness, game development experience of any kind, and willingness to learn

Pay range: $18-25 per hour depending on experience

Now Hiring: 2d Artist (Contract)

Kitfox Games has a lot of work coming up across all the art disciplines, and it needs painting, animating, and implementing! We need your help!

We’re looking for someone with a great 2d portfolio to work in-house in downtown Montreal, Canada. We’ll pay per hour and provide all necessary equipment. If everything works out, we may consider you for additional contracts or a full-time position.

We’d love to hire you if you are:

  • Available legally to work 3-4 days per week, for at least 1 month (we cannot provide a Canadian work visa)
  • Experienced with 2d game art production, including 2d animation
  • Style preference: painterly, demonstrating traditional painting skills
  • Interested in the entire game development process
  • From an unusual background or add to our team’s diversity!
  • Bonus points for Unity experience
  • Bonus points for: Basic knowledge of 3d low-poly modeling and 3d animation

Send your CV and online portfolio to before September 26th to be considered for the position.

Now Hiring: Quality Assurance

Kitfox Games has struggled to release games and content as quickly as we would like, given that procedural generation, systems, and multiplayer all make testing much harder! We need your help!

We deeply respect the skill and care required to be a good quality assurance tester, and we’re looking for an experienced individual to join us in downtown Montreal, Canada. We’ll pay per hour and provide all necessary equipment. We’d like to integrate you with the team fully, working directly with programmers and designers to ensure the game is top notch.

We’d love to hire you if you are:

  • Available legally to work 1 to 2 days per week, for at least 3 months
  • Professionally experienced with console & desktop game testing
  • Interested in the entire game development process
  • From an unusual background or add to our team’s diversity!

Your opinions and feedback will be valued by the team, but please note that this is not a route to being a game designer at Kitfox Games. It’s possible we could involve you in community management, if you’re very interested and show talent, but that should be the upper limit of your expectation. Quality Assurance is its own admirable skillset, one which requires dedication and practice.

Send your CV and whatever else to before September 14th to be considered for the position.

What Affects Indie Game Sales in Eastern Europe?

I gathered data from 18 different indie games (with their permission, and I even got permission to show you the aggregated data afterwards), and compared their sales in Russia and Eastern Europe along several axes.

It included games from various genres, with varying levels of financial success, and generally no marketing efforts spent on the region.

The data isn’t extensive enough to look for statistical significance, but there are a few interesting trends.

Major Takeaways:

  • Localizing to Russian could double your revenue in Russia (it did in one case), but no effect in the rest of Eastern Europe
  • Early Access seems more popular in Russia (maybe due to lower prices?)
  • Mobile games crossing over into Steam seem to do better in Russia (and overall?)
  • There is no clear genre pattern to the region
  • Anecdotally, targeting Russia with marketing doubled their Russian revenues proportional to other regions
  • Early Access games are generally rated 5 points higher in Steam User Reviews than non-Early Access games. Hmm. I guess that fan-listening-thing really works.


  • All data is self-reported. It’s possible they are all liars… and/or that indies who would take the time to self-report to a survey on Eastern Europe are particular (more business-oriented? more inexperienced? more trusting? more data-driven?), or make a particular kind of game. With only 18 games, it’s easy for there to be a skew.
  • “% Rev” means overall, how much of your total revenue from the game so far was from Russia or Eastern Europe (EE)… not how many units sold. Raw dollars. Err, rubles.
  • The “success” measure in particular is very subjective, only measuring how the survey participant felt the game covered their development costs.
  • 16 of the 18 devs were based in North America, 2 in Western Europe. It’s possible this data mostly just shows what it’s like for American & Canadian developers, with no relevance to the rest of the world.
  • If a given category (for example, games with released console ports) has 3 or fewer entries, I have faded out that bar. It should be considered anecdotal.
  • All right, let’s actually look at the data.

    What’s The Landscape?


    Generally, you should expect ~3% of your sales to come from Russia, and less than 2% to come from Eastern Europe. However, there’s the potential for a lot more.

    “Success”: It’s worth noting that the scale of that final category isn’t quite the same as the others — “Success” (again, self-reported, and simply “how well did/will this game make back its money”) had a minimum of 1 and maximum of 5, while the others are a percentage, therefore a minimum 0 and theoretical maximum of 100. But in general, it looks like the respondents in this group made back their money (average of ~3.4).. that alone indicates we probably do have a skew. Anyway, moving ahead.

    What Year Did Your Game Release?


    I wondered if Russia was growing or shrinking over time. Doesn’t seem to be a huge difference, except that maybe Russia has become more interested in Steam since 2014… but if so, the rest of Eastern Europe hasn’t followed.

    One game was excluded, because it was still in Early Access.

    It’s also interesting how high 2016 is, given that we’re only halfway through. That implies that the first half of 2016 has resulted in the same percentage of revenue (and same estimated success) as games that were already out for all of 2015. Proponents of the indiepocalypse theory will point how how high “pre-2014” success was, but I would counter that it’s possible this just reflects the long tail, or that whatever explosion we feared happened 2+ years ago.

    Did You Localize Your Game for the Region?


    Only 3 games localized past Russian, presumably because they were already successful and it made sense to invest in the game further.

    One game’s Russian translation arrived 2 years later than the others, while one of the “Russian+” games was entirely localized by unpaid volunteers.

    What Steam Tags Do Your Game Have?


    Keep in mind 1 game could have any or all of these tags. In the dataset, there were 10 Action, 6 Adventure, 7 RPG, and then a handful of others (Strategy, Casual, Tower Defense, Roguelike, Roguelite, Platformer, etc). I had some sort of hunch that more ‘hardcore’/challenging/complex game genres would do better in the region, but then again, it’s difficult for Steam tags to encapsulate how hardcore something is, and we only had 1 Casual entry to compare against. Perhaps in retrospect I should have asked participants to rate how ‘hardcore’ they felt their game was.

    Someone also noted that their game included a free competitive tactical demo, which had 14% Russian units downloaded and 3% EE units, even without translation. So that seems like an interesting outlier… either in genre, price, or some other element.

    Did You Specifically Target The Region With Marketing?


    The “Yes” column only reflects ONE entry out of 18, and that particular entry was a low sales performer overall, so it’s very hard to read this as anything but an anecdote. Even so, it’s interesting that it would have double the revenue percentage of the other 17. In fact, it was the highest in that category across all games. There was only one other game with 6% Russian revenue, and 4 with 5%.

    Was Your Game in Early Access?


    Early Access does well there, maybe? Or maybe the later the game, the more likely they’re Early Access, and simultaneously the more Russians are on Steam.

    What’s not reflected here is that the Steam User Reviews were on average 5 points higher when a game was in Early Access (83.8 vs 77.9). There was only one other notable user review gap, coming up next…

    Has Your Game Been Released On Other Platforms?


    We don’t know which platform the game released on first… I’m not sure if this shows that (in Russia) mobile games do well on Steam or that Steam games do well on mobile. Also, there were two games that had browser versions and one with a SteamOS version, which I decided not to crowd the graph with.

    However, it made me curious, so I decided to use this opportunity to do a cross-analysis of mobile vs others, and found that although their user reviews were on average a full 8 points lower (72.5 vs 80), their reported success was a full grade higher. There were only 4 mobile entries, so take that as you will, but it’s interesting. The mobile-cross-platform games also came out roughly a year earlier (2013 vs 2014).

    How Did Steam Users Rate Your Game?


    So is it a case of popularity begetting popularity? Some might wonder if a globally popular game will be especially popular in Russia or not. It doesn’t seem clearly correlated here, though there were only 2 Overwhelmingly Popular entries.

    What Else?

    In retrospect the survey should probably have asked questions about pricing (not just base US price, but localized Eastern European pricing) and discounts (lowest price-point, etc). Other than the knowledge that the games were not free to play, I can’t comment on that factor.

    I also have deliberately chosen not to look to Steam Spy for sales data to compare the titles (yet anyway), as that would turn the data more towards units than revenue.


    To me, this all says that if you were feeling shy about bringing your mobile game to Steam, consider doing it with some Russian localization. It seems like it could be a surprisingly good investment. Other than that, I’d be curious to see what happens if more indies tried spending a little more money on targeted marketing in Russia.