five years of springs

ยท 30-minute read

since it's the fifth anniversary of A YEAR OF SPRINGS, i want to reminisce a little. i wrote a post a week after i released the game on itch as well as another post one year after (after releasing the game on steam as well as consoles & android), so i'm going to bring those posts over with comments.

anything inside a bubble like this is a comment from 2026 me!

i released a fan pack this week along with line stickers too so go check them out if you haven't yet!

LINE stickers!


week 1 numbers for A YEAR OF SPRINGS & how i did (& didn't do) promotion for the game

first, the one-week post!

hi! it's been one week since i released A YEAR OF SPRINGS so i'm going to talk about how i did (or rather, didn't really do) promotion for the release and what effects that may have had. i also want to share numbers for how the game is doing. (spoiler alert: in my opinion, it's doing ok, but numbers-wise, it's probably pretty bad!)

about the game & some background info

as a quick summary, A YEAR OF SPRINGS is a remastered visual novel trilogy of three free visual novels that were originally made for various game jams. i (npckc) did the story, code, and art, while sdhizumi did the music (with a couple of tunes from me too). the remastered version upgrades the games from 720p to 1080p, have reworked art and music along with other additional features, plus an all-new epilogue.

i am not a professional dev by any means - i have a day job and freelance projects which pay the bills. any money made from games is just going back into my games, through me buying software/assets, paying translators, &c. similarly, sdhizumi composes music and sells it independently on bandcamp but has a separate day job too. as such, i don't really have a proper budget for this game outside of the time i put into dev and sdhizumi put into music. there are general living costs but those would exist with or without this game.

this is no longer the case! i feel very fortunate that i can now say that i pay the bills with my game dev along with some freelance translation work.

i haven't really released a paid digital game before (i have, however, released a paid zine and a physical card game) so i wanted to talk about the stuff that crossed my mind as i tried doing all this for the first time.

i have since released a lot more paid games as well!

general costs from creating the game

with that in mind, here is a summary of costs. for simplicity's sake i'm going to be talking about everything in USD since that's the currency i accept on itch.io, but most of my purchases are in JPY.

for the game itself, there were one-time costs for the additional translations required for german and korean. (i did the english and japanese texts myself.) however, this was just something i wanted to do - to be frank, judging from the regions of sales, having the game in german and korean has not really boosted sales much. as such, i'm not including the costs here.

most of the tools i used to make the game were open source and/or free. the game engine i used is ren'py, which is open source and free, and i used vs code (also freeware) for the actual coding. for editing sound effects, i used audacity (also open source and free, though i think there was a bit of hubbub about google analytics in a pull request recently). i made the main font for languages that use the latin alphabet, but the other fonts are ones licensed under the sil open font license. i have made some donations for the free tools used but i am not including them in the costs here either since that would have been done whether or not i made this game.

the following costs aren't for this game specifically but for my game dev in general: i make art in clip studio paint ex, which is a one-time purchase usually at 219 USD, but i bought it at half off. i work on a surface pro with keyboard and use the touchscreen and pen to draw and that cost about 1830 USD. sdhizumi mainly uses fl studio and a number of assets for music for creating music, but most of these were purchased a long time ago so they don't have the exact costs for each.

five years in i am still using clip studio paint ex & a surface pro as my main game dev tools. i'd like to move away from windows in the future though...

as for funding there isn't really any, but besides tips for games on itch.io, i also have a patreon and ko-fi where people support me (and i am very grateful for it).

the numbers! (& some other numbers)

1-week sales graph for A YEAR OF SPRINGS

A YEAR OF SPRINGS:
458 downloads / 324 payments
(release date: 2021/05/14)

in the first week, i've sold 324 copies with 458 downloads in total. i know this is not a lot, but it's something i'm personally fairly happy with. it has sold more than most of the other stuff i have up on itch.io.

A YEAR OF SPRINGS is still my best selling game on itch.io. as of today it's at 5929 downloads / 1789 payments. however, these numbers are much lower than those on other platforms - more on that later.

for comparison, these are the numbers of downloads vs payments for the first three games at this point of time:

one night, hot springs:
50600 downloads / 991 payments
(release date: 2018/02/27)

last day of spring:
23844 downloads / 583 payments
(release date: 2019/04/30)

spring leaves no flowers:
16148 downloads / 372 payments
(release date: 2019/11/30)

you can see that the first game in the trilogy has far more downloads/payments than the other two, and that's mostly because i have been very bad at promoting the other two games (not that i have been particularly good about promoting the first one either). a lot of people will comment saying they didn't know one night, hot springs had a sequel (let alone two sequels) and i'm sure a lot of people still don't know about last day of spring and spring leaves no flowers.

also, here is the breakdown of A YEAR OF SPRINGS copies sold by region.

pie chart showing over 50% sales from usa

as i've pretty much only tweeted about the game in english, it makes sense that most sales are from english-speaking areas. over half of the total sales at this point are from the united states. i imagine that the itch.io userbase is also mostly from the united states as well.

i wanted to export the csv from itch to check regions again but i got a timeout error multiple times so i gave up... itch... i think this probably hasn't changed though because itch.io is still predominantly an english-speaking site.

platform-wise, the game is available for windows, linux and mac, and the split for that is about what you'd expect, i think.

windows:
382 downloads

linux:
35 downloads

mac:
41 downloads

the engine i use (ren'py) lets me easily build for linux and mac so i did, but the bulk of downloads are on windows.

what i did (or didn't do) for promotion

since i honestly just don't know much about marketing and promotion and how to do releases, i did not make any posts about A YEAR OF SPRINGS until twelve hours before the release. i don't know if this was a bad idea. (i feel like it probably was? there must be a reason people post screenshots and stuff about their game beforehand - probably to make sure people know about their game and can follow if they want to.)

i am still very very bad about actually posting in-progress stuff or just posting promo stuff in general & i don't think this is going to change haha... i am not made for marketing/promoting & i respect people who can do it on top of their own dev stuff.

for me though, my logic was that the original games were already out, and even if i posted about it early, i didn't really have anywhere to direct people (a homepage, a steam wishlist...). i do have a website up on carrd but i don't think many people have actually seen it, though i have it linked on the itch page.

i no longer use carrd much since i made my own website using hugo! but i used the same design for the new site.

i briefly considered having the game up a week before release on itch.io and accepting preorders since i found out that itch does have a preorder function, but i've never done anything like that before and i hadn't really seen people doing preorders on itch before either, so i didn't know if it would be a good idea. would people really preorder the game? would they just go to the page and then think, the game's not out yet, let's check back later, and then never come back to check again?

i still haven't tried itch's preorder function because i feel kind of weird asking people to pay money before my game is actually available to play. i wish itch had a wishlist feature.

i would love to see what would have happened in a parallel world where i posted lots of screenshots of my progress putting the trilogy together way beforehand to see if it would have garnered more interest, but unfortunately i only exist in this world and a surprise launch is the path i chose to take.

i also didn't try sending any codes to media/streamers/&c. one thing was that i kind of wasn't sure if i wanted more attention... i know this is probably very dumb for a small dev who would benefit from more eyes, but i was worried that having more people cursorily hear about my game might bring harassment because of the topics my game covers. (while most of the reviews on steam, a game platform much bigger than itch is, are very kind, i've had some very transphobic ones as well, and every once in a while people will stream the game with the explicit intention of being transphobic too. i get hateful dms and emails every so often too.)

probably because of this though, to my knowledge the game hasn't been featured anywhere in particular haha (gaming websites, itch.io's homepage, &c.). most of the referrals are just from links i posted myself. while itch.io does show up on referrals, i think that's mostly from people who are already following me on itch.io jumping to the game page, but i might be wrong.

since the game came out, it has been picked up by various media for which i'm very grateful! but i also think if i had sent stuff in advance, it probably would have been ignored by most english-speaking sites because that's been my experience in the five years since i released this game haha. i have much more luck with sending press releases to japanese game media, while it feels like, to me at least, that most english game media don't really care much about indies unless they're already popular. maybe this is me being cynical though! i'd love to be proven wrong.

referrals list with the top referrer being itch.io

what was helpful for views was posting a devlog on each of the previous games to let people know about the new remastered trilogy. in particular, i've released the first game (and the first game only) on steam, and posting an announcement about A YEAR OF SPRINGS there got a number of people to come check the itch page out.

most of the traffic outside of itch was from my own twitter (included with analytics for those of you who like them!)

here is the pre-release tweet:

tweet that says little announcement at 8pm jst with a pixellated image of the itch page

4157 impressions
529 total engagements

and the release tweet itself:

ayos announcement tweet

98551 impressions
12326 media views
4809 engagements

i think i included these because i thought it could be helpful to other devs to see tweet analytics, but with twitter the way it is now, this doesn't feel very useful to devs in the current day

re: tweet post times, i don't know if it is good or not but i usually post at 8 or 9 pm jst when i release a game since most of my players are in the us and that's a time when a fair number of them are awake or will be awake soon enough... more importantly, i am also awake so i can actually post stuff. this time i posted the pre-release tweet at 8 am jst (equivalent to 7 pm edt / 4 pm pdt) and the release tweet at 8 pm jst (7 am edt / 4 am pdt).

i don't know how helpful it was, but i also decided to make a very short trailer for the game. i was worried that if i just put screenshots, people might think it was just me posting about the games i'd already released, and not a new remastered trilogy! i'm happy with how the trailer turned out though, and i've put it on the itch.io page as well. there were a couple of referrals from youtube, so i'm assuming they came from the trailer there.

(after finishing most of this post, i just remembered that i also wrote an announcement post on itch's release announcements forum because it was one of the things recommended on itch's releasing a game page if i remember correctly, but i think this didn't do much at all and i don't think that i'll be doing it in the future. currently it has had 54 views and 0 comments. i also have a release devlog tied directly to this post which currently has 339 views, 30 likes and 0 comments.)

why this game is only on itch.io right now

also, i've received a few comments already asking me to consider putting the game on steam and android, but i have no plans for that at this time.

(2021/9/1 update: while i didn't originally plan on releasing on steam, A YEAR OF SPRINGS was accepted to TOKYO GAME SHOW 2021 & to participate in the online demo selection a steam demo was necessary, so A YEAR OF SPRINGS was made available on steam here. we'll see how it goes.)

after this, i also released A YEAR OF SPRINGS on android & consoles, & i think i'm pretty happy about it being available on more platforms, even if it's tedious!

for reference, i have one night, hot springs on steam and google play. there are a lot of downloads on both platforms, which is great! but in comparison to itch, the number of payments on steam and android is lower. (for reference, the art collection is sold for 3 USD on itch and steam, while android only has a 1 USD tip option.)

here are the player-to-payment ratios for each platform:

itch:
50600 downloads / 991 payments
~51 downloads per payment

steam:
108,230 lifetime free licenses / 662 lifetime total dlc units
~163 downloads per payment*

google play:
279010 user acquisitions / 89 in-app purchases
~3135 downloads per payment**

*note that steam also has a 100 USD fee for steam direct which is recoupable after reaching 1000 USD in sales. also steam only allows bank transfers for payment which really sucks for me outside of the us because the transaction fees are really high hahaha...

**google play has a one-time 25 USD registration fee but i think this is very reasonable since you only play it once and then can continue releasing games on google play for as long as you want.

note that the rules for google play are quite different now for signing up as an indie dev - if you aren't a business & want to receive payments, you have to show your personal address on the play store. this means showing your home address to anybody on the internet, which is really not good. so i can't really recommend google play to indie devs that don't have business addresses at this time.........

for sheer numbers of downloads, steam and android are going to be better. steam is definitely more viable for a dev that has more resources. (i can't say for android because i really don't see many paid games on google play.) however, for somebody like me who does not have the energy to deal with a whole different platform which has not been very kind to me at this point, i am happy with staying on itch at the moment.

this is no longer true - i am very glad i released the game on steam too, because if i hadn't, i wouldn't have been able to start doing indie games full-time.

(for iphone's app store i am not on there because i can't afford the yearly membership fee of 99 USD.)

free codes and community copies

you might have noticed that there are quite a few more downloads than copies sold for A YEAR OF SPRINGS, and that's because of two things.

one, i gave out free codes to each of my supporters on patreon and other people who helped me during the process of making the game. i could only work on this game because i had their help, so i wanted to thank them.

two, i have community copies for the game that are available for free to people who are in need and cannot afford it. i was inspired by a lot of ttrpgs on itch.io who have this as an option and i knew ever since seeing it that it was something i wanted to do for my own games if i ever released a paid one. normally, i have all my games available for free but with an extra bonus for people who donate, so i wanted to have community copies as an option.

i don't think that not having these would have made the game sell more though. (i actually received a donation on ko-fi specifically asking that the donation be put towards 3 additional community copies for the game! thank you to the person who did that.)

in short (not that short though sorry)

i don't really have a conclusion to this where i can say, 'i should have done xxx and stuff would have gone better'. since i haven't seen many raw numbers shared for small games like this, i don't have a good way of gauging whether x number of copies sold for a paid game on itch is absolutely completely terrible or actually fairly ok.

all i see online is news about how indie devs are selling tens of thousands of copies of their games (or even more!). but those are the success stories (and usually about sales numbers on steam - i have no idea what numbers are considered good for itch). i don't see much info shared about the games that don't sell that well, like mine, so i thought it could help if i shared this info as a data point for other small devs.

i feel incredibly lucky to be able to now say that A YEAR OF SPRINGS has also sold tens of thousands of copies over the various platforms it's on, though it took many years to get here! it's definitely not an overnight hit or crazy success, but for me, it's amazing, & i'm very happy with it.

i do know that for the amount of time i put into the game, it is definitely not a good return financially. it is over a year of work at what calculates to be far under minimum wage! i'm fortunate that i have my day job and other freelance projects to actually pay the bills, because game dev certainly does not for me. i'm also very thankful to everyone who supports me on patreon and ko-fi and who donates for my free games. i wouldn't be able to keep making games without their support.

i do think the game might sell better if i were more active in promoting it, but to be very honest, as somebody working on this mostly on my own on top of a regular day job, i don't have the energy and this is all i can spare for something i do on the side! of course i'd like it if my games sold more so i could afford to put more into them, but i'm already putting in more than i should - i have been close to burnout a couple of times (approaching the point where game dev is no longer fun for me and feels more like work), so i'm trying to be more careful about it.

five years in, i don't think this is true. i could have tried very many different things but very little i did actually made a difference in whether or not A YEAR OF SPRINGS sold or not. i think i did what i could & at the time, it didn't feel like much, but looking back, i'm proud of myself for at least trying different things to see if it would help more people find this game.

anyway, in conclusion - this is me trying to wrap this rambly post up - i hope seeing these numbers can help other small devs gauge how others around them are faring and might also prove useful for ideas on what to do (or what not to do) when promoting a small game.

thank you to everyone who's played A YEAR OF SPRINGS so far!


A YEAR OF SPRINGS 1-year postmortem

next up, the one-year postmortem!

hello! today is A YEAR OF SPRINGS' first anniversary. thank you to everyone who's played it so far!

the game is also on sale for 30% off to celebrate.

since it's been a while since the release, i thought i'd put together some thoughts on the game.

to start

i first started working on putting the trilogy together in august of 2020 - or at least that's what google drive tells me is the creation date of the project folder. i worked on it on & off since then between different projects and other things.

it was the first time i've ever spent more than two months on any one game (and to put it strictly, since i'd already had the original games done, i had about put in six months of dev already).

the game totals out at about 30,000 words with the additional epilogue, making it the longest game i've made up until now too.

part of the reason i ended up putting this trilogy together is that in 2020, with everything going on (state of emergency started where i live around april, which is also when i started a new job because my old one refused to allow remote work despite the circumstances), i wanted to work on something that i was familiar with. even though it was a lot of work, i already knew haru's, erika's and manami's stories, so it was dev that i was comfortable with. while i had made quite a few new games last year too, it was nice having the spring trilogy to go back to when i was feeling particularly worn down by everything.

funnily enough i also quit that job because they decided to make everyone return to the office...

issues i ran into

that said, i still ran into a lot of issues when putting the games together... i had never really intended one night, hot springs to become a series when i first made it. the first game only came about because i was feeling sad and angry about something i saw in the news. (i don't want to get into it here, but it was about somebody being arrested at a public bath in japan.) similarly, i only made last day of spring because i was frustrated with all the news about the new reiwa era at the same time that (as mentioned in the game itself) the supreme court had just upheld the law that transgender people need to be sterilised to change their legal gender. (at the point that this devlog was written, this is still the law and has not been changed.) spring leaves no flowers is the only game i just made because i wanted to, haha.

some exciting news on that front! things are still in progress, but it's a good direction!

as such though, i had to think about how i wanted to put the games together. it would have been easier to just package the three together as three separate games, but i wanted it to be a connected experience, which meant i had to make the game from scratch. all the menus are coded anew to work as one game, and i had to rearrange a lot of the dialogue since i'd reused the same labels through the different games.

this caused huge problems for me though, since the engine i used (ren'py) doesn't allow things to have the same name. (this is probably the case for most engines hahaha). but by changing the label names (e.g., there were three start labels, so these became start, start2, start3), these lines were all considered to be completely new lines, so i wasn't able to merge the translations from the original project... so for all translations for the game that already existed in the original jam versions, i actually copy and pasted every single line individually... (this took a very long time.)

looking back at this i can't believe i did it all manually. there had to be a better way... but i knew much less about coding five years ago so it was probably still the fastest way for me then 😓

i'd also used the same names from the sprites (so haru's sprite in one night, hot springs was just called "haru", same as in last day of spring and spring leaves no flowers). keeping it this way would mean that only one sprite could be shown though (so haru in her jacket from one night, hot springs would show up in last day of spring and spring leaves no flowers too), so i had to redefine the sprites to make this work! (in more specific ren'py terms, i have a conditionswitch for every single sprite that shows up haha. thanks to this though i got to add some new sprite variations though!)

i had a lot of problems with the menu screen as well, since again i used the default ren'py names for them and ren'py can't have multiple screens with the same names. (this is a good thing and not a ren'py issue - it's definitely a me issue for trying to put three games together into one!) i 'solved' this by keeping only one version of most of the screens but having different stuff show up depending on what game you have loaded at the time. as such, each game has different save slots so you can't accidentally load up a different game while you have that game open, but preferences are shared between all three games. (i'm very proud of how this turned out!)

about the trilogy in general

this section will go into spoilers so if you don't want to read them ctrl+f 'small changes' to jump to the next section!

i don't think i've really talked about the design of the game in detail before (i don't usually like talking about my own games, to be honest) but i feel like this is a good chance so i will go into it a little.

since the trilogy discusses a number of sensitive topics, i wanted to do what i could to make sure people who played weren't unpleasantly surprised. in my head, these were the general guidelines i followed:

is it realistic that all the main characters of the game are always supportive & trying their best to be good allies? maybe not. but do i care about that? no. this game is fiction & i wanted to make a game that made me happy, so i did.

this is how i usually make all my games - i never want to punish the player for doing something 'brave' & i always want them to come out of a game feeling happy rather than sad. i don't know if i'm successful but this is what i try to do.

small changes that i'm proud of

this is just a section for stuff i want to show off because i'm proud and i want people to know about the work i put in haha.

sprites:

one night, hot springs:

last day of spring:

ui:

actually the way i set up sound captions at first was less than ideal (it didn't work completely with translations where if you changed languages in the middle of playing it wouldn't update the captions) but i actually got this fixed & optimised them more too!

in summary

in a lot of ways, this trilogy of games is about the experiences that i and the people around me have had as minorities (gender and sexual minorities, racial minorities, &c.) except because i got to write the story, i gave us all happy endings.

i've had a lot of people tell me that they wish the people around them were as understanding as the characters in these games and you know what? i wish the same thing! this game is about the world i hope to live in - one that still has a lot of problems but is changing for the better. a world with people who might not understand completely but are still accepting. right now, making games is one of the only real ways i feel like i have to try to move towards that world. i feel helpless sometimes up against everything, but when i make games and get comments from people telling me that the games helped them in some way, it really means a lot to me.

if you've played the trilogy, i hope that you might think of it sometimes when you are feeling like the whole world is against you - that it'll help you remember that there are people out there on your side dreaming of and fighting for the same things.


and now in 2026

while A YEAR OF SPRINGS started off as a couple of jam games on itch, it's now on steam, consoles, & android. it's been translated to many different languages too!

itch is actually the platform where i have the fewest downloads now.

for comparison:

itch:
1789 payments / 5929 downloads

steam:
19830 units

android:
10k+ downloads

consoles:
25k+ units

it's weird because depending on who reads this, these numbers can be seen as very good or as very bad or anywhere in between! there is a huge spectrum of indie devs, & for me, a dev who works mostly solo & doesn't have very high cost of living, they are incredibly good.

i don't have the exact numbers for android or consoles, but they're both higher than itch in any case. also, on android, the numbers are higher because the game is in google play pass which lets people play for free with a play pass subscription.

for steam though, i know a lot of devs on itch who make short games can be wary about releasing short games on steam - i was one too! but i don't think people actually refund games as much as devs worry about.

for A YEAR OF SPRINGS, the median time played is 1 hour 47 minutes, so under the 2-hour limit steam has for refunds, and the return rate is 3.2%, which is really not that high.

steam also has the benefit of multi-currency prices, making it much more accessible for people in different countries with different costs of living. (i have the price on itch set to the same price as the game is on steam, which is 4.99 usd, but 4.99 usd can be incredibly expensive depending on where you live!)

i said it above, but steam is why i've been able to make indie games full-time! this would not have been possible with just itch! i'm not saying this to be like 'itch is bad, steam is great' - steam has many other issues & i really love itch as a platform!

but i think a lot of people get worried about stuff like the 2-hour refund issue which, at least in my experience, isn't that big of an issue in practice.

i also have been receiving more discriminatory comments on itch too in the years since i first released A YEAR OF SPRINGS, so not releasing on steam doesn't really protect you from that, unfortunately. i think the general audience on itch has definitely changed a bit since i first started using it, because comments like the ones i've seen more recently in the past year had never been an issue before.

i understand if a dev has other qualms about steam & valve & how they run things, but if the reason somebody doesn't want to be on it is because they're worried about refunds or weird comments, i'm sharing my experience here as a data point, because they were things i was worried about too before releasing on steam, & neither of those ended up being big issues for me.

in conclusion?

i don't have a conclusion! (i say this a lot in my posts! i'm just bad at ending posts.) i just wanted to put my past posts together on my own site since i've been trying to host more stuff myself.

also, if you're curious, i also put together my past posts on one night, hot springs in an entry here: https://tnywndr.cafe/office/2025-02-27-one-night-hot-springs-postmortems/

i always feel a bit weird sharing numbers because i don't want to be like 'if you do this you'll get these numbers' or 'look at these numbers they're good/bad' because i don't think the value of my game comes from the number of units it sells - but at the same time, i need money to live & selling games makes money that makes it possible for me to pay bills, so i want to be practical about this kind of stuff.

recently an old acquaintance reached out to me about the physical card game i made because he wanted to know how much it cost, how much money it made, &c., & i was happy to share, but the feeling i got from the conversation was that he was more concerned about whether making card games could make money rather than how much it would cost to make a card game.

he also made the protoype art with ai but said he wouldn't use it for the full game because people hate ai art, so i have various other feelings about the way he was approaching the whole thing...

but i'm assuming anybody who's read this far isn't coming into this thinking they want to go into game making to make money. because that would be a bad idea!

that said, if you want to make games because you enjoy it, & would like to make more games but need money to do so, i do think it helps to be on platforms like steam where there are more people.

for me, i'm happy A YEAR OF SPRINGS is on many platforms. it's really cool to me that a lot of people have played my game all around the world! making A YEAR OF SPRINGS led to me making a lot of other games too, & i'm really enjoying it.

anyway, thank you for reading this long & meandering post! if you've played A YEAR OF SPRINGS, thank you for playing! i hope you will celebrate five years of springs with me ๐Ÿ’

#thoughts #games


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