Bor (platform game) on Steam!!!

gameviccigamevicci Member, PRO Posts: 305

Hi guys,

after years on mobile here's my first game on Steam.

  • 48 levels + 12 hidden levels
  • run, jump, throw axes or kill boars and throw boars!!! :D
  • joypad or keyboard
  • lots of secrets!!!

I hope you will give a try, even just to discover the full power of GameSalad!


  • adriangomezadriangomez Member, PRO Posts: 169

    looks great!

  • bob loblawbob loblaw Member, PRO Posts: 583

    looks and sounds good

  • pinkio75pinkio75 Member, PRO Posts: 971

    Really nice game My Friend!

  • HypnorabbitHypnorabbit SingaporeMember, PRO Posts: 220

    Nice - looks fantastic!

  • jamie_cjamie_c Member, BASIC Posts: 5,718
  • gameviccigamevicci Member, PRO Posts: 305

    Thank you guys!

    I’ll write here the revenue in next days and my impression about the Steam market.

    I hope they could be useful for some indie dreamers like you and me!!!

  • Braydon_SFXBraydon_SFX Member, Sous Chef, PRO, Bowlboy Sidekick Posts: 9,050

    Wow! Congrats! Happy for you and the game looks great!

  • UltraLionBluUltraLionBlu Member, BASIC Posts: 99


    Congratulations it seems a good game! I looked for it on the playstore but I didn't find it.

    I have a question for you, if I understand correctly it is programmed with Gamesalad and loaded on steam, I don't know if your game has in app purchases, but my question is: if a game had in app purchases, publishing it in steam they would be lost or is it possible to set them as on the playstore?

  • gameviccigamevicci Member, PRO Posts: 305

    Hi UltraLionBlu,

    I decided to remove it from the playstore some weeks ago because the revenue was near to zero, however is available on iOs.

    You can't directly compile the game for Windows (you can't create an .exe from but you can create the html5 version, use the software Web2Exe to convert it and publish on Steam.

    Unfortunately due to this wrapping you can't use any in-app purchases or any ads (banner or video etc).

  • UltraLionBluUltraLionBlu Member, BASIC Posts: 99

    I imagined it but I was hoping there was a way: D

    What a pity about the gain 0 ..

    If I'm not mistaken, Playstore and Steam retain 30% of revenues,

    if you are interested I have also seen that Epic Games Store retains only 12% of the profits, but I don't know if there is some other swindle behind it

  • gameviccigamevicci Member, PRO Posts: 305

    Oh unfortunately my games have not enough quality for the Epic Store 😂

    I have 30$ revenue first day and 6$ the second (Steam). These are only my firsts results so I can’t express an opinion on Steam.

    My favourite store is by now the Apple Mac App Store

  • DigiChainDigiChain Member, PRO Posts: 1,237

    Congrats on getting your game on STEAM!

    I've had a bit of experience with Steam over the past few months - and it's a tough market like all the app stores these days. For me the first week of sales were the best, then after that make sure you discount regularly to give sales a little bump.

    Good luck with your game!

  • adent42adent42 Key Master, Head Chef, Executive Chef, Member, PRO Posts: 1,934

    @gamevicci et al, if you or anyone here knows javascript, you could, in theory use the hooks we put in for Legends of Learning for Steam store API stuff with this: (at least in theory).

    I could look into implementing it myself after this next sprint of work, but I think there are a number of other engine issues our team will need to look at first.

  • gameviccigamevicci Member, PRO Posts: 305

    @adent42 thank you! Unfortunately I don’t know javascript, making games is only a hobby to me 😊

    I think that native exe export from GameSalad should be epic, with ads and IAP.

    lots of users would be happier to pay the annual registration if they could export for Windows!!

    I must admit that Bor run quite smooth on Pc, so the engine of GS is good enough for this kind of games!

  • Glass FrogGlass Frog Member, PRO Posts: 104

    Hi gamevicci, congratulations on your steam release.

    Was converting your game to exe using Web2Exe difficult also do you know of any decent tutorials that guide you through the process?

    I want to start releasing games on steam and this might be a good option and saves me rebuilding games in a different game engine.


    My Website:
    My Apps on Google Play:
    My Apps on Apple App Store:

  • UltraLionBluUltraLionBlu Member, BASIC Posts: 99
    edited August 21

    @Glass Frog Look in this thread there is a guide with links to download the necessary

  • Glass FrogGlass Frog Member, PRO Posts: 104

    Thanks for the link @UltraLionBlu

    @gamevicci how has your game been doing on steam over the last few weeks?

    I hope you are still making regular sales.

    My Website:
    My Apps on Google Play:
    My Apps on Apple App Store:

  • gameviccigamevicci Member, PRO Posts: 305

    Some sale in the first days, now it's zero since one week :)

    Total revenue from the release (august 16th) is 93$.

    I've almost paid the 99$ :D

    I will add reports here in next months!

  • Glass FrogGlass Frog Member, PRO Posts: 104

    Haha at least you're close to breaking even.

    Thanks for keeping us up to date on sales, hopefully your sales will pick up again soon.

    I'm currently converting my game over to exe, I have everything working apart from the music. Which format did you use to get music working in your game, if you don't mind me asking?

    My Website:
    My Apps on Google Play:
    My Apps on Apple App Store:

  • gameviccigamevicci Member, PRO Posts: 305

    You can use every format BUT, after converting in html5 from, you must do 2 passages:

    1) manually delete all the m4a files (and mantain only the ogg files). Don't worry, every sound (both effects and musics) is duplicated in ogg and m4a, so you will not lose any sound files by deleting m4afiles

    2) from the file assets.js MANUALLY remove all the m4a references... example:

    maintain this: [{"name":"7.ogg","size":20703}]}

    and remove this [{"name":"7.m4a","size":20703}]}

    I hope it helps!!!

    However prepare for little bugs if your game is big and complex...

  • Glass FrogGlass Frog Member, PRO Posts: 104

    Got the music working, finally! Thanks for your help, it's appreciated.

    I deleted all the m4a files and altered a new assets.js file, as I think I may of deleted something by mistake last time.

    Like you mentioned, I'm running into a few bugs so I will be ironing them out next before release, cheers 😁

    My Website:
    My Apps on Google Play:
    My Apps on Apple App Store:

Sign In or Register to comment.