I had a short and impactful chat with Amir Rajan of A Dark Room, and how he got 1 million downloads. I also dug into Amir’s 2-year journey and his meticulously well-documented sales reports to pull out key insights of what Amir did right.
Devs are told to 'email blast everyone under the sun' their game and hope for the best. They don't take time to cultivate relationships that lead to results.
I want to talk about two methods that he did to really get the ball rolling and build relationships.
Un-Sexy Method 1: Actually connecting with Influencers to start the MomentumAmir built relationships early on, and continued building them as A Dark Room gained popularity.
One of the first influential people Amir connected with was Leigh Alexander, editor at Gamasutra & Kotaku.
The timeline
- Nov 18, 2013: Amir connected with Leigh Alexander using the Twitter Handle, @aDarkRoomIOS.
- Feb 21, 2014: Amir reaches out to Leigh again.
- March 6, 2014: Leigh publishes her interview with Amir and Matthew.
- In Amir’s case: it took 3.5 months from saying hello and getting Leigh in his orbit, to finally convincing Leigh that he matters.
How did he repeat it?
- Sept 2, 2014: Amir had a interview with Kaijupop’s Chris Charlton
- Sept 6, 2014: Chris Charlton writes an article about A Dark Room
- April 20th, 2015: Six months later, Chris writes a post to promote Amir's other game, A Noble Circle
- To this day: Amir and Chris have a few back and forth conversations via twitter
Un-Sexy Method 2: Creating Sticky Connections with FansAnother strategy that Amir focused on was connecting directly with his fans, even so far so to tweet as the narrator of @aDarkRoomiOS on twitter.
On our call, Amir referred to it as creating ‘sticky connections’. I’m not sure if he got the term from the book Made to Stick, by the Heath brothers (highly recommended), but it’s applicable here.
The idea is to do something that makes people remember you. For Amir, that was beyond the game he created, and reaching out to people online.
One Example: Positive mentions of A Dark Room would send Amir to thank them publicly. That extra step creates stickiness.
Another example: Amir awards Redditors who mentions A Dark Room with Reddit Gold, a ‘gift currency’, that gives the user all sorts of perks when visit Reddit.
There are also posts asking for more games like A Dark Room. Game developers are fighting tooth and nail to even be a part of the conversation. A Dark Room was getting it through comparisons.
This stickiness is important, because it pushes people to share. To say things like, "This game tweeted to me! I gotta tell everyone!"
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Those are the two un-sexy methods in a nutshell.
It's not rocket science. But it's steps that many devs fall behind in.
During our call, we also talked about iteration, which is a topic of Amir's based on how he live-iterated "A Noble Circle". He challenged me to do the same for this post. SO I've been taking feedback, and seeing how to improve my article to making it more action.
So what can I do to make this more actionable?It's already been through 3 edits. I'd love to know your thoughts.
The full post:
https://medium.com/@rockykev/the-un-sexy-side-of-marketing-behind-a-dark-room-b20cd02edfdb