When sequels work: how Strange Antiquities hit 100k sales!

Publikováno: 12.12.2025

Also: this week's Steam debuts and a bunch of discovery news.

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[The GameDiscoverCo game discovery newsletter is written by ‘how people find your game’ expert & company founder Simon Carless, and is a regular look at how people discover and buy video games in the 2020s.]

We’re back. And by the time you’re reading this, LA’s The Game Awards will have done their traditional mega-reveal thing. We’re doing around-up of the post announce winners next week, but here’s the full set of reveals to keep you going.

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Game discovery news: Metroid, Fallout see interest

OK, let’s have a rummage through the various bits of game platform and discovery news, before it’s too late:

When sequels work: how Strange Antiquities hit 100k sales!

Back in 2022, we had a chance to analyze Strange Horticulture, the Bad Viking-developed, Iceberg Interactive-published cozy ‘occult puzzle game’ which sold ~60,000 Steam units and grossed ~$750k in its first two months, despite launching with only 20k wishlists. (It’s a bit of a sleeper hit.)

Three and a half years later, the brothers behind Bad Viking have released Strange Antiquities, a $18 spiritual sequel featuring “a store dealing in occult antiquities”, with similar cozy/mysterious puzzles. And the game’s already sold >100k units across Steam & Switch (and ~$1.6m Steam gross) - what a great return for the franchise.

Before we start looking at the new game, let’s return to Strange Horticulture, which has been one of these well-differentiated games that just keeps selling. Look at the GDCo Pro data on Steam reviews over time - it never really slows down that much:

As a result, here’s the total Steam sales - which were boosted by the launch of Strange Antiquities, but were humming along before then. Lifetime, we see an outperform vs. norms: ~10x the Month 2 sales and ~7x the Month 2 revenue for the game:

Strange Horticulture has now sold >1m across all platforms - mainly Switch, besides Steam.

Anyhow, on to Strange Antiquities. There’s a couple of things we really want to talk about the games in this series, starting with why they’re different:

  • ‘Dark academia’ and occult vibes are under-served in games: we hadn’t heard of the ‘dark academia’ subculture until Iceberg mentioned it. But occult-tinged games like Cult Of The Lamb, Potion Craft & Dredge are hits & have high GDCo-surveyed player overlap and affinity for Strange Antiquities.

  • The ‘find ‘em up’ gameplay is also relatively underutilized: as one reviewer explains, the core gameplay loop is “using information from books on items, gems, symbols, and curses to identify items, and then giving the correct items to people to resolve their problems, based on info they give you.” It’s a chill adventure subgenre - there’s player affinity with Case Of The Golden Idol & The Roottrees Are Dead.

  • The games’ players seem more gender-diverse than most: many of the top videos on YouTube for Strange Antiquities are made by women, including Gab Smolders(>1m subs) and Cozy K Games. And there’s a ton of TikTok videos, many also from ladies organically hyping the game because, well, they love the franchise.

Erik from Iceberg gave us some great detail on how they saw the vibes behind both titles : “We think players were drawn to the original theme because it felt both unusual and grounded, with a subtle otherworldly edge. It wasn’t cosy in the traditional sense; it was cosy through atmosphere, ritual and discovery. The sequel lets us push that feeling further while staying true to what made the first game resonate.”

Secondly, we’d love to discuss why the sequel was also a hit. We particularly note the following:

  • When the original is a hit & you have a ‘sold-in’ audience, you can excel: this is our biggest takeaway from another hit sequel, Hollow Knight: Silksong! The original Hollow Knight has >12m sales on Steam. And so, of course Silksong can sell 4.7m copies there, with 75-80% player overlap. (GDCo thinks 68% of Strange Antiquities owners played the OG on Steam for sure - still a lot.)

  • The outbound marketing & outreach was still on point: Iceberg a) did lots of influencer and short-form video outreach to get organic views b) a good tease/reveal for the franchise continuation c) a post-launch Steam franchise bundle which further increased interest.

  • The game is deeper & once again incredibly good: we sometimes get dissed for missing out ‘this game is good!’ as a sales reason. It’s 1000% a reason here - Strange Antiquities has 96% positive Steam reviews, a 1.9% refund rate (seriously?!), and a median playtime of 7 hrs 22min, 50% more than its prequel.

Some bonus stats? SA is very U.S. centric, interestingly, with 42% U.S. Steam players, 9% UK, 6% Germany, 5% France and Canada, and 4% China and Australia. And wishlist-wise, it launched at 180k WLs after steady organic interest, and is now at 400k adds, 65k purchases, 26k deletions - for a total of 310k outstanding WLs:

One final note: Strange Horticulture has a lifetime PC/Switch sales split of 74%/26%, despite a slightly later Switch release back in 2022. But Iceberg’s Erik tells us Strange Antiquities “skewed far more to PC than expected”, with an 83%/17% split so far.

Why? Erik suggested “higher community engagement on Steam, which kept Strange Horticulture fans more engaged with the sequel.” Maybe also: discovery issues on Switch for lower-priced games, and the busy-ness of the eShop ecosystem. (Switch 2 hardware is going well, but we suspect many upgrading have heavy eShop game backlogs.) Fin!

Steam this week: Ashes Of Creation goes big…

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