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How Steam changes and a China strategy helped TinyBuild’s The King is Watching hit 500k sales

The King is Watching sales passed 500,000 copies after the roguelite kingdom-building game launched in July 2025. Its growth followed a major design change, a focused approach to Chinese localisation, and a Steam discovery system that helped connect the game with players interested in its specific style.

Image credit: Hypnohead/TinyBuild

How The King is Watching sales reached 500,000

Developed by Serbian studio Hypnohead and published by TinyBuild, The King is Watching began as a project for the 2023 Ludum Dare 54 game jam. It placed third and earned a publishing agreement. The team initially aimed to develop and release the game quickly, but after about a year of work, its early design was not keeping players engaged for long enough.

Playtest feedback was encouraging, according to TinyBuild CEO and founder Alex Nichiporchik, but the amount of time players spent with the game fell short of expectations. Hypnohead and TinyBuild responded by changing direction and building roguelite elements into the design.

Why the developers changed the game’s structure

Nichiporchik described a development pivot as a difficult decision for both a studio and its publisher. In this case, the team believed roguelite systems could give players a stronger reason to return. The goal was not to add a genre label simply because it was popular, but to use replayable systems that suited the game.

For developers, the practical takeaway is to treat genre features as design tools. A roguelite structure can support replayability, but it needs to make sense for the game’s core experience. Longer play sessions may also contribute to higher concurrent player counts, although that number alone does not explain whether a game is succeeding.

The King is Watching adopted a roguelite structure during development. Image credit: Hypnohead/TinyBuild

Steam recommendations helped the game find its audience

Before launch, TinyBuild expected the game to perform well, though Nichiporchik said its eventual sales exceeded his expectations. He pointed to changes in how Steam recommends games as one factor in the result. The platform uses player activity and game tags to personalise recommendations, making it easier for niche titles to reach people who are likely to enjoy them.

In Nichiporchik’s view, this approach can make a game’s audience more important than broad early attention alone. The team had built wishlists among players interested in this particular kind of game. That gave Steam useful signals about whom to recommend it to. Developers can apply a similar principle by describing their game accurately and making sure its store-page tags reflect its actual gameplay.

Chinese localisation contributed to sales

Hypnohead and TinyBuild released a demo on Itch.io and through the Opera GX web browser. The demos were downloaded more than one million times in total, and the game began trending in China. Nichiporchik described the region as a significant opportunity, while noting that players there have high expectations for localisation.

TinyBuild spent three or four times more than its usual localisation budget on the Chinese version and also worked to build a social media presence for the game. More than 30% of The King is Watching sales came from China. The publisher also localised news about the game, helping Chinese-speaking players follow updates in their own language.

Alex Nichiporchik said satirical games can attract interest in China. Image credit: Hypnohead/TinyBuild

The experience highlights that localisation can involve more than translating in-game text. Store information, announcements, and community updates can all help players understand a game and feel included. For a studio considering a new market, it is worth planning for these materials alongside the core game translation.

TinyBuild sees long-term franchise potential

TinyBuild believes The King is Watching could become a lasting franchise, alongside its other properties, including Hello Neighbor, SpeedRunners, and Party Hard. Nichiporchik said a successful game can be easier to build on than a new project, but maintaining that success requires ongoing work between the developer and publisher.

He also noted that franchises can take time to fully develop, often opening up between seven and 14 years after their beginnings. TinyBuild is working on a SpeedRunners sequel, 14 years after publishing the original. That timeline underlines why a publisher may plan beyond a game’s launch and consider how its audience and intellectual property could develop over the long term.

What The King is Watching sales show about game launches

The King is Watching sales reached 500,000 through a combination of design iteration, audience discovery, and market-specific localisation. Its development also shows why studios should measure whether players return and spend time with a game—not just whether initial feedback is positive. For indie teams, the useful lesson is to refine the game around its strongest audience, choose genre features that support the experience, and make communication accessible in the markets they hope to reach.

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