Quick answer: A demo is worth considering for most games, it drives wishlists and gives you a free testing audience, but only if it's stable, since a buggy demo turns players off.

A demo can drive wishlists and sales or turn players off, depending on its quality. Here is whether you need a demo.

Why It Helps: Wishlists and Conversion

A demo lets players try your game, which drives wishlists and conversion, players who enjoy a demo wishlist and buy, and a demo reassures prospective buyers. It is a hands-on advertisement for your game, often expected for indie titles.

Bugnet captures crashes from your demo's players, so you can ensure the demo is stable (fixing the issues turning players off), which is what makes a demo drive wishlists and sales rather than lose players.

The Bonus: A Free Testing Audience

A demo also gives you a free testing audience, the players who try it generate real-world crash data and feedback you can use to find and fix issues before the full launch. So a demo serves double duty: marketing and pre-launch testing.

Bugnet captures crashes automatically from your demo's players with full context, so the demo surfaces real issues you can fix before the full launch, using the demo as a data-gathering opportunity as well as a marketing one.

The Condition: It Must Be Stable

A demo only works if it is stable, a buggy demo that crashes turns players off, undercutting both wishlists and conversion (the opposite of what a demo should do) and signaling a buggy game. So a demo is worth it only if you ensure it works well.

Bugnet captures the crashes turning demo players off, so you can fix the high-impact issues and ensure the demo gives the good impression that drives wishlists, rather than a buggy experience that loses players.

A demo is worth considering for most games, it drives wishlists and gives you a free testing audience, but only if it's stable, since a buggy demo turns players off and undercuts both goals.