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TIGSource ForumsDeveloperBusinessIndie Game Sales Figures and Postmortems
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Author Topic: Indie Game Sales Figures and Postmortems  (Read 170897 times)
GeoffW
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« Reply #60 on: March 25, 2014, 04:04:59 PM »

Here's mine:

GameYearPricePlatform(s)SalesTime Period
The Trouble With Robots(2012)$9.99PCApprox 3k copies sold/ 2 years

I've had a similar experience to others, in that most copies were sold in sales so my income has been considerably less than the above price x copies sold.

DevLog is here: http://forums.tigsource.com/index.php?topic=27113.0

Mini postmortem at the end of the DevLog: http://forums.tigsource.com/index.php?topic=27113.60
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« Reply #61 on: April 15, 2014, 07:00:13 PM »

http://arstechnica.com/gaming/2014/04/introducing-steam-gauge-ars-reveals-steams-most-popular-games/

Quote
We sampled public data to estimate sales and gameplay info for every Steam game.

Thought you guys might find this interesting

edit:

Quote
The median game on Steam sells just under 50,000 copies on the service, according to our estimates, while a game in the 25th percentile has sold about 215,000 copies. The distribution looks pretty much the same when looking at the number of players rather than the number of owners.
« Last Edit: April 15, 2014, 07:09:38 PM by Sub » Logged

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AndrewCampbell
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« Reply #62 on: November 10, 2014, 01:58:20 PM »

 Wow, I haven't seen such a complete post on Indie game sales and postmortems... This is amazing!!  Gentleman
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TeeGee
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« Reply #63 on: November 27, 2014, 04:17:54 AM »

I'm not sure if Derek's still updating the original post, but Cinders is now at around $120k after two years.
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Tom Grochowiak
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« Reply #64 on: December 08, 2014, 12:19:32 AM »

Thanks, TeeGee. I'm still checking these threads and I'll update them at some point when I have time.
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« Reply #65 on: December 13, 2014, 08:00:50 AM »

Hi Gregg!

Just joined up here and picked a random thread of interest. Funny finding you here. I guess the internet's a small place.  Tongue

Tanya X Short posted an insightful postmortem of the Moon Hunters' Kickstarter on Gamasutra http://www.gamasutra.com/blogs/TanyaXShort/20141105/228102/Moon_Hunters_Kickstarter_PostMortem_Stats_Anxieties_and_Success.php

Although it doesn't exactly translate into classic sales, the crowdfunding process is turning the model on its head, so these 'pre-sale' figures could be of interest here.
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« Reply #66 on: January 10, 2015, 08:57:27 PM »

I've been reading indie games sales figures recently and it seems like for almost everyone, they make a good amount of money from their games, but they pay back 50%(!!!) and they go from 140k to 70k for example. Does this seem like a ridiculous price to anyone else?
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« Reply #67 on: January 11, 2015, 03:35:28 AM »

Pay back to who?  Who, Me?

Steam's cut is 30% + some "creative accounting" on their side + extra tax if you're outside of the US (5% for me). Direct sales providers take less than 10%. Then it's just taxes. But most indie postmortems focus on net income as opposed to gross revenue anyway.
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Tom Grochowiak
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« Reply #68 on: January 11, 2015, 03:54:05 AM »

I meant for Steam and taxes. Out of their gross revenue, most of the articles i read seem to indicate that they manage to save half of that revenue, which seems like a crazy amount to me. Then again, I don't pay taxes, so it might seem more normal to others.
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« Reply #69 on: January 11, 2015, 04:31:12 AM »

Yeah, such is the way of life. Shrug
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Tom Grochowiak
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« Reply #70 on: March 04, 2015, 06:13:14 PM »

http://arstechnica.com/gaming/2015/03/steam-gauge-measuring-the-most-popular-steam-games-of-2014/3/
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« Reply #71 on: March 30, 2015, 09:10:33 AM »

i just made a topic with a big graphic, but here it is for convenience:

First Strike(2014)$3.99iOS, Android$385'000 (gross)/ 1 year
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« Reply #72 on: April 20, 2015, 06:08:54 PM »

In case you haven't seen this, check out: http://steamspy.com

Tons of data on how many units of each Steam game have been installed. They gather this by aggregating public player profiles, so it's not 100% accurate, but anecdotally it seems like quite a few titles are within the margin of error.
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« Reply #73 on: May 25, 2015, 03:43:57 AM »

If you still update this thread, Hammerwatch has sold ~850k units.
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« Reply #74 on: July 12, 2015, 06:22:28 AM »

Well, it's not 850k units (which is downright insane and congratulations on such an awesome game!), but I've recently launched my game as an early access alpha and it's done pretty well so far purely through direct sales.

Cogmind(2015)$30PC$31,140 (gross)/ 7 weeks

I wrote an in-depth postmortem about the marketing, timing, pricing, and sales data here.

Cogmind will be coming to Steam and GOG when completed next year...
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« Reply #75 on: November 06, 2015, 11:06:13 AM »

Most people would be happy selling 100k copies   Who, Me? I would be happy to know that type of marketing they Gentleman used
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« Reply #76 on: January 06, 2016, 05:15:29 AM »

This is a very inspring topic - another incentive for indie developers to actually finish something...

As said, I'd certainly be happy with 100k downloads. As a one person team, working from my bedroom, to make a couple of grand from a small game would be quite an achievement. I guess it depends on your circumstances, where you live, how much money, time and effort you've invested etc.
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« Reply #77 on: April 07, 2016, 04:01:17 AM »

Not sure if request are accepted in this thread, but if anyone has any info on how Hyper Light Drifter is performing, I would love to see that
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« Reply #78 on: April 07, 2016, 04:08:22 AM »

Fairly reliably information for this and pretty much any other game on Steam can be found on SteamSpy.
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« Reply #79 on: April 07, 2016, 04:12:13 AM »

Fairly reliably information for this and pretty much any other game on Steam can be found on SteamSpy.

Thanks, never knew that tool existed. Looks like they're doing pretty damn good, nearly 100k already Screamy
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