io3 creations
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« Reply #120 on: June 15, 2017, 08:46:44 AM » |
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I agree regarding the speculation aspect of the results. For that reason, I'm more interested in learning about new ideas that people used and then use/try those if I think that those might be relevant.
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VampireSquid
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« Reply #121 on: June 16, 2017, 02:56:54 PM » |
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Thanks for posting Kyzrati. It is very generous of you to provide these details.
On the steamspy conversation, there absolutely is still value in developers releasing their numbers. Steamspy is only so accurate and it doesn't take into account sales. Given that most games will have been 75% off at one point there is a large margin of error when you try to estimate revenue. Were 90% of products sold at 75% off, or was it more like 25%, you get a very different number depending on your assumptions. In some cases it is the difference between a game looking like a hobby project vs a living.
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Kyzrati
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« Reply #122 on: June 17, 2017, 11:15:20 PM » |
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You're welcome! One of the useful aspects of Cogmind's sales history is that for two years now the daily rate has been fairly constant when nothing's going on, and any time something happens I either caused it myself or at least know where it came from (and it's generally only one thing at a time), making it easy to assess how much impact each event has. Like being able to see that simply posting to Greenlight was worth about $750 (and didn't itself incur many additional costs since doing so was easy), although unfortunately that info won't be so useful to anyone else these days--glad I did that before it disappeared
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io3 creations
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« Reply #123 on: June 18, 2017, 12:33:09 PM » |
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You're welcome! One of the useful aspects of Cogmind's sales history is that for two years now the daily rate has been fairly constant when nothing's going on, and any time something happens I either caused it myself or at least know where it came from (and it's generally only one thing at a time), making it easy to assess how much impact each event has. Like being able to see that simply posting to Greenlight was worth about $750 (and didn't itself incur many additional costs since doing so was easy), although unfortunately that info won't be so useful to anyone else these days--glad I did that before it disappeared Yeah, Greenlight was a decent source of exposure. But on the other hand, your game was already at a stage where you could sell it but I don't think that would be the case for most games. Perhaps for those games, the start of Early Access could be a comparable event in terms of an easily recognizable income spike.
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Kyzrati
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« Reply #124 on: June 18, 2017, 05:13:39 PM » |
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Only $750? I would imagine (hope...) the start of EA would be more valuable to them* than that! (But yes, recognizable, in any case.)
Certainly in my case it was a more specific set of circumstances, in that it's a game already for sale. More games do happen to fall into that category today, though, with the advent of itch.io and a lot of devs putting early builds of their game over there even before going to Steam, for example.
(*"Them" referring to others who've spent years on their game, as opposed to something smaller...)
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Slapdash
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« Reply #126 on: March 18, 2019, 10:52:13 PM » |
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Thanks, it's a real pity this thread is not updated more.
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shrewdacumen
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« Reply #127 on: March 11, 2021, 07:37:12 PM » |
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Game | | Year | | Price* | | Platform(s) | | | Sales** | | | Time Period | Amnesia: The Dark Descent | | (2010) | | $20 | | PC/Steam/GOG, Mac | | | 1.4 million copies sold | | | / 2 years | Anodyne | | (2013) | | $10 | | PC, Mac, Linux, iOS ($5) | | | 40k copies sold | | | / 7 months | Beat Hazard | | (2009) | | $10 | | Steam, iOS | | | $2,000,000 | | | / 3 years | The Binding of Isaac | | (2011) | | $5 | | PC/Steam | | | $2,000,000 | | | / 2.5 years | Defender's Quest | | (2013) | | $15 | | PC/Steam | | | $286,646 (gross) | | | / 1 year | Cinders | | (2012) | | $23 | | PC, Mac | | | $40,000 | | | / 9 months | Dustforce | | (2012) | | $10 | | PC/Steam, Mac, Linux | | | $153,000 (net) | | | / 1 year | Geneforge 4 | | (2009) | | $15 | | PC, Mac | | | $111,412 (gross) | | | / 3 years | Gentlemen! | | (2013) | | $5 | | iOS, Android | | | 1,258 copies sold | | | / 3 weeks | Incoboto | | (2012) | | $10 | | iOS | | | 30,000 copies sold | | | / 1.5 years | Legend of Grimrock | | (2012) | | $15 | | PC/Steam/GOG | | | 600k+ copies sold | | | / 8 months | Monument Valley | | (2014) | | $4 | | iOS/Android | | | $5,800,000 (gross) | | | / 9 months | Proun | | (2011) | | CYP | | PC | | | $23,043 (gross) | | | / 3 months | Retro City Rampage | | (2012) | | $10 | | PC/Steam, PSN, XBLA, Wii, 3DS | | | 400k copies sold | | | / 2 years | Ridiculous Fishing | | (2013) | | $3 | | iOS | | | 300k copies sold | | | / 5 months | Shovel Knight | | (2014) | | $15 | | PC/Steam, Wii U, 3DS | | | 300k copies sold | | | / 5 months | Solipskier | | (2010) | | $3 | | iOS | | | $86,355 | | | / 2 months | Sword & Sworcery | | (2011) | | $5 | | iOS | | | 1.5 million copies sold | | | / 2 years | Waves | | (2011) | | $10 | | PC/Steam | | | 15,000 copies sold | | | / 6 months | World of Goo iPad | | (2011) | | $5 | | iPad | | | 125k copies sold | | | / 1 month |
* CYP = Choose Your Price
** Sales figures are taken from the articles and don't necessarily reflect current figures. Also, they do not take expenses into account.
Want to add to the list? Here's a template for inserting a row into the table: [tr] [td][url=LINK GOES HERE][b]Game Name[/b][/url][/td] [td][/td][td](2004)[/td] [td][/td][td]$20[/td] [td][/td][td]PC/Steam/GOG, Mac, iOS, Linux[/td] [td][/td][td][/td][td][i]$100,000[/i][/td] [td][/td][td][/td][td][i]/ 1 year[/i][/td] [/tr]
Other Links: Derek, I love your work!Your work is greatly appreciated! I don't like to have the trouble of posting a message on SNS, even on Facebook, twitter, or the like: that idiosyncrasy of mine led to the blackout in information.
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