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September 20, 2019, 03:19:57 PM

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TIGSource ForumsDeveloperBusinessIndie Game Sales Figures and Postmortems
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Author Topic: Indie Game Sales Figures and Postmortems  (Read 103792 times)
io3 creations
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« Reply #120 on: June 15, 2017, 08:46:44 AM »

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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« Reply #121 on: June 16, 2017, 02:56:54 PM »

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 »

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 Tongue
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io3 creations
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« Reply #123 on: June 18, 2017, 12:33:09 PM »

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 Tongue
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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« Reply #124 on: June 18, 2017, 05:13:39 PM »

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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« Reply #125 on: January 09, 2018, 10:25:29 AM »

I already wrote it in the forum because I missed the thread. I still figured that it is interesting to post here as well, so it doesn't get lost Wink

https://www.gamasutra.com/blogs/NikolasCrisci/20180108/312400/Will_Glow_the_Wisp__Retrospective.php

Hope you enjoy
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« Reply #126 on: March 18, 2019, 10:52:13 PM »

I already wrote it in the forum because I missed the thread. I still figured that it is interesting to post here as well, so it doesn't get lost Wink

https://www.gamasutra.com/blogs/NikolasCrisci/20180108/312400/Will_Glow_the_Wisp__Retrospective.php

Hope you enjoy

Thanks, it's a real pity this thread is not updated more.
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