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TIGSource ForumsDeveloperBusinessIndie Game Sales Figures and Postmortems
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Author Topic: Indie Game Sales Figures and Postmortems  (Read 170889 times)
TeeGee
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« Reply #40 on: September 02, 2013, 03:21:38 AM »

I really feel like we should move our discussion elsewhere or have the topic split.
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Tom Grochowiak
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« Reply #41 on: September 02, 2013, 01:52:06 PM »

I really feel like we should move our discussion elsewhere or have the topic split.

On another forum (about audio production)is a sticky thread about special deals for audio equipment and another sticky thread where people can talk about the special deals.

So my suggestion for tigsource: One nice and clean thread just for sales figures and one thread for discussions.
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Interrupt
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« Reply #42 on: September 02, 2013, 07:51:01 PM »

I debated posting any figures here since I'm still not technically fully released but I didn't see many Android sales figures so here, have a datapoint:

Delver(2013)$5 PC / $1.99 AndroidWindows / Mac / Linux / Android23.5k Android copies / 4.5k desktop copies/ 1 year, 4 months
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cliffski
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« Reply #43 on: September 03, 2013, 04:57:18 AM »

Here's my last game:

Gratuitous Tank Battles
http://www.gratuitoustankbattles.com
released 2012
price: $19.95 for most of the time.
total: $311,000 on PC. Some more on mac.
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www.positech.co.uk Maker of Democracy Kudos and Gratuitous Space Battles for the PC. owner of showmethegames.com.
ktalkimist
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« Reply #44 on: September 05, 2013, 06:26:17 AM »

Hey TeeGee, do you have any ballpark figures on Winter Wolves VN sales? Somehow the guy behind it is able to fund 2-3 projects at a time, which is interesting.
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ktalkimist
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« Reply #45 on: September 05, 2013, 06:29:21 AM »

Here's my last game:

Gratuitous Tank Battles
http://www.gratuitoustankbattles.com
released 2012
price: $19.95 for most of the time.
total: $311,000 on PC. Some more on mac.

That's pretty awesome! How many copies did you sell? Did the Humble Bundle help at all?
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TeeGee
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« Reply #46 on: September 05, 2013, 01:54:58 PM »

Hey TeeGee, do you have any ballpark figures on Winter Wolves VN sales? Somehow the guy behind it is able to fund 2-3 projects at a time, which is interesting.

Sales numbers are each dev's private matter, so if he doesn't want to make them public, I certainly shouldn't too. Sorry Smiley.
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Tom Grochowiak
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« Reply #47 on: September 05, 2013, 04:17:57 PM »

That's why I asked for ballpark figures. I didn't even know you have insider info. Tongue
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TeeGee
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« Reply #48 on: September 06, 2013, 04:47:13 AM »

I say just try asking him directly. You would be surprised how approachable and open most indies are Smiley.
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Tom Grochowiak
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« Reply #49 on: October 01, 2013, 05:07:10 AM »

Nameless: the Hackers RPG(2013)$1.99-4.99iOS$7000/ 6 Months

Premium game with no iAP. And our first title ever Smiley  It was fun, and I still think it's incredible that our first game is well received by most people who have played it.

And here's our post mortem series for Nameless: the Hackers (originally posted on Gamasutra):

http://box-cat.com/site/2013/07/11/breaking-in-nameless-the-hackers-rpg/

http://box-cat.com/site/2013/07/11/ranking-metrics-for-nameless-premium-ios-rpg-with-no-iap/

http://box-cat.com/site/2013/07/11/effect-of-sessions-and-app-gifting-on-nameless-appstore-ranks/

http://box-cat.com/site/2013/07/11/newbies-exhibiting-at-gdc-play-our-costs-and-lessons/

http://box-cat.com/site/2013/07/11/re-imagining-jrpg-for-mobile-touch-screen-part-1/

http://box-cat.com/site/2013/07/11/re-imagining-jrpg-designing-for-mobile-audiences-part-2/
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Arnold
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« Reply #50 on: December 07, 2013, 10:51:38 AM »

Hey guys,
fresh off the press: Why the monetization in Zuki’s Quest has failed
Download & sales stats, both great and terrible included.

http://www.tinytouchtales.com/why-the-monetization-in-zukis-quest-has-failed/
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« Reply #51 on: December 13, 2013, 03:30:41 AM »

We posted the revenue for Spirits broken down by platforms a while ago: http://www.spacesofplay.com/2013/05/spirits-by-the-numbers/
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LethalByDesign
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« Reply #52 on: January 26, 2014, 06:42:00 PM »

This is useful information to know. I don't know if its just coincidence, but i'm seeing a trend where Paid indies on mobile tend to sell way lower numbers compared to steam counterparts.
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erebusman
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« Reply #53 on: February 05, 2014, 09:00:33 AM »

I may (or not) blog about this but wanted to share some numbers from 2013.

So 2013 was my second year as an indie; which was nice as it started off with some residual income trickling in each month.

My overall Gross Income was US $1067

68% of my income came from one title on PC WildTangent  Holiday Cheer

The remaining 32% of my income was split about 70/30 between  iOS (70) and Android (30) on these titles:
Pirates Jewels 80%
Holiday Cheer  18%
Space Chickens vs Angry Zombies 1%
Leprechaun's Luck 1%

In the end I ended up losing money for the year as I spent about $600 on some development tools and art assets and I purchased the desktop Unity Pro license $1500.

So my net income for 2013 as an indie was -$1033

Obviously Unity Pro and the other developer tools (video cap software, a paint program, terrain editor etc) will have future value so while they make the year look like an over all loss I'm really pleased with having a gross income that high in my second year.

Unfortunately I'm starting off 2014 really poorly as the big product I made in Q4 of last year wasn't published by my partners so I've only sold 2 copies of Pirates Jewels II on Desura and not sure that its going to do well for me.

Obviously I have other products in the pipeline for this year but it takes time to produce them so we'll see how 2014 ends up!

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Infernohawke Entertainment
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« Reply #54 on: February 22, 2014, 05:37:14 AM »

Can we submit other people's post-mortems?

Frozen synapse did 300k sales units in roughly their first year out.  Standard price was $25 but they had a humble bundle so many units moved at substantially lower prices.  I think the humble bundle did about 200k units, so maybe $600k off the humble bundle + $1.5M off of the remaining 100k (assuming an average sales price of of $15 for a $25 game).  Just estimates on my part of course.  In addition, the game has likely had significant subsequent sales over the next 2 years.

http://www.gamasutra.com/view/news/128500/The_Business_Of_Selling_Frozen_Synapse.php
« Last Edit: February 22, 2014, 08:36:19 AM by jonah » Logged
Impmaster
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« Reply #55 on: March 04, 2014, 05:53:27 PM »

Didn't know this thread was here. Posting to follow.
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Gregg Williams
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« Reply #56 on: March 04, 2014, 07:43:16 PM »

Our game RobotRiot, has made around 20k gross or so.

A large chunk of that though was selling the IOS and web rights to it. (Otherwise we would of ended up making far less, as the game didn't perform in IOS land despite good coverage and multiple Apple features)

The rest of the income has been PC/Mac sells, and being part of various bundles.


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Impmaster
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« Reply #57 on: March 04, 2014, 11:05:04 PM »

Over how long of a time period?
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Gregg Williams
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« Reply #58 on: March 05, 2014, 01:21:44 AM »

Over how long of a time period?
Ah sorry about that, that was over about a 1.5 year period or so I guess. Its a bit spread out as after the initial IP sale, it then got slowly ported to Xbox, BlackBerry, and finally PC/Mac.

Last bundle it was in was the Indie Royal bundle from Jan/2013, most likely dropping into another smaller bundle though in the next few weeks. Regular sales channels are pretty dried up at this point though.
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knifeySpoonie
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« Reply #59 on: March 17, 2014, 03:15:00 PM »

Hey derek, I've been looking through some of these articles today for reference, and I think you need to update Dustforce. As they updated their article on their site and have done way better than indicated in the initial post.
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Founder and Creative Director |  KnifeySpoonie Games  |  Tpickarddev.com | @TPickardDev
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