I am happy to hear this Bryku, Shardpunk is a good game so it will have a long tail as long as the discount strategy is made smart.
Yeah, we do count on the long tail. I don't know how much the game will still make in the next, say, 5 years, but I know that I should have a source of income from it for that whole time.
May I ask how many units you sold in the first month and how many WL you had before release?
Nearly 27k wishlists upon going live, currently it sits on around 70k.
I'm not sure I can disclose sales numbers, but after 30 days the sales recouped around 75% of the total costs.
Yes Bryku, I was very aware of this, I spent like 10 years working with publishers + self-publish until I managed to quit my job and go full-time, and even now things can go insane very fast.
This is how I see it if you want max stability in this industry:
A. make 1 HIT VIRAL game
B. make 10 good games
C. make 1000 decent/bad games
Yeah, it is all about being consistent and producing more products, I guess. After some time the sales will stack up and increase the income.
Still, gamedev is a crazy market. And I'm not talking about direct competition, but the sole fact that one can never be sure whether your game will be well received at the start and gain proper attention. Of course, you can do a number of things to reduce the risk of being ignored on release day, but still.
Then, maybe that is true for any market type in which you are trying to introduce a new product.
Yes, that's what matters the most, the joy in the art of creation, everything else is a bonus.
Indeed. The sole fact that I was able to release a game, and many people all over the world are enjoying it is totally awesome.
Do you have a concept for your next project ?
I do have a few. Probably it would be a sequel to Shardpunk, or at least another turn-based title.