The Indie Game Financials thread - links/discussion

Soldato
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Some links to dev articles of the financial performance of Indie games.

I find these to be a super-interesting read, so thought I would share the links. If you have any more, then post them and I will update into the first post.

Dustforce - by Hitbox Team (4-man team) http://hitboxteam.com/dustforce-sales-figures

Robot Roller Derby Disco Dodgeball - by Erik Asmussen (solo) http://www.82apps.com/DiscoDodgeball/blog/disco-dodgeball-postmortem.html

Beat Hazard by Cold Beam Games (solo) http://www.coldbeamgames.com/blog/november-26th-2012

Renowned Explorers by Abbey Games (~10-man team) http://www.gamasutra.com/blogs/AdriaanJansen/20160905/266289/Post_Mortem_Renowned_Explorers.php

Bullet Bunny by Penusbmic (solo)
https://youtu.be/LVL7z2q5wWM?si=JATqtJZ_PTeOmEha


What's interesting is that even a fairly successful game, which was well received, like Dustforce only just wipes its feet as far as 'profit' goes. The income scrapes to a moderate salary for the four devs (taking into account 2 years of development time).

RRDDD performed similarly in income terms, but was just one solo developer, so he did rather well out of it. His analysis included some interesting insight into where he thinks things went right or wrong with the marketing of the game.
 
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Thanks for posting. I've just read the first article on Dustforce and found it very interesting. The risks that these guys take in making a game and commitment they must have is pretty ballsy I have to say. The margin for error is so small.

I'll give the second article a read later
 
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Added Renowned Explorers to the OP. A game by the makers of Reus.

No specifics on figures, but an interesting read on performance. Especially that they were basically saved by TotalBiscuit's WTF video, which wholeheartedly recommended the game, and they wound up with a small profit on the game. Indie studios can live and die on such turns.
 
Yep it's getting brutal out there. The PC indie market is heading towards mobile gaming in that regard.

You either have to spend a big portion of your development budget on marketing, or pray for that viral magic.
 
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