Archive for the ‘Sales Statistics’ Category

Sales Statistics: OceanDive – Screensaver And Exploration Game Reaches Over $60000 Sales

Thursday, June 1st, 2006

Pavel Sebor from SCS Software wanted to share their game sales figures – so here they are at gameproducer.net, read on. All the information comes from the authors of the game.

GENERAL:
Title: OceanDive (download :: purchase)
Developer: SCS Software
Description: Combination of a 3D scuba diving screensaver and exploration game
Released: March 3, 2005
Team: 4 full time + 4 part time (2 programmers and 2 artists in the core team, with occasional submissions from a further 2 artists, and occasional support from 2 other programmers.)
Development Time: 4+1 calendar months (4 months main production, extra month for technical post production)
Platform: Windows
Development platforms & tools: Windows & Linux, Visual studio 2003, GCC, Alias Maya, Adobe Photoshop.

Development Goals

- Create a unique, good-looking, high-tech, non-violent exploration game with complementary screensaver (well, the end result happens to be the other way around). Make a solid niche product, not necessarily a title with appeal for the masses. Do not worry about relatively high hardware requirements – we need enough horse power for flashy 3D effects, this is our unique selling point. OceanDive was our first foray into advanced shader effects, also serving as a learning experience for the art team.

Sales to date:

  • Price: US $19.99
  • Direct Online sales: over 4,000 copies
  • Net Revenue: about US $60,000
  • Downloads: 280,000 (from Download.com, but way over half those people were driven to download.com from our own site)
  • Website: We attract 30,000-40,000 unique visitors per month to www.oceandive.com.
  • Retail distribution: a couple of smaller deals in Europe below $10,000
    per deal
    , still waiting for the right offer for US retail distribution.

We have refused several very persistent offers to bundle OceanDive with adware, even though promises of huge profits were waved in front of us. We simply do not want to be associated with anything like that, but the adware industry is, seen from a distance, huge.

Portals
As OceanDive emphasizes the screensaver element over the game aspect, many online game portals unfortunately refuse to accept it into their games catalogues.Sales from online portals so far represent under 10% of total sales. The only game portal-network currently hosting OceanDive, is Trymedia’s Trygames.

Marketing in brief:
- Google AdWords
- Shareware Promotion agency
- Press releases
- PAD sites
- Featured at MSN.com

Marketing in Detail:

- The bulk of our promotional strategy so far relies on Google AdWords. The vast majority of sales have been from visitors of our own dedicated OceanDive website – from visitors we have attracted or acquired ourselves.

- We specifically wanted the title to be partly screensaver because we thought people would keep it installed on their computer for weeks or months, and OceanDive would so spread through word-of-mouth – something which appears to be borne out by our steady sales, and declining promotional costs.

- We tried to work with a generic shareware promotion agency, but were quite unhappy with the results, the price/performance ratio was just unacceptable.

- For the press release when an updated version of OceanDive was launched, we used a skilled professional copywriter service claiming hundreds of magazine and newspaper editors on their list. The results were very disappointing, we only received 3 press inquiries and a couple of tiny mentions in two publications. There was no noticeable effect our website visitor-statistics.

- OceanDive is listed on over a hundred small shareware (PAD) sites. However these sites typically list thousands or tens of thousands various shareware products and demos, often hiding in cluttered pages full of ads, so your product can easily get lost there. Still, it gives us about a hundred extra downloads a day, and extra PageRank benefits from inbound links.

Lessons Learned:

- Do not underestimate proper market research, identify your target audience and think of distribution strategies soon enough. The territory for aquatic screensavers is very very crowded, full of “free” offerings loaded with adware. With OceanDive, we wanted to create the Rolls Royce of underwater screensavers, something very tough to beat for anyone without a great 3D engine and content pipeline, but marketing the title is tough. It’s hard to communicate that you are unique when there are so many competing offers, it’s difficult to convey that OceanDive is actually “more than just a screensaver” – that there is a game there as well.

- When you rely on yourself for distribution and promotion, you can keep a significantly higher percentage from the end user price than when going through portals. However, setting it all up costs lots of time and effort when you are on your own, and lots of money for paying for ads. If you can, it is a better idea to arrange deals with portals and let
them do the heavy lifting for your title. This way more of your time will be left for the creative side of business.

- We did manage to break even on development costs by now. Any sales beyond this point are pure profit requiring little effort, and we hope for a few good years of continuing sales.

- Lucky moment mention – by sheer luck, shortly after release, OceanDive was featured on front page of MSN.com portal for 1 day. We did not even know how it made it there, obviously the editor of the site bumped into the product and felt it worth recommending in a small one-line blurb. This event alone generated tens of thousands of downloads and hundreds of sales within the next 72 hours.

- It feels great owning your own IP, compared to just being a 3rd party contractor with no control over the destiny of your creation. We’ll do it again.

GameProducer.net: Big thanks to Pavel & others for sharing these numbers & lessons!

Portal Sales Statistics

Saturday, May 20th, 2006

Question:

It’d be interesting to see some sales statistics including commission information (how much of the money went to the distributor and how much to the developer) for games distributed on portal sites (such as RealArcade).

Answer:
Unfortunately portals use contracts that doesn’t allow developers to publish sales numbers for them. I previously mentioned a typical fee for portals is somewhere around 50-65% off net sales, and as they don’t disclose their numbers, it’s almost impossible for us to get numbers sold.

Big Fish Games announced in their press release that their Mystic Inn game sold more than 2000 copies in the first three days. Mystic Inn is not their most downloaded game, but this information can give you some kind of clue on how much these games sell.

Sales Statistics: Crystal Cave and Crystal Cave Gold

Thursday, April 27th, 2006

Title: Crystal Cave & Crystal Cave GOLD
Description: Crystal Cave and Crystal Cave Gold are family-fun puzzle games.
Developer: 300AD
Released: 1st March 2004, GOLD August 2004, Mac August 2005
Team size: 2
Time of development (all version together): 2 months (not fulltime, only 3-4 hours/day). 2 weeks programming + graphics, 3 weeks levels design, 1 week testings and one month creating level hints (due to customer requests, because some levels are really hard).
Platform: Windows, Mac OS X

Sales:
Price: US $12.95 (Crystal Cave), US $19.95 (Gold)
Direct sales:
- Crystal Cave: 334 copies
- Crystal Cave Gold: 252 copies
- Crystal Cave Gold MAC: 74 copies
Net sales: (Net sales is the cash received. Gross sales is the sales before payment processing fees.)
- Crystal Cave: US $3328.09 USD (Gross sales: US $4649.84, including sales taxes)
- Crystal Cave Gold: US $3450.78 (Gross: US $5427.36, including sales taxes)
- Crystal Cave Gold MAC: US $1211.72 (Gross: US $1559.54, including sales taxes)
Other sales:
- Portals, distributors: US $4000 – $5000 (Gross: not allowed to say – Gameproducer’s guess: near $15000)
TOTAL: US $11000 – $12000

Conversion rates: (counted from files requests, not from full download files)
- Windows: 1.0%
- Mac: 0.7%

Downloads:
Windows: 55000 (25.000 download.com, 30.000 primary and secondary servers)
Mac: 12100

Expenses:
- press release: US $100
- porting the mac version: US $150
- other (download.com, google adwords, etc.): US $650
TOTAL: US $900

Promotion methods:
- Manually submitted to download sites first year
- PromoSoft
- Press release
- Google adwords
- Download.com (US $99 program for 4 months)
- newsletters to friends
- competitions (that were self made)
- sending infor to several news conferences

Additional comments:
Pavel Tovarys:

Tip for developers – don’t do very hard logic levels. Some of levels in Crystal Cave GOLD are extremelly hard and there are no many people who finish them and casual players have usually problems with middle difficulty levels, so we got hundreds of level support request “how could I finish the level” and we had to create a special hints page for the players. Some of players send us tens of support mails ;)

Thanks for the sales statistics Pavel, and good luck with the sales.

Sales Stats: Tribal Trouble – $60,000 Net Income

Thursday, April 6th, 2006


Title: Tribal Trouble
Developer: Oddlabs
Released: 1st April 2005
Team size: 4 full-time + 2 freelance
Time of development: 2� years (includes startup of the company, with many months spent on business
plans and other bureaucracy.)
Platforms: Windows, Mac, Linux
Links: Download / Buy

Sales
Price US $29.95
Direct online sales: 1500
….. Windows: 460 (31%)
….. Mac OS X: 680 (47%)
….. Linux: 160 (11%)
….. Undefined: 200 (11%)
Portal sales: 400
Danish box sales: 650
German box sales: (sorry, not allowed to say)

Downloads: 100,000 (initiated – from own server)
- Windows: 60,000
- Mac OS X: 25,000
- Linux: 15,000

Conversion rate: 1.5%
- Windows: 0.8%
- Mac OS X: 2.8%
- Linux: 1.1%

Net income: US $60,000 (roughly)

Expenses:
– Music/SFX/GFX: US $6000
– Servers: US $2000
– PR (press releases, gifts for PR competitions): US $600
– GDC (trip for 3 to San Jose + flyers and merchandice): US $4800

Tribal Trouble Developer Sune Nielsen added:

Of course there are a lot of other expenses, but none tied directly to Tribal
Trouble. These include hardware, software, rent and saleries (though they are
low :)), amounting to more than US $40,000. Our first fiscal report isn’t done
yet and I’m not the one working on it, so this is as close as I can get at
the moment.

Promotion:
- java.com
- press releases
- reviews
- banners
- IGF nomination

Sune:

We have gotten a lot of downloads by being on the front page of java.com, and on their games page. Other than that, the press releases and the many online and hard copy reviews have generated the remaining downloads. We tried out banners at a few sites, but they didn’t convert enough. The IGF nomination also gave us quite a lot of good publicity.

There has been no direct impact on sales/downloads from the GDC. This I have also heard from other IGF finalists. The GDC mainly gives an advantage in getting publisher and other business connections. The press coverage from the fact that we were nominated gave some peaks in sales. Especially when the danish Computer World online wrote about it.

Notes:
Sune:

In Germany, Austria and Switzerland, the game is published in retail by Halycon Media, at 29.95 EURO. Being from Denmark, we decided publish it there ourselves, and have had some success getting into the stores, but not all stores are willing to cut out the publisher/distributer links. The Danish box is sold for 299.95 DKK (just under US $50). By far the most copies have been sold to stores, but we have also sold a few from our website.

Sales Stats: Titan Attacks

Wednesday, March 29th, 2006

Title: Titan Attacks
Developer: Puppygames
Released: 5th March 2006
Current version: 1.2
Team size: 2 part-time + 2 contracted
Time of development: 6 man-months
Platforms: Windows, Mac, Linux

Sales
Price: 9.95 USD
Units sold: 457 as of 27th March 2006 (in 22 days)
Downloads: 9658 as of 27th March 2006 (in 22 days)
Conversion rate: 4.7%

Expenses:
* Sound: 351 USD
* press releases: 99 USD

Revenues:
* Direct sales: 3810 USD
* Affiliate sales: 70 USD

Advertising & Promotion methods:
* Press Release
* Apple.com front page coverage
* Promosoft to PAD download sites
* Free listing on download.com
* PPD on download.com
* Finding review sites and ask for reviews
* Choosing affiliates carefully

Additional information
Author, Caspian Rychlik-Prince, added:

Essentially all the success has been down to Apple.com exposure; game would otherwise have floundered in obscurity forever. When Apple.com exposure finishes we expect sales to drop back down to the usual mediocre levels. We’ve had an unusually large amount of fan mail about this game.

I asked the author how they ended up in the the apple.com’s front page, and he responded:

I think they just liked the game :) Happened to Ultratron too.

Thanks for the info Cas, and good luck with the sales.

P.S. There’s a recently started puppy games blog now available. Click here to visit the blog.

Sales Statistics: Morning’s Wrath

Friday, February 24th, 2006

General:
Title: Morning’s Wrath
Short description: Classic Adventure / RPG fusion. It combines rich story and puzzles with intense melee and spell-casting combat.
Developer: Ethereal Darkness Interactive
Released: October 1, 2005
Current Version: 1.3
Team size: 5 person team
Time to complete: 3 years (part time)
Distribution: Boxed and Downloadable version
Distribution Outlets: MorningsWrath.com, JustAdventure.com
Demo download size: about 80 MB

Income:
Date: Oct 2005 – Feb 2006 (5 months)
Downloads: over 3000 (2000+ from download.com, over 1000 from other places)
Sales: 100 units
Price – boxed: 29.95 USD
Price – download: 19.95 USD
Gross sales: 2000 – 3000 USD (both boxed & download – majority come from downloads)
Conversion rate: 1-3% (for download version)

Revenue share – boxed:
The manufacturer MRW Connected: 10 USD per sold unit, roughly 33% (responsible orders, issues with sales, etc.)
Ethereal Darkness Interactive: 10 USD per sold unit, roughly 33%
EDI’s team members: 10 USD per sold unit, roughly 33%

Revenue share – download:
The manufacturer MRW Connected: 0% (handling orders also for download version)
Ethereal Darkness Interactive: 50%
EDI’s team members: 50%

Expenses:
Bugdet: 3000 USD (tools, graphics and audio, little bonuses to developers during the development)
Webhosting Costs: Sponsored

Advertising & Promotion methods:
* Press Releases
* Demo
* Reviews
* Forums

Sales Statistics: Cactus Bruce and the Corporate Monkeys

Wednesday, February 8th, 2006

General:
Game: Cactus Bruce and the Corporate Monkeys
Short description: Gameplay is a cross between a Frozen Bubble-type game and a Breakout-type game.
Developer: Blue Tea Games
Released: November 2004
Current Version: 2.4, revised 10 times.
Team size: 5 people
Time to complete: 2.5 months (v1.0)

Income:
Date: Jan 2005 – Dec 2005 (12 months)
Downloads: 555 000 (estimation)
Sales: 4993 units
Price: varies (7.00 – 19.95 USD)
Gross sales: tens of thousands
Conversion rate: 0.6 – 1.2%

Revenue share:
Direct Sales: 35.75%
Direct Affiliate Sales: 4.05%
Distribution channels: 60.2%

Advertising & Promotion methods:
* Press Release for v1.0 and v2.0
* Download.com PPD program
* Promosoft to PAD download sites
* Finding review sites and ask for reviews
* Regnow Affiliates searches

Sales Statistics: Xmas Bonus

Saturday, February 4th, 2006

Our newest sales statistic are from Xmas Bonus. Game developed by Grey Alien Games and published by Indiepath. Xmas Bonus is a shape swapping puzzle game.

Income:
Date: December 18th – 26th Dec (9 days)
Downloads: 52,000 (including 2 Portals: BigFish and Reflexive)
Sales: 165
Price: 19.99 USD
Gross profit: 3298.35 USD (exluding portals)
Avg. Conversion rate: 0.3%

Development Expenses:
Blitz Plus 52 USD
STG Pro (unused) 25 USD
Protean 45 USD
Blitz Max 86 USD (unused)
IStockPhoto 20 USD
greyaliengames domains 38 USD
webhosting 27 USD
= 273 USD

Publishing Expenses:
Total expenses: about 30% from gross profit (affiliates, ecommerce provider and other fees – exluding portals)

Revenue:
Net profit: 2300 USD (estimation)

Additional comments:
Xmas bonus was released as an experiment. The sales figures aren’t typical, Xmas bonus was targetted and released within 2 weeks of Xmas. No additional marketing was done. The Net Profit percentage is not typical. Normally we would advertise a title.

Quite well done for a non-serious attempt! Big thanks to Tim for sharing this data – and also big thanks for Jake for developing this game.

Sales Statistics: Democracy

Thursday, February 2nd, 2006

I have collected indie game sales statistic from different sources across the net. I’m starting to put these figures public in this month and continue to do so as I receive more and more statistics. If you are an indie game developer and would like to share your info, please feel free to contact me or post a comment. I’m sure this data will help many beginner developers to get some idea on how much games are selling.

The first sales data comes game called Democracy by Positech Games. Democracy is a political strategy game.

Income:
Date: June 2005
Downloads: 1,300
Buy page views: 965
Sales: 178
Price: 22.95 USD
Gross profit: 3551,1 USD
Conversion rate: 13.69%

Date: July 2005
The figures for July are down to 6.1%, but thats due to a huge download spike whose sales impact might not have trickled through yet.

Date: June 2005 – January 2006 (8 months)
Sales: 2000
Avg. Price: 21.45 USD (went up from 19.95 to 22.95 4 months ago)
Gross profit: 42900 USD

Expenses:
Adwords: 150 USD per month
Other advertising: 50-200 USD per month
Ecommerce provider: 10% off each sale
Affiliate fees: some

Additional comments from the developer:
I expected sales to drop quite a bit after the christmas bonanza (mainly due to the game tunnel awards), but they are still doing ok. So I am spending a fair bit to get that, but I’m still way in profit. It’s just a pity I live somewhere so expensive. It’s worth pointing out that there was also another bunch of cash from European retail deals (not included in figures), and that (so far) the game is not on any portal. Also, I’m not counting my RegNow sales, which is probably another 5-6%.

Thanks cliffski for sharing this information.