So, I have a clear picture of the sales figures for Shatter now. During the day of the sale, looks like we sold ~250% of the total units sold up until the sale. In other words, on the day of the sale we sold 2.5 times the number of units more than the total number of units sold during the entire 4 month period since release combined.
Revenue wise, by offering a 75% discount the take per unit was a lot less. So we only did about 64% or 2/3 of the revenue that we had otherwise collected to date. However, important to remember this was one day, so we basically boosted our LTD revenue by 64% in a single day event.
We also had a little spike on streaming and sales of the soundtrack on sale day and beyond. Noticable though not very meaningful in terms of revenue (worth maybe a few hundred dollars to us). We had some modest increases in our Facebook and Twitter followers too.
As for ongoing unit sales, it remains to be seen what the longer term impact is. There is certainly a modest elevated daily sales number, though we kicked off an online advertising campaign on 1 July which may be contributing to that.
All in all, decent revenue spike, and a lot more people playing and enjoying the game. A great result and one we are very happy with.