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SOMA - sales, reception, etc. after ten days

From their Facebook page - really appreciate this post:

SOMA has now been out in the wild for 10 day so it felt fitting to write a summary of how things have gone so far. But first a little trailer:

https://www.youtube.com/watch?v=9z0Yz-cP73U

- Sales
I'm going to start with what I think most people are interested in: how much has the game sold? The current number now is at about 92,000 copies across all platforms (due to legal reasons we can't give a per-platform breakdown). This is quite good for 10 days (+ preorder time) of sales! The money that we've got from this will pretty much pay our company expenses for another 2 years. Sales are still going pretty strongly too, with a total of around 2,000 copies sold per day. This number is bound to drop over time, and it'll be interesting to see just how fast and where it stabilizes. While a lot of sales obviously come close to launch, a big part of our normal earnings comes from a slow daily trickle over the years of our existing titles. So our average daily sales a month or so from now on is actually more important than all of the units sold up to this point.

How does this compare to our other releases? Well, Amnesia: The Dark Descent sold 30,000 copies in the first month (and around 20,000 the first week). So SOMA's launch is obviously a lot better than that. Compared to Amnesia: A Machine For Pigs, though, the launch is a little bit worse. That game sold about 120,000 copies the first week.

Our goal for SOMA's sales is 100,000 after a month, and at the current pace it should be able to reach pretty much exactly that with a few units to spare. However, this doesn't mean that we've come close to recouping all our costs. We need to sell almost 3 times that amount to do that. But given that it took us 5 years to make the project, there's no immediate stress to do so. One of the great things about funding SOMA 100% ourselves is that all money earned goes into our own pockets and is directly used to fund our upcoming projects. So we are under no pressure to recoup immediately so long as we get enough to keep going - which we certainly have now.

Finally, another very interesting aspect is how new titles tend to cannibalize on the previous ones. We saw this with A Machine for Pigs; after it launched the daily sales of The Dark Descent were almost cut in half. That was not that unexpected though, given that they are both from the same franchise, but still a bit weird that the games' combined sales ended up being pretty much what The Dark Descent sold on its own before. What we didn't expect was for SOMA to do the same. When the pre-orders for SOMA started, Amnesia sales dropped by about 30% or so and this drop still remains. This feels strange as the two games are not connected apart from being made by the same company, so we wonder what mechanism it is that causes this. It might be that Amnesia's sales will rise again a bit later on though, so it's too soon to tell yet just what the effects are.


- Reception
The critical reception of SOMA has been, overall, really, really great. MetaCritic is currently at 85 and the Steam reviews are 94% positive.

The thing that I worried most about personally was how the themes would be received. It turns out that I needn't have worried - that's the thing we have fewest problems with. Even reviews that gave us so-so scores lauded the game for the thought-provoking narrative. This feels awesome, as this has been the core focus during our five years of development.

The most common issue people have had is that they've felt the game wasn't scary enough. This is quite interesting, so I'd like to take a little time to discuss this.

One reason this was so is probably due to expectations. While we've tried to be very clear that SOMA will be a different game from Amnesia: The Dark Descent, we have still used the name "Amnesia" as a way to grab attention. This sends a bit of a mixed message, as people might simply assume that because we say "from the creators of Amnesia", a similar experience will be provided. One idea would have been not to mention the studio's heritage, but that feels stupid from a PR perspective. Another idea would have been to tone it down a bit, but it's hard to say exactly how to do that. The fact of the matter is that SOMA, just like Amnesia, is very much a horror game. It's just that it is presented in a different manner, using slower build-up and more focus on the psychological aspects.

Another reason why some people felt it was not scary enough is because horror is extremely subjective. The reactions to how scary SOMA is range from "not at all" to "the scariest game I have played", and some of the people in the latter camp are survival horror veterans. We had this sort of reaction to Amnesia: TDD as well, but it feels even more spread out for SOMA. When we released The Dark Descent, horror with no combat was still a very fresh concept, but five years later that is no longer the case, and it has lost its impact for some people. SOMA also employs a riskier approach to monster AI that assumes the player will act in certain ways and reach a certain understanding about how the creatures work. If players don't do this the experience might suffer. Above all, the main horror in SOMA is supposed to come from the existential dread that's slowly unveiled as the game progresses. And in order for this to work properly, a lot of pieces need to align, and it will not work for everyone.

So in the light of that, it doesn't feel all that bad that we didn't get a more universal praise for the game's scariness. But it's taught us a valuable lesson: that one should be very careful in managing people's expectations. This is a lesson that we thought we knew after A Machine For Pigs (which didn't turn out to be the game many wanted it to be) but apparently we hadn't learned enough. Once your studio gets associated with a particular game, it'll play a huge role in what people expect from upcoming releases. That said, the vast majority of people that had expected another Amnesia ended up enjoying SOMA once they realized the game was different. So I don't feel it has been a complete failure by any means, but just one of those things that needs more work in the feature.


- Piracy
It is so interesting that this is no longer a subject brought up much any longer. So I thought I would quickly get into it. And the first thing to note is that SOMA is the first game we have launched without having a pirated version out before release!

Another thing I have noticed is that we get fewer tech support requests from people with pirated versions than we used to have. It's often pretty easy to spot these people as we issue new patches frequently, so there are lots of telltale signs in the log files. I'm not sure if this means piracy has decreased for SOMA, or if these people find tech support elsewhere, but I felt it worth mentioning.

As for us personally, we haven't even talked about piracy. The only time it matters to us is when sending out review copies. Amnesia had a pirated version leaked before release, so now we make sure that we at least send out a DRM-protected version of the game to reviewers. But other than that, I don't think we've discussed it for even a second. This is quite different from back in 2007 when I know me and Jens had hours of discussions on the subject.


- Marketing
I've already touched upon this above when discussing the game's reception. However, how to market SOMA in terms of horror was the easy part. The hard part was to explain what makes the game special. When we released Amnesia, showing off the physics and explaining that you couldn't fight back was more than a enough for the game to stand out. But now the market is filled with these types of games, and more is needed to get people excited.

The main unique feature of SOMA is its exploration of consciousness and what it means to be human. This is also what has been the most celebrated feature of the game after launch. But explaining this to press and gamers prior to release has been exceptionally difficult. This is not some gameplay gimmick that can be shown off during a short demo session, but something that requires hours of build-up. So when you talk about the game, you have to be fuzzy and talk about very high-level concepts. When doing interviews like this I often got the impression that I wasn't really taken seriously. The press don't expect any lofty design aspirations to come true and would rather hear about concrete and more easily-digested (and explained) features.

To make things even harder, SOMA is very hard to talk about without spoiling the experience. I could never give an example of exactly how we handle our thematics through gameplay without spoiling a big chunk of the game. This problem of spoilers also makes the game hard to demo and to give to YouTubers. If we just give people a part of the game where you are chased by monsters, that would misrepresent the game (making the expectation problem worse) and fail to explain what is so special about SOMA. And if we show off one of slower sections that are all about build-up, mood and thematics, we have to show off really long segments, which becomes too spoiler-filled and takes way too much time for a demo.

We solved the YouTuber issue by only sending it out to a few trusted people, and only allowing a maximum of 15 minutes to be shown. That way we got people to play a lengthy part of the game (around 3 hours) and then show a distilled, and fairly spoiler-free, video to their viewers. We could only do this pretty late in development though, and given how important streamers and YouTubers are for PR these days, it felt like we would have like to do more earlier.

Another issue is that we might have unveiled the game a bit too early. We first showed off SOMA back in October 2013 and the plan was to keep content coming out until release. This turned out way harder to keep up with than what we'd initially thought. Because we were so unwilling to spoil the game, we could provide very little in terms of playable material for the press. Because of this, we had issues getting proper coverage at the end, as most of the standard things like "first playable preview" had already been done over a year back. We'd also had a plan to release a monthly live-action video clip to keep interest up, but because of production problems it got delayed and this plan fell through. (We are however showing them now: https://www.youtube.com/watch?v=L8I_J2VjsqQ&list=PLWjnM4fZ4U8wLxrFXjL-95ME0QJwdz8m8)

So it feels like it might have been better to have unveiled the game a year or so later to be able to keep up interest all the way to release and to have a more massive promotion campaign that way. A big issue with that is that it would have been very bad for the team morale. It's quite hard to work on a project in the dark for several years, and there was a very evident boost in spirit once we had let the world know that SOMA was coming. Added to this is that we got a lot of good feedback from press and fan reactions, which helped us shaped not just our PR but the actual game too. This is makes it much more uncertain if a later unveiling really would have been a better move.


- Future
So what is next for Frictional Games? First of all, now just about all of the major post-release issues have been patched up, most of the team will take some rest. We'll then focus a bit on documenting how the game and engine works, in the hopes that modding will reach the glorious heights it did for Amnesia. After that we are on to new secret projects. But those secret projects are really secret, so we can't say a word.

Finally a gigantic thanks to all who have bought the game! We love hearing about your experiences so please tweet, comment on Facebook, or leave a comment here and say what you thought about the game!
 

dugdug

Banned
So glad to see it's done well, and, hope it continues to meet their sales expectations. Not surprised it hasn't performed as well as Machine for Pigs, but, that had the Amnesia title slapped on it, so, of course that one sold super well.

Definitely in my top 5 of the year so far. More people need to check it out.
 
I love the fact that indie developers are willing to share these details.

Good to hear SOMA has been doing well for them, I haven't picked it up yet but based on the reaction I absolutely will.
 

Fractal

Banned
Glad to hear they're satisfied, pre-ordered the game on GoG and I have no regrets. Looking forward to see where they go next!

Still, it seems A Machine for Pigs did put a dent in their reputation... remember pre-ordering that one as well with high expectations after TDD, and being more than a little disappointed.
 

eFKac

Member
Nice to see it doing well even if it's not a smashing success.
Surprising to see how well A machine for pig's did 0_o

I haven't bought the game, but still may if I find it for a good bargain on PSN, I just don't want to drop a lot of money on a game that I may never finish :p
 
Steamspy has soma at about 50k on PC so not bad, not bad. What else is it on, ps4?

Steam, GOG, Humble Store and PS4. Steam and Humble Store give out Steam keys but GOG has a drm-free version so sales there won't appear on Steamspy.

As for the game's sales figures, it needs to be pointed out that SOMA launced at $30 while both Amnesia and A Machine for Pigs launded at $20.
 
Good for them. I haven't picked it up yet but I will be soon. It's always interesting to see these sort of statistics and I'm glad they were able to share what they have.
 

dmr87

Member
Happy for them, I enjoyed the game. Just a shame that 5 years of work went by in a couple of hours.
 

system11

Member
i hope they polish up the PS4 version a bit. framerate is downright appalling at times.

I mentioned this to someone I know who works there - it's kind of strange in the places it manifests itself too. There was a patch out a day or two ago, something about data loading in there, perhaps that fixes it but of course I can't remember the worst areas now to check.
 
Steam, GOG, Humble Store and PS4. Steam and Humble Store give out Steam keys but GOG has a drm-free version so sales there won't appear on Steamspy.

As for the game's sales figures, it needs to be pointed out that SOMA launced at $30 while both Amnesia and A Machine for Pigs launded at $20.

GOG is going to be a fairly small percentage of PC sales given what other developers have revealed over the years. It's pretty safe to assume that it's a 60/40 break with the 60 being overall PC sales.

"It's different from Amnesia!"

Game is literally Amnesia.


Still fun though!

they dont want people expecting amnesia 2, which it isn't.
 

Denton

Member
I can't wait to play this. Frictional studio is so great, I have been following their work and their design blog for years. Very glad it is selling well, over time it will get to half a million easy.And awesome to see that piracy is a non issue these days.
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
Steamspy has soma at about 50k on PC so not bad, not bad. What else is it on, ps4?

To be more correct, it's currently at 52,053 ± 5,530 on Steam.
GOG usually has a minimal share in PC sales, right? (with The Witcher 3 being a major exception for obvious reasons). In that case, I suppose sales on PS4 are around 35,000 - 38,000 units as of today
 
I love these sorts of details. The game industry is so secretive sometimes while others seem pretty open. Everything is a secret in the video game world though.
 

SovanJedi

provides useful feedback
What a great, in-depth post! I remember they were open about the reception and success of Amnesia when it released too. Well done on them, and I'm super glad the game did well for them.

I did recall them saying SOMA wouldn't be quite the scare sensation that Amnesia was, and they were right. But as they point out, part of that is because the "defenceless running away from near-invincible monster" mechanic is almost its own game genre now, so the impact has been lost considerably. But it did let the storytelling shine, which I think they excel at (even A Machine For Pigs, their weakest published game, still had an amazing story). But the game was great, I recommend it.
 

KORNdoggy

Member
I mentioned this to someone I know who works there - it's kind of strange in the places it manifests itself too. There was a patch out a day or two ago, something about data loading in there, perhaps that fixes it but of course I can't remember the worst areas now to check.

i've played since the patch and it seems worse now then ever. i was getting chased and it was a slideshow. and some areas outside see single digit framerates. i'm still enjoying the game a lot, and it's still intense but it's a bit of an immersion killer when everything turns into a slideshow.
 

Atolm

Member
Just finished the game yesterday and it was great. Different from Amnesia but a superb experience overall. I'm happy for them.
 
Glad to hear it's doing well, they definitely deserve it. Hopefully it gets a boost in sales this Halloween because I need more of this game. GOTY worthy.
 

Hazanko

Banned
i've played since the patch and it seems worse now then ever. i was getting chased and it was a slideshow. and some areas outside see single digit framerates. i'm still enjoying the game a lot, and it's still intense but it's a bit of an immersion killer when everything turns into a slideshow.

I was going to get it too. Waiting for another patch then.
 

IvanJ

Banned
Wish more developers were so forthcoming with information. Anyway, the game has been loaded and ready on my PS4 for over a week, but Destiny got in its way. But I am starting it tonight - new month, new game. Then it's back to Destiny for the rest of October.
 

MilesTeg

Banned
$30 was too much for me to jump in to a digital only copy on PS4 when I have no experience with the prior games from the developer. Once it hits $20 I'll probably jump in.
 
It's nice of them to divulge this information. Happy to hear they're funded for the next few years already. I'm already looking forward to their next title even though it probably won't be for three or four years haha. Based Frictional!
 
Nice to know this is doing well! I was getting kind of worried while looking at SteamSpy numbers. I guess this shows that while they are a nice indicator, they don't tell the whole story.
 
This open and straightforward communication is part what makes indies great - and completely sets them apart from larger developers. I hope they will be able to maintain this when they get larger (if they are aiming to become larger at all).

I hope sales will continue on a steady pace, allowing them to completely cover their development costs over time. Amazing game with a great atmosphere and setting - well deserved!
 

ricki42

Member
The current number now is at about 92,000 copies across all platforms (due to legal reasons we can't give a per-platform breakdown).

Is that referring to the stores, Steam v. GOG v. Humble, or to the OS, Windows v. Linux v. Mac? I'd be really interested in how well they did on Linux and whether they considered it worth it.
 

Saty

Member
Is that referring to the stores, Steam v. GOG v. Humble, or to the OS, Windows v. Linux v. Mac? I'd be really interested in how well they did on Linux and whether they considered it worth it.

Not sure what those legal reasons are. If Shovel Knight, Broken Age and Super Ultra Time can provide breakdowns why wouldn't Frictional be able to?
 

Shredderi

Member
SOMA may be my favourite game so far in 2015 so I'm glad it's doing well enough to sustain them. Hopefully it get a big push during halloween. Don't remember when a game got me so wrapped up in it's narrative. So nice to see a dev divulge this information in such a detail.
 

mejin

Member
$30 was too much for me to jump in to a digital only copy on PS4 when I have no experience with the prior games from the developer. Once it hits $20 I'll probably jump in.

Yep. It was half the price on steam for a whole week if I remember right.
 
Is that referring to the stores, Steam v. GOG v. Humble, or to the OS, Windows v. Linux v. Mac? I'd be really interested in how well they did on Linux and whether they considered it worth it.

Maybe it's pc vs ps4? I don't know if contracts for publishing in playstation systems have a clause against given detailed sales info.

In Steamspy it says:
Owners: 52,053 ± 5,530

so it seems it's even in genera termsl between the two platforms, with a slight edge for the pc version.
 

Corpekata

Banned
Not sure what those legal reasons are. If Shovel Knight, Broken Age and Super Ultra Time can provide breakdowns why wouldn't Frictional be able to?

All of those released on Sony platforms later (and didn't get nearly as much marketing from Sony). Might be a contractual obligation for games releasing day and date, as Sony was a pretty big part of their marketing arm.
 
So even the indie devs need at least 1 million to continue for projects like these. I hope to hear a break even soon, but I think they got themselves trapped into the "horror" theme too much that the general audience were expecting a Amnsia dialled up to 11. Regardless, I appreciate the risk they were trying to push. I think they could've done better with the publicity of SOMA.
 
Man, I really need to get back into this. So far I've only had one session and just got past the first
underwater
section. Bring on the weekend!
 

dave is ok

aztek is ok
Machine for Pigs launched at 15-20 dollars right? I don't think the fact that it sold more at half the price means much.
 
Its interesting to see them understand the potential of youtube videos and LP's and try so hard to get something out there without spoiling too much.

Then on the other hand of that you have Nintendo.
 

Grief.exe

Member
SOMA may be my favourite game so far in 2015 so I'm glad it's doing well enough to sustain them. Hopefully it get a big push during halloween. Don't remember when a game got me so wrapped up in it's narrative. So nice to see a dev divulge this information in such a detail.

There is a huge Steam Halloween sale at the end of October, Soma will likely be prominently featured.
 
SOMA is a much better experience than Amnesia in every way except inducing raw terror, and it stuck the landing much, much better than Amnesia, which becomes unscary and very silly toward the end.
 

ced

Member
This will probably end up being my favorite game of '15.

This seems like a company that could be very successful on Kickstarter for their next project.
 
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