PlumCantaloupe
Member
Really great and extremely interesting post. I was on the fence about buying it but now that post sealed the deal. Great share.
They launched it during the middle of the Summer sale.
Without a launch discount afair, not much new hype and no front page advertisements, it was more like 'hey, it's out' while other devs delayed their releases on short notice. I feared SK would totally get buried so these numbers are excellent (and comparing user numbers with sales of an 2D indie game a bit stupid).
Robert at Zeboyd Games said:Can't speak for Shovel Knight specifically, but most digital stores do a 70/30 split (dev/store). And you usually lose a couple percentage from miscellaneous fees.
Yeah that's what I want to know. What did everybody walk away with, a lump sum, full-time position with pay/benefits, or some other misc agreement? I realize i'm being kind of nosy but, this does interest enough to ask these questions about the business side of it.
What did everybody walk away with, a lump sum, full-time position with pay/benefits, or some other misc agreement? I realize i'm being kind of nosy but, this does interest enough to ask these questions about the business side of it.
I suspect the Steam proportion will grow a lot once they start doing Steam sales, but especially given full price that's quite solid.
They'll make a killing during Steam sales.
http://www.computerandvideogames.co...-knight-from-kickstarter-to-nintendo-darling/
All of that post-launch content is going to be free for the backers?
It's going to be free for everybody. Sort of our mentality behind that is we see Steam Sales and we see the sales of the Humble Bundle, and they get the markdown so low, so we're going to try do this the opposite way.
When you reduce the price for the same game, you're changing the value proposition. You're making it so the little money you spend is more valuable. We're going to do the opposite, where the money stays the same and we just add stuff to it. So in the end, the value proposition increases the same way, but you get more for that same $15.
That's all their expenses... so rent for their office space, computers, electric bill, software licenses, health insurance, taxes, etc.
It's derived from the ideal scenario here:
$10,000 * 24 months (two years) = $240,000 per employee
They sold less copies through GOG than they did through Humble Bundle? I just checked and Shovel Knight doesn't appear to be on the Humble Store. Did they really sell more copies through the Humble Widget on their site than they did through GOG?
I'm kind of confused why people are shocked at the fact that a well-known indie project did well on the Wii U. You have other lesser-known projects exceeding profitability in less than a week's time.
I'm not sure if they're planning on doing Steam sales
They've also said similar stuff in other interviews too, but this is the only one I can find at the moment.
I'm mostly surprised that they gave actual figures and a platform breakdown. It's nigh impossible to find eShop sales information that's more detailed than "We did pretty good on Wii U/3DS." In fact, that's one of the main reason I've been so reluctant to put any of our own games there.
I'm not sure if they're planning on doing Steam sales
They've also said similar stuff in other interviews too, but this is the only one I can find at the momement.
I can put you in to contact with my sources if you wish.I'm mostly surprised that they gave actual figures and a platform breakdown. It's nigh impossible to find eShop sales information that's more detailed than "We did pretty good on Wii U/3DS." In fact, that's one of the main reason I've been so reluctant to put any of our own games there.
Even though it's a great game and I'm sure they'll add awesome content, not having sales will actually hurt it.
The Kickstarter backers were more weighted towards PC actually. Release sales were proportionately stronger on 3DS and Wii U than the Kickstarter was. It's also an impressive split when you consider the eShops were for one region only while PC was worldwide.This seemed like a WiiU/3DS release almost by default so it's no surprise to see a good chunk of KS backers chose those versions respectively.
Now let's see what an entirely (and hopefully timed) exclusive like Stealth Inc 2 will do on WiiU.
Well, if you put Cosmic Star Heroine (or, well, anything) on 3DS or Wii U you'll get a sale from me. Two sales if you put it on both.I'm mostly surprised that they gave actual figures and a platform breakdown. It's nigh impossible to find eShop sales information that's more detailed than "We did pretty good on Wii U/3DS." In fact, that's one of the main reason I've been so reluctant to put any of our own games there.
I think it's also important to note that this was basically a Nintendo console/hand held exclusive. It would be much more spread out with a PS3/360 SKU.
Much like when I backed Cosmic Star Heroine. I mainly backed it to play on PS4/Vita. I backed it because of the premise and pitch, on top of the dev, of course.
I can put you in to contact with my sources if you wish.
Well, if you put Cosmic Star Heroine (or, well, anything) on 3DS or Wii U you'll get a sale from me. Two sales if you put it on both.
This seemed like a WiiU/3DS release almost by default so it's no surprise to see a good chunk of KS backers chose those versions respectively.
Now let's see what an entirely (and hopefully timed) exclusive like Stealth Inc 2 will do on WiiU.
How many test does the Wii U have to pass to be a legitimate console?
If Stealth sells, what is the next game? Do you have a list?
I'm guessing Virt probably just wrote the soundtrack in less than a month or something and has not been a full time employee all that time.
Especially given that he also does work for at least a dozen other kickstarter projects
Finally, first month sales:
Note: this includes review copies and Kickstarter copies
Nintendo family superior steam's sale? lol
Definitely interesting.Sure, a multiplatform or a delayed port would have a lower Wii U split than what they did here. But I think this is interesting just to see how viable Wii U can be as an indie. With no real sales figures to consider in the past, I was thinking that it might be relatively low (like XBLIG was back in the day) but you could definitely run a successful small indie team on those kind of sales even if Wii U was your only platform.
How many test does the Wii U have to pass to be a legitimate console?
If Stealth sells, what is the next game? Do you have a list?
Indie stuff (especially platformers) has been doing well on the Wii U for quite a while now.
Armillo is already out in the EU eShop.Still waiting for a PAL WiiU release for this and Armillo. It's a bit of a joke.
It's missing a lot of bigger names, but Wii U has amassed a pretty decent library of indie games. It actually has more than PS4 or Xbox One right now.there is not a lot of indie offer there thou, would love to have Spelunky, Rogue Legacy, Binding on Isaac, Vlambeer, Super Bro Force, Hotline Miami etc... but none of those are there.