Posted June 07, 2013
http://gamasutra.com/blogs/AndyMoore/20130605/193717/Monster_Loves_You_By_The_Numbers.php
"We internally estimated that our nice, non-violent, cute game that requires reading lots and lots of text would not do so well on Steam. We had beers a few days before launch and guessed in the $30K - $60K range for the year of sales; maybe $100K gross revenue for the year if we were lucky and were promoted a bunch by Valve. I mean, Steam is the place where indies go to get money, right? But our game really just didn't seem like a good fit for the platform. No headshots, no action, no explosions. It was a big gamble for us. MLY! launched a few days after that conversation, on March 18th, at a price point of $9.99 on Steam (PC only).
In other words, it completely blew away our expectations. In the first day and a half of sales (launching at Noon on March 18th, running through to midnight on March 20th), we blew through our best expectations: $65,783.
And in the first week we came just a few dollars shy of our best-case-scenario yearly-sales figures: $99,480. That's why I posted the Vine. Myself, and the whole of the Dejobaan team, was completely jaw-agape at how staggeringly-well sales were going. This was unheard of for us! Success continued even after launch week, grossing another $50,408 in the post-launch month"
"This gives you an idea of just how important launch-week is: The huge sales spike dwarfs everything else. Notable mentions and fluctuations in the long tail of sales are hardly visible here"
The most important thing to take away from this, I think is the important day one sales can be. I
"We internally estimated that our nice, non-violent, cute game that requires reading lots and lots of text would not do so well on Steam. We had beers a few days before launch and guessed in the $30K - $60K range for the year of sales; maybe $100K gross revenue for the year if we were lucky and were promoted a bunch by Valve. I mean, Steam is the place where indies go to get money, right? But our game really just didn't seem like a good fit for the platform. No headshots, no action, no explosions. It was a big gamble for us. MLY! launched a few days after that conversation, on March 18th, at a price point of $9.99 on Steam (PC only).
In other words, it completely blew away our expectations. In the first day and a half of sales (launching at Noon on March 18th, running through to midnight on March 20th), we blew through our best expectations: $65,783.
And in the first week we came just a few dollars shy of our best-case-scenario yearly-sales figures: $99,480. That's why I posted the Vine. Myself, and the whole of the Dejobaan team, was completely jaw-agape at how staggeringly-well sales were going. This was unheard of for us! Success continued even after launch week, grossing another $50,408 in the post-launch month"
"This gives you an idea of just how important launch-week is: The huge sales spike dwarfs everything else. Notable mentions and fluctuations in the long tail of sales are hardly visible here"
The most important thing to take away from this, I think is the important day one sales can be. I