Malarame wrote:
Erik, would you be able to keep us posted on the number of copies of JtRH you've sold/given away?
I don't mind sharing for a little bit. In fact, I love to do it. But keep in mind that in the long run it is probably a poor strategy to advertise our numbers as it might inspire some cheap efforts to compete against our type of product. So in the future, you'll probably just hear vague things like "
we had a good month"
.
We had a great first week of sales by indie developer standards. At time of writing, we've had 88 orders grossing us just under two grand. The big order rush has come to an end, and now orders are trickling in at maybe 1 or 2 a day. That money gets cut up different ways: some to shipping, some to Plimus, individual tax obligations, expenses like the web server, and other things. So by "
making a living"
standards it isn't close to where Mike and I want to be. Taking everthing into account, I am very happy with how we've done so far. Something like 30% of our active forum members chose to order a copy. That's a great turnout--more than I expected! It means people looked at the demo and were excited--not disappointed. And it means people wanted to help us. Don't let me at all sound like I'm coming down on people who decided not to buy the game; I am just grateful for those who did.
Yes, Michael, to some extent we are ironing out problems before making the big push outside of our player community. We are relying (and I hope not too much) on the good will, trust, and patience of our fans while we fix problems that will be a larger barrier to acceptance with people who aren't familiar with us. These are things like bugs in DROD/CaravelNet, poor copy on the website, or elements on the order form that give a bad impression.
My goal is to be ready for promotion and announcement outside of DROD.net, CaravelGames.com, and Plimus by May. We will have thousands of people downloading the game and trying it out, and out of those we should pick up some more DROD players and make more money. I don't expect to make a lot in sales this year--in fact there is a good chance this will be our best month. But Mike and I are in it for the long run and realize it may take years to reach the point where it can be our fulltime business instead of a moonlighting project.
A while back, I told myself I needed at least a hundred DROD orders to keep working on it as a commercial product. I decided that if I didn't get a hundred orders, I should look at doing something else--possibly a closed source product that didn't need to give away as much functionality in the demo. We will make that number without much trouble, possibly this month, so DROD definitely has a future.
-Erik
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The Godkiller - Chapter 1 available now on Steam. It's a DROD-like puzzle adventure game.
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