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GreyAlien's profile
Jake Birkett - Veteran Indie
Jake Birkett - Veteran Indie
Jake Birkett - Veteran Indie
@GreyAlien

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Jake Birkett - Veteran Indie

@GreyAlien

Indie developer since 2005, owner of Grey Alien Games, creator of Ancient Enemy, Shadowhand, Regency Solitaire + more. Data nerd. Please buy my games. Thx.

Dorset, UK
greyaliengames.com
Joined February 2009

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    1. Christer McFunkypants Kaitila‏ @McFunkypants Mar 15

      how many copies will you sell on launch week? x5 that is how many copies you will sell in a year!!!!!!!! [I do not speak from experience, that's the word on the street. please let me know if you think that number is off, especially if you have nice *new* fresh 2020 steam data]

      9 replies 0 retweets 8 likes
      Show this thread
    2. Nightblade  🇵🇸‏ @nightblade99 Mar 15
      Replying to @McFunkypants

      I think @larsiusprime or his weekly newsletter covered something about this. There are a lot of Gamasutra articles with numbers from various studios, I remember it being roughly 50% on launch day (of first-year revenue) but I could be way off.

      1 reply 0 retweets 1 like
    3. Lars "Totally Texas" Doucet‏ @larsiusprime Mar 15
      Replying to @nightblade99 @McFunkypants

      I have some stats but you're thinking of @GreyAlien here

      2 replies 0 retweets 2 likes
    4. Christer McFunkypants Kaitila‏ @McFunkypants Mar 15
      Replying to @larsiusprime @nightblade99 @GreyAlien

      would you happen to have specific steam stats on the ratio of income on week 1 vs income on weeks 2-52? I suppose everyone always requests magic ballpark figures for napkin dream math, a big ask

      1 reply 0 retweets 0 likes
    5. Jake Birkett - Veteran Indie‏ @GreyAlien Mar 15
      Replying to @McFunkypants @larsiusprime @nightblade99

      Check @simoncarless ‘s blog for a recent survey. It has that and more.

      2 replies 0 retweets 2 likes
    6. Jake Birkett - Veteran Indie‏ @GreyAlien Mar 15
      Replying to @GreyAlien @McFunkypants and

      In my opinion all these numbers are not good for 99% of devs and I don’t mean that hyperbolically. Only hit games make a profit unless the dev has absolutely minimal costs. But then how are they valuing their time?

      1 reply 0 retweets 2 likes
    7. Iain Lobb‏ @iainlobb Mar 16
      Replying to @GreyAlien @McFunkypants and

      I have been researching this and in most cases it seems like you can tell in advance if a game is going to be successful from how many Wishlists you have. Like you need about 10,000 to do really well. How do you get that many without an existing audience or marketing budget!?

      2 replies 0 retweets 3 likes
    8. Jake Birkett - Veteran Indie‏ @GreyAlien Mar 16
      Replying to @iainlobb @McFunkypants and

      I’d say you need even more than that. And without fans or a budget/publisher it would be almost impossible.

      2 replies 0 retweets 1 like
    9. Iain Lobb‏ @iainlobb Mar 16
      Replying to @GreyAlien @McFunkypants and

      What would you say is the target number of wishlists?

      1 reply 0 retweets 0 likes
      Jake Birkett - Veteran Indie‏ @GreyAlien Mar 16
      Replying to @iainlobb @McFunkypants and

      Depends on your budget and game price. Eg. 10k wishlists x 0.2 = 2000 week 1 units at $15 each = $30k gross x0.6 (Steam+taxes+refunds) = $18k net. x3 for year1 = $54k. Can you make a $15 game for about $50k inc dev/art/music/marketing?It’s tough.

      3:25 AM - 16 Mar 2021
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      2 replies 1 retweet 26 likes
        1. New conversation
        2. Pert‏ @TooOldTooCold Mar 16
          Replying to @GreyAlien @iainlobb and

          The worst thing is, even with some solid stats, as indie it's near impossible to calculate any figures from this. You won't know how many wishlist adds you'll get, the WL conversion probably fluctuates based on price, and yearly figures are heavily dependent on sales/discounts.

          2 replies 0 retweets 2 likes
        3. Pert‏ @TooOldTooCold Mar 16
          Replying to @TooOldTooCold @GreyAlien and

          But to me the bigger question is, will you set the price and then reverse calculate available budget, or do you go well this project needs X art budget, so the price needs to be higher?

          2 replies 0 retweets 1 like
        4. Show replies
        1. Oneiric Worlds‏ @oneiricworlds Mar 16
          Replying to @GreyAlien @iainlobb and

          Seems pretty hard for me but some genres sells more than other and might be less difficult to achieve with 50k budget. Still pretty tough.

          0 replies 0 retweets 4 likes
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