I spent much more time on this activity than I would like to admit. So much fun!
I’m analysing games following these criteria:
- Built mainly by only one person;
- Built-in a small amount of time (maximum of 18 months of development);
- Small scope (I’m considering around 5 hours of gameplay);
- I’m not looking at outliers (so no Braid, Stewdew Valley, etc.)
Successful: Bunny park
Bunny Park is an indie game about simulating a park for bunnies (auto-explanatory title). It was created by Elloise Laroche.
Eloise worked is a full-time indie game developer. In her second work, and she took around six weeks to develop it. She also keeps growing a community around her work, streaming the creation process using Twitch.
Her game generated around U$ 30K after one year of release by her post (elliebeanzz, 2021).
Store data
From steamdb: (Bunny Park · AppID: 1208600, no date)
972 followers
#7369 in top sellers
329 positive reviews
28 negative reviews
92.16% positive reviews
Revenue estimation besides the reported
GROSS REVENUE: $88,682.00
VAT: $17,736.00
RETURNS: $5,676.00
ADJ. REGIONAL PRICING: $13,054.00
DISCOUNTS: $10,443.00
STEAM CUT: $12,532.00
NET REVENUE: $29,241.00
The mistakes identified:
- It is not a mistake, but the difficulty in marketing such a small project was particularly challenging.
Things that went well:
- Small scope
- Focus on the appealing and niche
- Keep strict control over the time used
Failure: Fuzz Force: Spook Squad
Fuzz Force (solo developer) developed Spook Squad(Fuzz Force: Spook Squad | Home | Video Game, no date) for eighteen months which started in December of 2019 and launched in 2021 June. It is a mesh of roguelike and deck builder genres with cute aesthetics.
The author reported a revenue total of U$ 5k in his postmortem post on Reddit. (FuzzForce, 2021).
Store data
From (Fuzz Force: Spook Squad · AppID: 1422190, no date)
605 followers
#5768 in top sellers
35 positive reviews
One negative review
97.22% positive reviews
Revenue estimation besides the reported
Using (Steam Revenue Calculator, no date)
GROSS REVENUE: $17,585.00
VAT: $3,517.00
RETURNS :$1,125.00
ADJ. REGIONAL PRICING: $2,588.00
DISCOUNTS: $2,071.00
STEAM CUT: $2,485.00
NET REVENUE: $5,798.00
The mistakes identified:
- Playtesting and polishing: It takes longer than you think.
- Too much time was spent working on different ideas besides testing an actual prototype.
Things that went well:
- Take into consideration the related events (Roguelike Celebration Steam Sale or Halloween)
- The wishlist number spiked at week two after the launch.
Other conclusions:
- It’s easier to improve an existing game than start from scratch, after all.
- The spike on the wishlist count changed my perspective on the simulations, like the chart built by GameDiscoverCo. I just simulated the gains using the wishlist count at the wee one:
1,285 | Wishlists on Steam launch. |
64 | Sales in Day 1. |
257 | Sales in Week 1. |
19 | Average cost of game |
4,883 | Gross on Steam in Week 1 |
$2,857 | Net on Steam in Week 1 |
$8,570 | Net on Steam in Year 1 |
$7,011 | Net on console to end of Year 1 |
$15,581 | Net on Steam and console to end of Year 1. |
$15,711 | Net on Steam to end of Year 3 |
$12,853 | Net on console to end of Year 3 |
$28,564 | Net on Steam and console to end of Year 3. |
And compared at the week two after the spike:
2,599 | Wishlists on Steam launch. |
130 | Sales in Day 1. |
520 | Sales in Week 1. |
19 | Average cost of game |
9,876 | Gross on Steam in Week 1 |
$5,778 | Net on Steam in Week 1 |
$17,333 | Net on Steam in Year 1 |
$14,180 | Net on console to end of Year 1 |
$31,513 | Net on Steam and console to end of Year 1. |
$31,777 | Net on Steam to end of Year 3 |
$25,996 | Net on console to end of Year 3 |
$57,773 | Net on Steam and console to end of Year 3. |