27 October 2023, 14:40 | #621 |
Computer Nerd
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Age: 47
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27 October 2023, 15:28 | #622 |
Mostly Harmless
Join Date: Aug 2004
Location: Northern Ireland
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27 October 2023, 17:28 | #623 | |
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
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I wonder if anybody here wants to share his real sales. I got some sales figures from our distributors in the past, but I didn't keep them. I only remember that the sales for "Trap Runner" were quite low: below 10 or below 20! Also other games, like the Sqrxz series or Solid Gold must have been in the region around 30 copies. But several hundreds? I just saw Girv's numbers... wow... what can I say... congratulations! |
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27 October 2023, 17:34 | #624 | ||
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Interestingly, some of the Patreon-based core devs from MiSTer, such as Jotego or FPGAzumSpass, well, I think they can. Quote:
It's true that I've never seen big console homebrew activity in the forum world, but then I don't really get around that much. |
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27 October 2023, 17:43 | #625 |
Mostly Harmless
Join Date: Aug 2004
Location: Northern Ireland
Posts: 1,109
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I don't know about MD numbers, but I'd be delighted to sell 500 copies of something on Amiga. Congrats to Tigerskunk if he's sold 500 Inviyya!
TBH I have been told a very few top selling titles on Amiga did break 500, though that might partly have been down to being released at a time when there wasn't much else coming out. I don't know about games in the last couple of years. Roughly: Dodgy Rocks: 80 (includes PC/Mac though) + 15 Amiga physical Turbo Tomato: 90 + maybe 120 physical and 30 digital outside itchio Turbo Santa: 75 (PWYW) Rogue Declan: 140 (PWYW) I guess I should stop making such mediocre games |
27 October 2023, 17:44 | #626 | |
HOL/FTP busy bee
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I started a very non-representative 'survey' about which retro 16-bit system people still buy games for and will have results in three days. I'm also curious if there's really a 'stronger' and a 'weaker' market for any of the systems (first results show that one of my options gets significantly less and another a bit more votes). @girv Thank you for sharing those numbers I'll add them to the HOL entries tomorrow. |
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27 October 2023, 17:51 | #627 |
Mostly Harmless
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27 October 2023, 18:03 | #628 |
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unless some people are aware of the likes of itch.io as an online store for new games for c64/amiga/etc etc then its probably because we have no native program/application to inform users that new stuff even exists to buy, some amazing new release can drop and hardly anybody knows about it.
we have igame and the likes to play old whdload titles and the likes but nothing really to inform us of new stuff unless you start dredging the net for sites you were unaware of and many might even assume there is nothing new. |
27 October 2023, 18:06 | #629 | |
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Quote:
Last edited by lionagony; 27 October 2023 at 18:12. |
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27 October 2023, 18:24 | #630 |
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Downloads & sales (digital only) for Duckstroma are
Amiga |
27 October 2023, 18:38 | #631 |
HOL/FTP busy bee
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Thank you for those numbers UltraNarwhal
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27 October 2023, 19:30 | #632 | ||||
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,031
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Other than that and for the complete picture you also need to consider the actual financial reality in the broader game-dev world. Check this quote : "At the bottom 25% of games released, they make less than $300. The median income for indie games is slightly under $3,800. The top 25% of games will make around $35,000." And here's f.e. Steam analytics : https://vginsights.com/steam-analytics See the 'Revenue Distribution' graph: -75% of releases makes less than 5.000$ -6% makes 5-10k -10% makes 10-50k etc. Note that these numbers are game sales revenue, not what each dev actually gets (f.e. in a team this amount would still be divided). So given f.e. that Daemon Claw got funded with over 147.000$, places it easily into the top 25% (even after expenses are reduced). Most of the other Mega Drive Kickstarter funded titles I've seen, easily range at around 60k as well (which is what Daemon Claw also roughly got from Mega Drive sales only if you reduce the other versions included). Lol... can't blame you though. Amiga Bill used to call me 'Task' for 3 years straight before he got it right Quote:
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27 October 2023, 19:42 | #633 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,031
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Quote:
Oh and in regards to sales here's how many copies Worthy has sold so far: 334 Physical 539 Digital ------------ 873 Total Afaik there were several extra copies sold to events and conventions (unaccounted for), so the real number might be closer to 900. |
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27 October 2023, 21:40 | #634 |
J.M.D - Bedroom Musician
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Giving a look at the chart it looks like (and, by the way, it feels like from my point of view that i work in) doing games - indie and retro - is a hard business: lot of competition, lot of effort, sometimes little payback; is much more for the passion than the wallet, that is one of the reason devs feels personally invested
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27 October 2023, 22:09 | #635 |
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No problem (already did it in the past somewhere)
Here are my itch.io numbers: Code:
game | views | downloads | revenue | payments -----------------------+-------+-----------+---------+---------- ArtPazz | 3728 | 1561 | 93 | 19 Follix | 2912 | 1258 | 100 | 24 MeMO | 4994 | 1439 | 0 | 0 Ring around the World | 5590 | 2074 | 17 | 6 SkillGrid | 12509 | 4172 | 1063 | 118 * revenue is in USD and is gross, i.e. it includes the itch.io cut (10%), VAT (> 20%) and local taxes (> 20%); on top of that, there are also the USD->EUR conversion fees applied by PayPal (I guess the total net revenue was around 600 EUR); * I have updated all the games several times and all the games are available in several formats, so the number of views and downloads is inflated; * for more than 1.5 years I made the games available without the possibility of paying (I was asking to offer help to somebody else, instead), so the sales have been affected by that; * Ring around the World has been released precisely during that 1.5 years period, so its sales have been particularly affected; * I'm not sure about the number of physical copies of SkillGrid sold (by RGCD), but, if I remember correctly, the production run was of 300 units and the game eventually sold out. Edit: typo Last edited by saimo; 30 October 2023 at 15:22. |
27 October 2023, 22:35 | #636 | |
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,496
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That's surprising to me. Maybe in the US, or in the whole world? In the 80s and 90s so many friends had Amigas, but I have never seen a Megadrive. I noticed some people were buying Playstation 1 and NES - but Megadrive...?
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But indeed, offering the games for free download probably didn't improve sales. We didn't care, because we make games for fun and not for money, but I feel sad for our distributors... |
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27 October 2023, 23:06 | #637 |
Total Chaos forever!
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Age: 49
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Back in '98 I recommended a complete rewrite of Graphics.library such that hardware banging wouldn't be as necessary. Custom Copper lists would have benefitted from sortable nodes, sprites would have had blitter support and the only part missing would have been the x-mirror function in the blitter.
The main idea was not having to reinvent the wheel every time somebody wanted to invent a new game. That's where Amiga falls flat. |
28 October 2023, 05:28 | #638 | |
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28 October 2023, 07:14 | #639 |
HOL/FTP busy bee
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The MegaDrive/Genesis sold between 30 and 40 million units worldwide. So even when using the most optimistic Amiga unit sale numbers that's about 3-4 times more than the Amiga sold.
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28 October 2023, 08:16 | #640 |
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The key is the difficulty factor and time, many games were programmed for the c-64 by small teams sometimes only one major programmer the Amiga was a different story dev times and teams stretched. How many people can see a multi-year time intensive project through in their spare time?
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