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And no I moderately doubt their will be a sequel. Unlike Valheim this game didn't explode and throw money at the Devs. It's a small Italian team and it's their first game. It's been over a month and we haven't even got a performance update yet.
With out running it in directx12 and doing some V-sync stuff the game was unplayable and I have a 2080ti.
I'm not sure what the grand currently total of sale are across all platforms but it apparently sold over 50k copy's on steam. But who know how much they would need to say let make a sequel and make it better with the knowledge we have gained.
This game has also been crucified by critics and a large number of keyboard warriors over it camera. And it lack of advertisement hasn't helped either. The Devs basically don't say anything really small team. I'm pretty sure they have no Mods even on Steam.
The thing we don't really know is how much money was spent in development on this game and how much money overall they got in revenue and profits.
As this isn't a AAA release, the development costs likely aren't all that crazy, but this game still looks impressive enough that I'd expect it took a fair amount of funding to do.
The estimated owners for this game is at 50,000 - 100,000 based on SteamSpy, which doesn't sound like a lot, but that's still at least around $2 million in sales on the low end.
So there's a chance they could have turned a profit. If their publisher thinks it's worth investing towards a sequel, I can see it happening. If not that, I'd hope for some DLC content at least to progress the story further.
Also, Steamspy is beyond worthless since Steam changed its security settings so I wouldn't bother believing anything it says.
You can figure that out by looking at the number of reviews relative to other games getting released. The ratio is approximately 1 review for every 63 sales on average. The median is about 1 review every 58 sales, with this math in mind we can say with absolute certainty that Soulstice definitely didn't sell more than 100K copies yet unless you want to huff copium and assume Xbox and Playstation accounted for the bulk of the sales.
Source of math: https://newsletter.gamediscover.co/p/how-that-game-sold-on-steam-using
They're amazing numbers... when your game is a generic 2D pixel metroidvania or generic 2D top-down RPG maker project whose budget was the coins you had on your pocket. For a game like Soulstice, which has the budget of an AA game and looks like a game made by a big developer, those are pretty bad numbers.
There is also the fact that its historical max of concurrent players is 600, which is commercial failure numbers.
Than their Bayonetta another actually pretty niche title no one out side of combo fiends even knew about back in like 2009. And now it's been a Nintendo exclusive so most people that have 6k+ PC rigs aren't going to buy a console to play it.
And than their God of War and Darksider which are pretty different again. So this game was literally only targeted audience was people that like doing sick combo and have you heard of the manga Claymore/Berserk.
This game is so niche I wouldn't be surprised if any of the Devs are over 35. Because this game hit all the demographic of I grow up in the late 80s and this is the kind of stuff I liked so here a game that I would play.