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for an early access game which is as stable and as in-depth as this seems to be at launch, I would say that's very worth it!
Even if you're on minimum wage, that's like 2 hours work and you can buy it. not much imo.
Non consumable goods also have their ongoing expenses, for licenses (f. e. steam-charges, software, game-engines), power, rent, employees (marketing, support, customer-service, future development), etc.! Those costs along with production costs goes into pricing. You can't just throw out your digital product, if you want to be successful.
they using their own game engine, so yea they don't have to worry about that licence ;)
But none of those costs scale with the amount of units sold.
That's why regional pricing exists.
Now I wonder what happened to early access titles starting low. Guess a thing of the past.
Honestly I feel the price is fair, for a city builder that you can in theory get 1000s of hours in. Look at games like sim city or cities skylines trapico and so forth.
Several reasons:
1) The Indies that go the $10 route most often had a great idea but required much less actual programming/work. They can afford to go low because they have less time invested. Indies that put a lot of work into their product tend to list their price based on their work. That doesn't make it a good game but it reflects their effort. This ties into ...
2) The most accepted model in general business is that you get what you pay for. Something listed at $5 is not considered valuable and a good deal of consumers won't even take a look at it unless it happens to be one of the rare exceptions that goes viral, as in they will only look after it's successful, but it's chance of success is actually less. The same item listed at $25 draws attention from a different crowd...one that expects a game worth $25. Mobile games break the general business model. That has not translated to PC. This is in part due to....
3) Most PC games only have a cult sized audience (small but dedicated groups focused on a particular genre). Unless your game is very mainstream AND has great replayability plus console or mobile potential your consumer base is limited. Something often overlooked in PC game pricing is that their game market is heavily tied to strength of computer. It's something the developer has to think about when they are making the game..."who is their target audience?" Someone with a weak computer doesn't consider the same games as someone with a strong computer. When you switch from the $20-25 price range to the $5-10 range you are switching which groups are interested and not necessarily gaining customers. Only a few extra people will look at games in both ranges and usually only the ones that have already gone viral.
4) Indies don't have the marketing. The only way an Indie hits the big time is in one of those rare occasions when they somehow touch the right note and go viral. For every good Indie that goes viral there are ten that were good too and just didn't.
5) While the world is struggling economically this includes Indie games developers. They can't afford to put $20 effort into a game then give it away for nearly free on the hopes it's the one that hits the viral lottery when most don't. They are trying to pay rent, not just entertain themselves.
The bottom line is that the sort of $20 game that can be sold for $5-10 needs a lot of factors lined up. Even then it likely needs to be a game that would resonate with console or mobile users (the main audiences for low powered computer games) or actually be able to be converted to a console/mobile game.
PS As for lowering the price for other regions to be able to afford a game, it's a valid thought but complicated by the need for extra language support. This drives up the work required to reach release. Lower prices eventually happen through sale prices as the game ages so the day does come when it will be a $5 game (and by then sometimes a successful Indie has more language support).