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That's the problem with just a floating number and no context. Some studios would consider 100k sales a massive success. Other studios are considered huge failures even when passing the million units sold mark.
So this number is equally meaningless. It's only meaningful when we look at their costs and their projections.
However their attitude to give up on development and move on is also a pretty clear signal that they were aiming, or at least hoping, for better.
Afterall, DLC and Expansions will only generally ever reach a % of your playerbase, and it's generally not a very high percent. But new content also brings new visibility to a game, which can enlarge the general player pool too.
You have to put that into context. A small developer team who are working full time jobs and doing this in their spare time, all the while learning how to create a computer game as they go.
I'd say that 100k copies sold for their first game is a success, especially given the fact that the game has almost limitless potential to be expanded into something so fantastic it COULD HAVE held a top 5 spot in it's genre for years to come.
The sheer adversity the team overcame to deliver a game with such potential, in my eyes is nothing short of incredible. It did take 5 years agreed, but now with financial backing to out source alot of the mediocre and time consuming tasks, I am looking forward to what they can produce in their next venture.
http://steamspy.com/app/281990 Stellaris
http://steamspy.com/app/394360 HoIV
A 6 man team makes it alright if their costs weren't high. They didn't do marketing - what other costs would they incur, like from steam? If it was only labor, they could get up to $100k per person per year of work. Which wouldn't make them rich, but not bad either.
Taxes, a *very* hefty steam cut, beer.
there is other countires in the world
game 30$ in US but only 600 roubles in russia (its raughly 10$)
selling 100k copies doesnt mean they got 30$ per copy, plus game was cheaper during ealy access.
if you consider those facts you will realise final sum may be 30-50% smaller than you expected it to be.
dont really sure how game was funded in the first place, devs didnt use kickstarter so i assume they either used their own funds for early development or took a loan somewhere.
i think devs would glad to make something more for this game but, let me be a realist here, game dont really sell well (darkest dungeon sold almost 1.4 million copies and they raised 300k$ on kickstarter before that) and studio will die if they just invest all they have in project what cant pay off.
if you return back to devblog 01 you would see devs planed to make a crafting system in game, but i guess it didnt work out. on devblog 22 they explain why game will not have flanking and backstab systems (becouse drawing characters in all 8 directions turned out too costly for team)