Battle Brothers

Battle Brothers

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Kshahdoo Jul 5, 2017 @ 12:12pm
93.5k copies sold according to Steam Spy
Actually not that great. Probably the reason they don't wanna work on the game anymore.
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Showing 1-15 of 36 comments
Mr. Z Jul 5, 2017 @ 1:02pm 
Well all they had was word of mouth marketing and they angered a large part of their fanbase so there is next to no chance they'll improve that number very much.
Lampros Jul 5, 2017 @ 2:00pm 
Almost 100k copies is not so bad for a first game from a small studio, is it? I don't know the industry, so I do not have a solid grasp of the financials, but intuitively it looks like a good start?
Kerensky Jul 5, 2017 @ 2:06pm 
Originally posted by Lampros:
Almost 100k copies is not so bad for a first game from a small studio, is it? I don't know the industry, so I do not have a solid grasp of the financials, but intuitively it looks like a good start?

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.
Mr. Z Jul 5, 2017 @ 2:16pm 
From what I understand 100k in sales is not much for 5 years of dev time.
Aufklarer Jul 5, 2017 @ 2:40pm 
Originally posted by Zombo:
From what I understand 100k in sales is not much for 5 years of dev time.

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.
Last edited by Aufklarer; Jul 5, 2017 @ 2:41pm
Mr. Z Jul 5, 2017 @ 2:47pm 
Hmm we'll see, I remain cautious.
Uncontested Jul 5, 2017 @ 2:47pm 
I'm honestly surprised this game never took off. It was a lot of things I had hoped for in a game. It sucks that they quit on it but seeing the numbers, that really explains a lot now.
bwc153 Jul 5, 2017 @ 3:42pm 
100k copies sold for a small (6 man?) studio like this is decent. Paradox, a significantly larger company, was considering Stellaris a massive success for the studio when they sold 800k copies, it's now at 1.1 million. Hearts of Iron 4 is considered successful and only has 600k owners on Steam.
Last edited by bwc153; Jul 5, 2017 @ 3:43pm
Wik Jul 5, 2017 @ 4:35pm 
Link it how you get to Steamspy to see those numbers plz
bwc153 Jul 5, 2017 @ 4:37pm 
Originally posted by Wiking:
Link it how you get to Steamspy to see those numbers plz
http://steamspy.com/app/365360 Battle Brothers

http://steamspy.com/app/281990 Stellaris

http://steamspy.com/app/394360 HoIV
Last edited by bwc153; Jul 5, 2017 @ 4:38pm
Wik Jul 5, 2017 @ 7:34pm 
Thank You,
Tephros83 Jul 5, 2017 @ 8:17pm 
Originally posted by bwc153:
100k copies sold for a small (6 man?) studio like this is decent. Paradox, a significantly larger company, was considering Stellaris a massive success for the studio when they sold 800k copies, it's now at 1.1 million. Hearts of Iron 4 is considered successful and only has 600k owners on Steam.

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.
stompie5 Jul 5, 2017 @ 9:39pm 
I think it was a success, since they are making another game. If it failed, I doubt they would continue with the same company.
Russian Sly Jul 5, 2017 @ 10:56pm 
Originally posted by Tephros83:

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.
anaphylactic god Jul 6, 2017 @ 1:36am 
you guys forget the most important part:
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)
Last edited by anaphylactic god; Jul 6, 2017 @ 1:49am
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Date Posted: Jul 5, 2017 @ 12:12pm
Posts: 36