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I have asked Perplexity AI this question:
I own a videogaming company in Norway. I am developing a game with a team of 15, most are developers, 1 is CEO on higher salary, 1 IT, and one product manager. Our game took 8 years to develop. It's launching now on a platform which retains a 30% fee. How many copies do I have to sell to break even at the price of $30 ?
short answer, after the calculations:
You would need to sell approximately 320,000 copies of your game at a price of $30 to break even, considering the total development costs and the platform's fee. Adjust the game price to see how it affects the number of copies needed to break even.
So, they might just have 319.800 left - and that's not to make a profit (these folks probably don't care about that anyway - that's for evil capitalists).
The sad thing is that this train wreck was easy to see well in advance, I said they would have reached 90 peak users in the prediction thread (I think one said 80 so got even more accurate!)
Think about how many studios have a turd on their hands and their staff, probably crunching, knowing their job won't last long, have to keep polishing it - how can you possibly develop something good in that state of mind.
Valve have 300 employees and in their spare time they produced Alyx.
Solo developers are producing incredible games one after another (think all the retro-shooters).
Western AA and AAA companies instead just keep shooting themselves in the foot, and now not just Japan but also South Korea and China are conquering the market.
I want my money back
Remember that the game was also funded, so that takes a lot of money off the total as well.
Mind you those are still ♥♥♥♥ sales, and I'd be surprised if all together it made more than a couple hundred thousand, but still; it's CLEARLY make more than twenty-five hundred bucks.
The game sucks badly enough to illustrate without making ♥♥♥♥ up.
Projects like this get funding all the time in Europe; books, movies, music, art, and the list goes on... It's just one of the perks of living in a welfare state.
I hate to be pedantic but the word profit indicates what they made beyond their investment.
In truth the money that went in-Think salaries/time/consultation fees etc over that 8 years far exceeded what they made back in sales.
This game made zero profits I'd think and actually incurred a massive loss.
On avarage, developer gets about 50% of the money that the game is listed in US/EU market for the consumer to pay.
not a perk if you are forced into paying for it as part of their tax, I don't live in Euro and if its part of their tax then they should get it free. I don't have a problem playing cyberpunk, its' a woke I am fine with and paid for by myself
At least Cyberpunk 2077 was eventually good enough that they made that money back.
Actually, if you look at the steamdb page for Dustborn[steamdb.info] it says the estimated number of copies sold is between 3.3k and 6.2k (as calculated by Gamalytlic[gamalytic.com], Playtacker[playtracker.net] and VGInsights[vginsights.com] based on the number of Steam reviews)
And remember, Steamdb only counts players who own the game *on Steam*, so the above numbers don't count anyone who bought the game from Epic, or for Xbox or Playstation.