In case anyone’s interested, here are some sales statistics for our games.
For XBLIG figures, the format is Sales/Trial (Trial to Sales Conversion Percentage).
XBLIG – Breath of Death VII (April 22nd, 2010 release, $1 price tag)
2010
April – 4923/9605 (51.25%)
May – 8376/12262 (68.31%)
June – 6939/8475 (81.88%)
July – 4377/6632 (66.00%)
August – 3549/5502 (64.50%)
Sept – 3301/3919 (84.23%)
October – 3942/5751 (68.54%)
November – 1825/2653 (68.79%)
December – 2299/3148 (73.03%)
2011
January – 2435/3043 (80.02%)
Feb – 1978/2397 (82.52%)
Mar – 1500/2172 (69.06%)
April – 1093/1602 (68.23%)
May – 1265/1573 (80.42%)
June – 1006/1291 (77.92%)
July – 1582/1851 (85.47%)
Aug – 2363/3790 (62.35%)
Sept – 813/ 998 (81.46%)
Oct – 1425/2132 (66.84%)
Nov – 737/ 859 (85.80%)
Dec – 558/ 482 (115.77%)
2010 – 39,531/57,947 (68.22%)
2011 – 16,755/22,190 (75.51%)
Total – 56,286/80,137 (70.24%)
XBLIG – Cthulhu Saves the World (December 30th, 2010 release, $3 price tag)
2010
December – 1987/5396 (36.82%)
2011
January – 7359/18397(40.00%)
February – 2324/4314 (53.87%)
March – 1886/4269 (44.18)
April – 1183/2725 (43.41%)
May – 1036/2058 (50.34%)
June – 798/1793 (44.51%)
July – 2305/3795 (60.74%)
Aug – 1700/2986 (56.93%)
Sept – 861/1785 (48.24%)
Oct – 2066/8409 (24.57%)
Nov – 723/1141 (66.37%)
Dec – 692/ 842 (82.19%)
2010 – 1,987/ 5,396 (36.82%)
2011 -22,933/52,514 (43.67%)
Total -24,920/57,910 (43.03%)
Cthulhu Saves the World + Breath of Death VII combo pack on Steam (July 13, 2011 release date, $3 price tag)
Over 100k copies sold in 2011.
Indie Royale (limited time bundle after Thanksgiving 2011, variable price)
Just under 30k bundles sold.
Any chance the Cthulhu Saves the World + Breath of Death VII pack will pop up on another indie bundle anytime soon? Missed the last one.
I also wonder if the sales are going to be much lower now that Microsoft have upgraded the Xbox’s firmware to be.. well… crappy when it comes to highlighting indie games. It’s practically hidden away, and it shows in the very, very low download numbers for December. Still, if I’m looking at this right, $430K+ is beyond great!! I can only dream of making 10% of that in a year. Great work. I’ll definitely do what I can to drive that number even higher. Thanks once once again for the awesome games.
Hmm….I wonder if you would sell more copies on xbox live if you made breath of death and Cthulhu a package deal for 3 bucks. Over a 100,000 sold on steam as a bundle for the same price as one of 2 games on xbox live, so its understandable to see why steam sold so many, consumers value deals and a two for $3 is a good deal for most. Also, have to take into account steam 50 percent off sales, and everything else they do to move games. I am kinda interested in just how much cash you all made off your steam sales versus your xbox live sales. I consider humble indie bundles a totally separate issue.
I’d actually wanted to look into this after I did a video review of the game on ThatGuyWithTheGlasses.com and YouTube. It came out on the evening of May 21, 2010, so I’m hoping there was some sort of spike in sales on May 21-23. If not, my viewers truly are cheap, haha.
I’ll see what I can do to get those sales for Cthulu up sometime in 2012. I’m still on my first playthrough due to some thing irl getting in the way.
Thanks for making awesome games. I’m never going to get a true Phantasy Star V, so your great RPGs are pretty much all I have. That, and a copy of Pier Solar that was stolen by the USPS after being in transit for 10 damn months. Ugh.
Thanks for sharing these numbers. I’ve been open with the numbers for my game projects too, though I really should do a full blog post like this for them.
So does your Steam agreement not allow sharing detailed numbers on sales? Too bad.
Congrats! I had no idea the games were selling so well! It serves as an inspiration for wold be indie developers everywhere. 🙂 Congrats guys! You deserve it!
Them console kids don’t know what a good game is.
Nice Guys! Keep up the great work!
Thank you for sharing Robert.
It’s always nice to see how developers are doing on various platforms and genres, so that other developers have an opportunity to go in with a bit more of an idea of what to expect.