Some MoaCube sales stats

The blog was meant to become a bi-weekly thing until Cinders‘ release, but this could be interesting for many, so there you go.

 

Today, we’re getting our first payment from BMT Micro. I thought I could share some stats and few quick observations.

 

 

Sales per game

  • Magi is still selling, even after so many years.
  • $5.95 Magi sells the best, but only slightly better than Cinders $19.95 pre-order.
  • Not much interest in Magi Supporter Bundle (the one for $25).
  • Judging from Cinders pre-orders, our Mac audience is very small. App Store to blame? Or just bad marketing?

 

 

Profit per game

  • Magi $50 Investment Bundle was a big success. We may do something similar in the future.
  • Magi for $5.95 didn’t get that much profit. So much for the “if your games would be cheaper, you would get more sales and profit” theory.
  • Magi contributed much more to our profit than I thought it would.
  • Cinders pre-orders at $19.95 both sell a lot and earn a lot. Vicinity of $20 still the sweet spot?

 

 

Sales and profit vs traffic

  • No surprises here. More traffic = more money.
  • The sales spike without a traffic spike (at around 25% in) is from Pig-Min’s feature on Magi. Shows that traffic can have different value.
  • The largest sales spike is Cinders pre-orders launch. Much less of a traffic spike there. Shows that there were some fans waiting for it.

 

 

I’m not comfortable with disclosing our exact numbers just yet, but in general — if this was to continue — I could already make a modest living out of it. Gracjana — Cinders artist — not yet. She gets half of Cinders profits, but its Magi sales that contributed a lot this month. Shows the value of having an existing games for passive income. Of course, this is just for pre-orders. Actual sales should be much higher, especially with the affiliate deals we’ve secured.

 

I think we should start making some reasonable money, to let us make games, pay bills and eat food at the same time without taking an extra job, after our next release. Though, everything seems to point out that our next project is also going to be the hardest. With Cinders, we had some savings from our former job to kickstart us. But our next title will have to rely on whatever we’re able to get with Cinders. Which may be just a bit too little. We’ll see how that goes. In the worst case, it may make sense to borrow a small sum from friends to finish it up, as it should be much easier from the second game on.

 

 

  1. winterwolves wrote a comment on: July 1, 2011 at 4:18 pm

    Mac: the mac userbase was 60% in the “golden age” (3-4 years ago). I think more than the Mac appstore, what contributed was the iOS. I noticed a constant drop of mac users, so that today for certain games Linux users are as important as Mac ones, but they’re still very small (20-25%) compared to Win sales.
    Price: yes no wonders. I keep telling indies that should sell at HIGHER price. Hanako latest game is $25 and while I don’t know her exact figures, as affiliate, is the best selling game I sold so far…
    Cool also about Magi. I think RPG/strategy games are the one with the “longest tail”.

  2. Indinera wrote a comment on: July 1, 2011 at 5:13 pm

    “Price: yes no wonders. I keep telling indies that should sell at HIGHER price. Hanako latest game is $25 and while I don’t know her exact figures, as affiliate, is the best selling game I sold so far…”

    Well as long as there is actual content in the game, there is no reason why you should avoid a price in the $20-30 range.
    I do it all the time and people who want big RPGs know they will get that for this price.

  3. Ellume wrote a comment on: July 1, 2011 at 6:09 pm

    I found the sales figures on the various humble bundles quite interesting http://www.humblebundle.com/ . That despite a lower number of linux buyers, they averaged paying 2-3 times more then the windows/mac users. Guessing at their little pie chart it looks like linux pulled in about equal profit to windows on their latest frozenbyte bundle.

    Also I found Hemisphere Games’ blog post on their experience porting to linux fairly interesting. http://www.hemispheregames.com/2010/06/23/linux-the-numbers/

  4. TeeGee wrote a comment on: July 1, 2011 at 6:24 pm

    I’m familiar with the Humble Bundle figures, and I was wondering about their Linux stats too. I wonder how much of that is the magic of “hey, there’s a huge sale for our beloved OS”, and how would day-to-day Linux sales compare.

  5. Brian wrote a comment on: July 1, 2011 at 6:42 pm

    Always nice to see info like this for some sense of perspective and progress.

  6. Jeremiah Nunn wrote a comment on: July 1, 2011 at 7:38 pm

    How are you calculating profit? I’ve been wondering about this for my own game dev adventures. What accounting model do you use? The way I see it, unless there’s significant ongoing support (cost of operations), the cost of developing the product is fairly static once the product is completed.

    It seems then that any sales beyond that cost are pure profit, but maybe that’s not how you look at it. This whole comment is in response to your statement about lower pricing not paying off, where I would think whatever pricing generates the most revenue would be the best (assuming low to zero cost of operations).

  7. TeeGee wrote a comment on: July 1, 2011 at 7:48 pm

    We’re developing everything ourselves, except the music. So yeah — anything after servers & e-commerce fees, composer’s payment and tax counts as profit.
     
    I probably should just name the second graph “revenue per game” in a hindsight. I meant that we got most money from the more expensive SKUs, while the cheapest one didn’t really bring much revenue, even though it sold the most units.

  8. ugriffin wrote a comment on: July 2, 2011 at 2:33 am

    Mac App Store to blame. 😛
     
    Plus, you just haven’t marketed to a Mac audience. 😉

  9. TeeGee wrote a comment on: July 2, 2011 at 9:15 am

    Any ideas on how I could market to Mac audience specifically? I’ve sent press releases through http://prmac.com/, which worked well for me, when I was still at Codeminion. But nothing Mac-specific otherwise.
     
    I would think that Mac indie gamers visit the same popular websites as PC players, but maybe I’m wrong.

  10. ugriffin wrote a comment on: July 2, 2011 at 7:29 pm

    I don’t think so, seeing as Mac users know Indie gaming sites usually have Windows games.

    I say MacWorld, Mac Rumours, and all ‘mac specific’ sites would do well. Also, iPhone gaming sites tend to have a lot of Mac users.

  11. TeeGee wrote a comment on: July 2, 2011 at 7:37 pm

    Do they publish news about indie game releases?

  12. ugriffin wrote a comment on: July 2, 2011 at 9:02 pm

    They publish news about games. So little games for Mac it really doesn’t matter, does it? 😛

  13. TeeGee wrote a comment on: July 2, 2011 at 9:21 pm

    Have you had any successes with them? If so, did you approach them directly or through Press Releases?

  14. ugriffin wrote a comment on: July 3, 2011 at 5:08 pm

    I’ve actually had the most success pestering Apple directly. 😛

  15. TeeGee wrote a comment on: July 3, 2011 at 7:01 pm

    Oh? Care to elaborate? Was that for Mac App Store products only?

  16. ugriffin wrote a comment on: July 7, 2011 at 1:29 am

    Yep. App Store only. 😀

  17. Colm wrote a comment on: July 26, 2011 at 2:57 pm

    Cheers for sharing sales stats – interesting move with the $50 permanent supporter option 🙂