[In this article, reprinted with permission from Games Brief, Mode 7's Paul Taylor gives a postmortem on the business of selling its squad-based tactical game Frozen Synapse, stressing the importance of Steam and price drops.] It's great to be back on Gamesbrief, although I always feel slightly strange writing for a blog which focuses exclusively on business. (Editorial note: Paul's earlier post was Why Free-to-Play is not the answer to everything) The reason for this is that, if you're a company or individual looking to enter the games market, I wouldn't necessarily recommend that you do things the way we do! Making a "pay-once" (i.e. one upfront fee, no microtransactions) indie game with a long development cycle is a very risky endeavor; you may think that it's wiser to choose another path, especially when starting out. Feel free to disregard, disagree with or argue against any of the conclusions I draw from our experiences. I won't be disclosing full data for various reasons, but hopefully there will be some useful nuggets in there. I'll kick things off by explaining our situation, then I'll move on to a little bit of data and then conclude with some things I believe we've learned from the process of releasing this game. About Frozen Synapse Frozen Synapse was born out of a desire to do two things: firstly to do justice to a particular game design concept and secondly to go all-in on making a high-quality game, in order to figure out if we could really do it! If you'd like to know a bit more about the game, it's a simultaneous-turn-based tactical title with both single player and multiplayer; it's available on PC, Mac, and Linux. Here's a trailer. We knew that the major expense would be our time, rather than any tech, personnel or art assets. So, we took low salaries and treated the company as a young start-up, even though we'd been running for a few years prior to the start of development. Taking away the pressure on cash-flow created a much more creative environment which gave Lead Designer Ian the space he needed to work on the gameplay. Commercially, our targets were:
Focus completely on digital; achieve Steam distribution
Sell over 100k copies within a year from release without a significant marketing spend
Create a game that would be popular with core PC gamers; we wanted to make something that would really appeal to readers of RockPaperShotgun!
Make a feature-rich product which would truly justify a higher price point than other indie titles
As you can see, we weren't targeting the mainstream games market; we felt that the rise of social games, ever-huger console titles and skill-light MMO's had left a gap for a more traditional PC game. Additionally, we wanted to make something skill-based that people could play between long sessions of other games as a distraction – a kind of "casual hardcore" title. However, to compete in that space, the game had to be something which felt big: we knew that dual multiplayer and single player was a must in the genre; a narrative, big soundtrack, lots of game modes and random generation options would also help boost the amount of content we could produce on a low budget. We also wanted to borrow from other types of game, so we added social features like instant YouTube export to the mix. Finally, we decided to do a "paid beta" (customers could pre-order the game but get immediate access to a beta version) and offer a free full copy of the game for a friend with every purchase. Results The game went on sale at $24.99, with two different special edition bundles at $34.99. Here is some data on how the game has performed to date: Commercial
Over 300k units sold since May 2011 (across all distributors, majority sold at a discount)
Paid beta raised $135,000 and enabled us to switch to full-time work on the game
Over $300k total in direct sales (i.e. via www.frozensynapse.com)
Steam Top Sellers list for several days around launch
28.8% of direct revenues came from special editions
Just under 50% of free keys are used
Critical
Metacritic 85; user 8.0
90%+ (or equivalent): Edge, Destructoid, Eurogamer, PC Format, bit-gamer
Many other high review scores
Here is a graph of our direct sales (units sold) since the start of the paid beta in April 2010…
Frozen Synapse Direct Sales
Notes
Discounts combined with PR had the most significant effect on revenue
Advertising during the beta failed to produce a positive return
The small spike on May 6th 2011 prior to the main launch on May 27th was the release of the single player campaign into the beta
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