How much Money my Game made in 2 years - Indie Game Revenue
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- Опубліковано 18 чер 2024
- Here's an update on "How much Money my Game made in 1 year" video from last year. In this one I show my indie game revenue from 2 years.
⚔️ Mortal Glory 2: store.steampowered.com/app/22...
⚔️ Chambers of Devious Design: store.steampowered.com/app/16...
⚔️ Mortal Glory: store.steampowered.com/app/10...
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➤How much Money my Game made in 1 year - Indie Game Revenue
• How much Money my Game...
➤Which VIDEO GAME GENRE to Choose as an INDIE GAME DEVELOPER
• Which VIDEO GAME GENRE...
0:00 Intro
0:48 Game Revenue & Pricing
2:30 Misc Game Income
3:05 Sales Totals & Analysis
4:41 Game Sales Chart
5:01 Game Sales by Region
5:13 Estimated Lifetime Sales
6:24 How Much Money I Get
8:35 Indie Dev Hourly Wage
8:54 Outro
You're just about the best gamedev devlog UA-camr out there right now. Very honest and down to earth. Don't come off as trying too hard
Lot of respect
Aww, thanks for the kind words! :)
Neat. Those are really decent numbers. Happy for you!! :)
Thanks! Needless to say I am also really happy with these numbers! :)
Best of luck with Will You Snail?'s release!
You both are so inspirational i will finish my game!!!
Love that you're this transparent with the sales numbers, something that I wish more developers would be since it helps paint a picture for us newer devs that want to get into the business. Keep it up!
Agreed! I am always interested in hearing the sales numbers of other games myself too.
@@AuroDev Keep an eye out on my channel in the coming days then ;)
Totally awesome, Auro! +17K copies sold in the first year is great, mainly for your first game. And greater because this game is still making you money after 2 years. You're an inspiration for me. Thank you for dissecting all your revenue to us.(Oh! After calculating Steam cut and U.S. Sale taxes, I found a 43% over sales as well. Incoming taxes, I think most countries charge the same 25%).
The game single handedly allowed me to pursue a career of full-time indie game dev so the success has definitely been a very very happy surprise :)
@@AuroDev You deserved it :) I don't know why, but I can feel it
I cannot express enough how valuable was the data you just shared. Thanks a lot.
Amazing video very informational as always thanks a lot and congratulations!!!
Ineresting numbers, Auro. Well done on Mortal Glory, and look at all the video topic Mortal Glory brings with itself. :D So the direct revenue is one thing... There is extra revenue generated through it's sole existence. I find it all very interesting and inspiring.
That's true! Although I make like 20€ per month from UA-cam so the extra revenue is not super crazy just yet :D
Thank you so much for sharing the information with us! Very interesting!
I am really looking forward to your further experiences and of course how well your next game will do. 😉
Good to hear! :)
Very nice information, thank you, I am developing my first game this year, getting motivated developers like you 😊.
Awesome, best of luck with the game! :)
Thank you for sharing this insight! I hope you will succeed as well with your new game than you did with the previous one 💪
Thanks, hope so! :)
Thank you for the info, this is very inspiring for new devs! Good luck with your game and future projects, sir!
Thanks! :)
Hey, I just wanted to let you know I really appreciate these kinds of videos and you sharing all that data with us! Really happy for you seeing that success!
Great to hear, thanks! :)
Thank you very much for sharing the data Auro! :) The numbers look very good!
Happy to share! :)
Your channel is amazing! Thank you for your dedication and effort you put in your videos. Saludos desde México ✌️
Thank you! :)
Your channel is a shining gem, seeing your success on Mortal Glory is really inspiring to me, especially because you are not a big youtuber and didn't get all your wishlists and sales from existing fans, you actually made it with big efforts on game development and good marketing, and that's why your videos are extremely inspiring to me. I am now in the process of opening the steam page for CrumbleMiner, the first game I'll ever release, and thanks to you I now have a better idea on what I should focus on to get more wishlists
Thank you, that's awesome to hear! Best of luck with the game!
Awesome stuff man! I really appreciate the transparency! I also plan on making a game and not in it for the money either... Just recently joined. You're channel, and others like it are invaluable! -Cheers!
Thanks and welcome! :)
Congratulations on the success. I recently launched my new game and have sold enough copies to make nearly $1000 in three days. Your videos have been very motivational for me. Thanks for the inspiring work you do.
Hey what is your game development & marketing costs
@@anshuman1357 Zero. I made my game entirely myself. So I get to keep every dollar after taxes.
@@minusp895 but if you release your game in steam , than steam charge some money .
Congratulations! That is a very nice sum of money for 3 days! And happy to hear you enjoy the videos! :)
@@anshuman1357 Right, right. I'm just saying I keep everything AFTER the taxes and fees. My game had no costs.
Love these videos - Thank you!
Happy to hear! :)
I am getting into game dev and find this rather inspiring ... thanks for the video!
Happy to hear it's inspiring! :)
Awesome video as always! Really like the insight on how steam works. This is a very helpful video. All the best to your next game release. Keep it up! :)
Thanks! Happy to hear it was helpful :)
Thanks for sharing the numbers and the insights
Happy to share! :)
Thanks for sharing, you are a great developer, boss and family
Hehe, thank you! :)
This is awesome!
Thank you for sharing. You gave me hope :)
Awesome, happy to hear! :)
hey, last year I watched your video, and thinking about creating my own game. I am on the way to get some deals, that I expect to close this month. Still a long way to go but I am happy with this result. Hope to show you my game and watch you play it soon.
Awesome, great to hear you've been making progress!
I've seen a few of your videos and I'm supprised to see I'm not subscribed, fixed it :)
Awesome, welcome aboard! :)
Thanks for sharing the numbers :)
Happy to share! :)
My fav type of video :D Numbers look great man, only bummer numbers are these cuts and taxes but they are part of reality, so still amazing *-* looking forward to see how next game will do!
Thanks! Will be interesting to see if my next game can reach anything close to these numbers :D
@@AuroDev like you said, fingers crossed :)
You are so lovely person! Thanks for everything!
Aww, thank you! :)
Pretty cool breakdown. Hope the next game does well, too.
Thanks, hope so! :)
awesome, man! now road to millionaire hehe
Would be really cool to reach that milestone with games! :)
it is still a good chunk of monay considering its all your time put in and it made monay back good job!
Definitely! Thank you :)
175k. If I had made that I would be set for life and only from one game. Very envious. These days can make like 1k combined from 20 games that take many years to make xD.
Definitely happy with the result! Still, ways to go until I get 175k for myself (after all the deductions, taxes etc).
Fantastic work here - the videos are great - any suggestions for a successful launch.
Thanks! :) There are a lot of things that build towards a successful launch. Two biggest things would be to make a good game and then tell everyone about it (marketing).
Thanks for sharing! It's quite difficult to get an idea of what to expect for my first game (a huge game I've spent more than 2 years working on!) and whether I could actually make this a viable financial option. You probably have shared this in one of your videos, but do you mind telling me how many wishlists you had at launch? I'm standing on ~3500, but I feel I need about 3x times as much before launch...
I had 1700 at launch so it's definitely possible to find success with low wishlist numbers. Ofc having more will always help.
@@AuroDev Thanks for sharing. I am aiming for 10k by July, but I'll never get there if some big streamers don't pick up on it. I got ~250 from a video with 12k views about 9 months ago, and the game has come a long way since then, so good exposure by 4 or 5 streamers can get me to 10k quickly, but without that it will be a struggle.
good for you my boy
You have an LLC for your games, but do you have another LLC for your youtube? Or does your first LLC cover your youtube as well? What happens if you decide to sell courses, are you able to use your first LLC? (Oh my bad, I meant to post this on your steam setup video, lol)
Also, did you code your website yourself? If so, that's impressive.
Thanks for any comments, I really appreciate it!
I am not from US so my company is not exactly LLC (closest to LTD as far as I know), but I only have one company that I do all my business under. If your business is small and you are just one person, I don't think there is really any benefit in dividing the business under multiple companies (maybe if you need additional legal protection, but that should be niche case).
I did the website myself, but I used a clunky website builder for it - just drag and dropping ready-made elements :)
That's an impressive result. What is the ratio of reviews to copies sold? I always took an average of 30 copies per review, but it seems in your video (1:05) that there are 88 copies per review: 23942 / 272 from this date range = 88.
Thanks! The ratio will vary per game and the ratio will also shift with time. Currently I think mine is somewhere between 50-60.
Great video! How many wishlists did you have on the launch day? Thank you!
Thanks! :) I had around 1700 wishlists when I pushed the release button.
@@AuroDev Thank you so much for the reply! Best wishes with your next game!
Thanks a lot for sharing these numbers, localizing to chinese seems to be very essential. Do you know how much time it took you to create the DLC? Wish you all the best
Can't remember the numbers, I'd guess 200-400 hours off the top of my head. It was definitely worthwhile to make it.
@@AuroDev Thanks!
Well done! Why haven't you made macOS and Linux versions of your game? I would guess it would be a quite easy way to get more sales now that the game is succesful.
In essence I didn't want to spread myself too thin. I felt like the amount of time I would potentially need to support those extra versions wasn't worth it considering the low amount of macOS & Linux players on Steam.
Can you tell me what are those taxes you mentioned? What is the difference between marketplace cut and steam cut? How is the income tax going to be if I am an individual and not a company? I will soon release my game on steam and those taxes scared the * out of me xD
Also, if you don't mind, where do you live ?
-There are different kind of taxes involved. Steam collects sales taxes and value added taxes where necessary, you don't need to worry about those (these are included in the 14.9% I mention in the video). But what you need to worry about is the tax from money that you or your company gets (this I simplified as 25% income tax in the video). This can be different based on the country you live in so I can't answer the exact details. But at least in my case I need to pay tax for any profit my company generates AND for any salary/dividends I pay myself from my own company.
-Marketplace cut and Steam cut are the same. Some marketplaces other than steam can take a different amount from the pot.
-The income tax as an individual will differ again based on which country you live in. In my country (Finland) there's a progressive tax so the higher my income is, the higher the total tax% I need to pay. Having a company helps in this to reduce the tax% a bit (this too depends on many factors and depends on how taxes work in your country)
The taxation stuff can be very intimidating, but it gets easier once you do more research and go through it in practice. I would recommend calling your local tax office to see if they could explain things. I did that for some specific questions I had in my mind and it was really helpful!
Dude! You just need to make in total 5 games and BOOM millionaire... EZ
EZ! Let's see where I am at in a few years :)
You create mobile games, apps etc. You can use blender, 3d program software, Adobe Photoshop, you write code. What is the best open job title to cover all that?
"Indie dev with no budget" :D
Hi Auro. Grwst video. You sold a lot in China. Was your game translated into chinese? Was your steam page translated too?
Yep! I translated both to Chinese a few months after release.
@@AuroDev thanks.
Will you be showing us your data from the demo submission to steam next?
Most likely yes (after the event)! :)
Can you elaborate on making partnerships with investors and publishers? I made a game for both iOS and Android and this game will probably be the best game of that particular genre. I want to market it as best I can. What do you suggest?
I haven't made any deals myself with publishers, but the deals can vary quite a bit depending on what you need and who you make the deal with. If you feel like you need help with marketing (in mobile space a lot of money is usually needed for good marketing), it could be a good idea to pitch your game to a publisher.
@AuroDev Congratulations on the new game! Just a shame that your income was not high enough to buy your own luxury dream home! Anyway, hope you and your family are doing well!
Thanks! Hopefully I can buy a mega mansion after my next game ;)
Only 25% income tax! Wow! I live in the Netherlands and have to pay 50 percent!
Could you please make a video to explain how you spent the 1600 hours of development? Thanks!
Wow, really? 50% sounds insane!
You're in luck! I actually have a video about how I used those hours: ua-cam.com/video/W_FPCW515Rk/v-deo.html
All the best bro, you'll not a millionaire , you'll be billionaire
I like the sound of that! :D
@@AuroDev yeah
what do yo uthink about educational games genrse? is it good? and great job! you are a rule model :)
I don't have any deep insight on the education game genre, but I think it's safe to say it's a very niche genre -> less competition but also less potential overall. I've seen some language learning games on Steam with ok numbers so I'm sure it's possible to do well with educational games also.
@@AuroDev Many thanks my friend. I have passionate for this field and they should not be too complex to code.
Do you recommend for realising a few free games to check the niche before i start producing something more heavy?
@@DIY4Profit I would at least check out the existing games and see how they are doing. Otherwise I think it's up to you and depends what kind of learning games you might make and what their scope is. Personally I like to go for commercial immediately, but I'm sure making a few free games before that can't hurt either if you have the motivation for it :)
@@AuroDev Many thanks amigo i tought also commercial but with ads to get high traffic for tetsting and reviews
How much around about did you spend on marketing sir ?
60 dollars! If you are interested, I detail my costs in this video: ua-cam.com/video/fn34cfKDkSc/v-deo.html
wow how do you achieve sells like these?! My game sold only 80 copies :((
There are so many factors that affect this and as a small indie, it's very hard to know how your game will turn out. My game's success came to me as a total surprise, but I think for me the biggest factor for success was that UA-camrs played my game when it came out.
I don't think you should feel, your situation is not uncommon at all. If I look at data now (f.ex. vginsight.com), almost 20% of indie games sell 0 copies and half of all indie games sell less than 500 copies during their lifetime. What I would do now is try to learn as much as you can from your experience and then make improvements for your next game so it will have a higher chance to sell more.
@@AuroDev Thank you very much for your advice!!
If you count it all in swedish krona, you're a millionaire!
Hah, that's a good point!
You get taxed way to much. Have you thought about relocating ? I could never pay all that to tax. Horrible.
I'm generally happy with my country so no.
Something about your face reminds me of Brad Pitt... it's probably the mouth.
Hah! Never heard that before, but bearing any resemblance to Brad Pitt can't be a bad thing :D
how can we believe you?
I won't force you to believe me :) In the video I do show some of the numbers in Steam's backend though, but ofc those could be faked in web browsers dev mode. The amount of reviews my game has is another indicator that I am not lying (common estimation formula is that sales ~= 30-50 * # of reviews). I guess reviews could also be bought but that would not be very smart use of money.
you look like Elon Musk son .
I've heard that before :D
@@AuroDev that doesn't make it less true ;)
I am having a hard time getting a following for my game, I participate in trends on Twitter, post weekly updates on tik tok, and started a subreddit for my game. I have 142 Wishlists currently since November 2021 with around 2 years left of development. I know marketing is a big factor in a game's success so I wanted to start early. Any tips and tricks from anyone would be great, Thank you!