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Share your sales numbers

Last post 11/19/2009 10:38 PM by Nostic111. 532 replies.
  • 3/28/2009 6:34 PM In reply to

    Re: Share your sales numbers

    Hive

    Download ~7000
    Purchases ~350

    I am very happy since I was expecting to only get my own purchase plus some random sales. This is a lot more. I love it.
  • 3/28/2009 6:47 PM In reply to

    Re: Share your sales numbers

    Schmaltzy Boy:
    Clock 24-7: 200 points

    March 21-26
     free trials: 4,865
     sales:       249
     gross:     $622.50
     conversion: 5.1%

    Sounds fine, but I haven't recouped the licensing costs for the photos, hopefully within another week or two. I'm also re-re-reading the CG contract carefully trying to understand the 'remittance rate'. And taxes. That should be a treat. I'll post in another thread about that later when I get something together.


    I think your calculations might be a bit off -- as far as I understand it, the remittance rate is .0121, which means you get that many dollars per Microsoft Point earned. Multiply that by .7 to get your cut, and I get $422.80 as your gross.
    Funkmasonry Industries
    Purveyors of fine funk since 2007.
  • 3/28/2009 6:52 PM In reply to

    Re: Share your sales numbers

    that'd be net earnings.   Gross is what you get before any other considerations or expenditures.
    No Frills: Sudoku - Current Status : Approved!
  • 3/28/2009 6:58 PM In reply to

    Re: Share your sales numbers

    Alex Von Tolmacsy:
    that'd be net earnings.   Gross is what you get before any other considerations or expenditures.

    Right, what YOU get before any other considerations or expenditures. We'll never get Microsoft's cut of the money, so I wouldn't really say it's part of our gross. Net earnings would be that figure after the liscensing fees and taxes he was talking about.

    Semantics aside, when I ran Schmaltzy Boy's numbers, I got a different number than he did before even factoring in Microsoft's cut, and thought it'd be helpful since he said he was confused about it. Either that, or I'm confused about the conversion factors and will be helped out with my own numbers ;).
    Funkmasonry Industries
    Purveyors of fine funk since 2007.
  • 3/28/2009 7:42 PM In reply to

    Re: Share your sales numbers

    Right, I won't say gross or net, I'll just show this:

    200 points = US$2.50
    249 units * $2.50 = $622.50

    That's what customers spent on my app so far, and that's all I know. Sorry about the confusion.
    Clock 24-7 for sale.
  • 3/28/2009 7:44 PM In reply to

    Re: Share your sales numbers

    Schmaltzy Boy:
    Right, I won't say gross or net, I'll just show this:

    200 points = US$2.50
    249 units * $2.50 = $622.50

    That's what customers spent on my app so far, and that's all I know. Sorry about the confusion.
    Yep. They're point above is that you don't make that cut. You get 70% of $0.0121 per MS point.

    So 200 points * 249 units = 49,800 MS Points.
    49,800 * $0.0121 = $602.58
    $602.58 * .7 = $421.81

    So you are going to get paid $421.81. Still not a bad chunk of change. :)
  • 3/28/2009 7:58 PM In reply to

    Re: Share your sales numbers

    DataBox Inc:

    That isn´t very good but it looks promesing to the future.


    You really have to invest a lot of time in Exhaust for the controls to make sense. First it feels way too bouncy and random. It's a shame, I really liked the credits level. :)

    I imagine most people were like me: they saw Exhaust, thought it sounded fun, tried the demo, and were really turned off by the controls.  If it had controlled more like JellyCar (which didn't have great controls but was still much easier to control than Exhaust), I think the sales would have been drastically better regardless of the price tag.


    Yes, but not if it controlled more like JellyCar. I played the PC version of JellyCar after Exhaust for some time and I found it even worse. The only thing that JellyCar does better is it inflates you into that giant truck so you don't have to bother with stairs or other objects that are a real challenge in Exhaust. Controls are better in Exhaust, but JellyCar is much easier. Regarding sales I'm on a page with you, price probably wasn't the deciding factor for Exhaust. I'm not sure it would've gotten twice as many sales with a lower price.
  • 3/28/2009 8:13 PM In reply to

    Re: Share your sales numbers

    Mine's about what I expected;

    Trajectory

    February 20-28
    1520 demo
    34    full

    March 01-26
    408  demo
    25   full

    Not great but i'm only doing it as a hobby and to learn XNA

  • 3/28/2009 11:07 PM In reply to

    Re: Share your sales numbers

    Eh, at least I made the $150 mark.

    Light Catcher:
    December 15th to today

    5162 demos
    172 sales
    200 MS Point price

    Might've been better if I made a trailer or something, but honestly, the gameplay could probably be summed up in a couple sentences.
  • 3/29/2009 12:47 PM In reply to

    Re: Share your sales numbers

    I'd be very interested in how proper language localisation affects conversion rates in non-English speaking countries. Obviously the overall Xbox 360 install base is skewed towards the US / UK, but actual conversion rates might be higher for properly localised titles.

    Personally Artoon was developed in such a short timeframe that localisation was incredibly difficult (due to hardcoded font-sizes), and France, Italy and Spain accounted for less than 5% of overall sales, but also had a lower conversion rate.


  • 3/29/2009 4:20 PM In reply to
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    Re: Share your sales numbers

    Alchemist, which failed recent review due to a code 4 bug (which is fixed now, but still have to wait 7 days.....) was up briefly for two weeks.  Here's the rundown

    Alchemist: Released Feb. 27th 2009 - Pulled due to too many bugs March 12th 2009 - Still trying to get a final approved.
                   Total Downloads during that time : 1356
                   Total Purchases during that time : 101
                   Total sales : 101 * $2.50 = $252.50

    So I'm sure if it were to go up and stay up for an entire quarter then this little window looks promising!
  • 3/29/2009 9:51 PM In reply to

    Re: Share your sales numbers

    Rlan:
    Removing comment from Rlan

    It's harder to do, but it would be good to discuss the Creator's return based on the time invested.  

    If you look at a top CG game such as CarneyVale Showtime, during the interview, they say they had 7 members working for 4 months.  So 28 months of work went into it.  Many CG games were perhaps 1-3 months of effort.  

    So if you compare the ROI of each game in context of the time spent, it would give a better apples-to-apples comparison.  For example, if a Creator makes a game in 1 month but made 14 times less than CarneyVale, then that smaller game earned more per person per month and I’d say it was more successful.

    For Creators, when thinking if it is financially worth making a game, the trick is to find that magic sauce (great gameplay, uniqueness, whatever) that somehow creates a high return based on the time/money invested. 
  • 3/29/2009 10:27 PM In reply to

    Re: Share your sales numbers

    Rlan:
    Removing comment from Rlan


    I know this is a public forum but no thought of asking first?
    Game hobbyist hell-bent on coding a diabolical Matrix
  • 3/29/2009 10:52 PM In reply to

    Re: Share your sales numbers

    Craig Martin:
    Rlan:
    Removing comment from Rlan




    I know this is a public forum but no thought of asking first?

    Why would he ask? He has every right to write about this. As if he needs to ask to give yall exposure.
  • 3/30/2009 1:12 AM In reply to

    Re: Share your sales numbers

    I think if you post information on a public forum you should pretty much expect it to get out into the wild.  It's courtesy enough to let the developers know their data has been posted, I think.
  • 3/30/2009 2:33 AM In reply to

    Re: Share your sales numbers

    Cool, I sold another 419 copies of my game over the 27th and 28th.
    On Marketplace: Solar
  • 3/30/2009 2:46 AM In reply to

    Re: Share your sales numbers

    I'm not attempting to do this via devious means, but the more data we culminate the better examples we can get, and the more exposure we can muster for your games. Help me help you!

    I've been contacting many other developers and have gotten many responses with excellent data that brings things into mind. It's a little sobering too, I guess.
  • 3/30/2009 4:48 AM In reply to
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    Re: Share your sales numbers

    Rlan:
    I'm not attempting to do this via devious means, but the more data we culminate the better examples we can get, and the more exposure we can muster for your games. Help me help you!

    I've been contacting many other developers and have gotten many responses with excellent data that brings things into mind. It's a little sobering too, I guess.


    But as has been mentioned you should not ask people for their stats directly
    Phil Smail, Sheriff of Finance/Program Manager, XNA Team
  • 3/30/2009 7:31 AM In reply to

    Re: Share your sales numbers

    It would also be interesting to see the boost that the 5 games featured on the UK Inside Xbox OXM report got.
    Author of www.xboxhornet.wordpress.com
  • 3/30/2009 9:22 AM In reply to
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    Re: Share your sales numbers

    Murudai:
    Cool, I sold another 419 copies of my game over the 27th and 28th.


    Damnit, Clover's not even out yet and I'm already jealous :) If we sell so well, we might break even!

    I think the 200MSP price point really helps. If I could I'd charge 200MSP, despite the 12 man-months that went into Clover. I think this is something that perhaps Microsoft should consider changing, as I reckon many more customers will be willing to take a punt for a couple of quid/dollars/whatever than spend 400MSP, that could prolly buy you some nice content for a full game.
    Managing Director, Binary Tweed Ltd.

    binarytweed.com New games that're a bit like old games, but better.

    Clover: A Curious Tale - New, improved, and coming to PC.

    Clover - Watercolour political platform puzzler.

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  • 3/30/2009 11:51 AM In reply to

    Re: Share your sales numbers

    uditha sampath:
    What u think the sales numbers would be in the games like this?

    Colosseum

    Mithra - Episode 1, Chapter 1

    Valhyre



    I think the adjectives are bad (Colosseum), below expectations (Mithra) and horrendous (Valhyre). I'd be surprised if Valhyre sold more than 100 copies because the first release was so bad. Mithra has to have suffered from the one room trial. And both Mithra and Colosseum are in a league with other pro studios like Novaleaf and Big Mommy's - so I highly doubt they will have the earnings they need to cover the costs. The big problem with episodic content is obviously that while you do have returning customers the overall sell rate will decline for the next parts. Take a look at The Maw: 80,000 people bought that (which is pretty average for XBLA and can't be called a success), 7,000 people bought the first DLC. 3,000 people bought the second DLC. Guess how many will buy the last DLC in late April?

  • 3/30/2009 12:01 PM In reply to

    Re: Share your sales numbers

    Edit: for some reason I feel bad about posting the numbers in this thread.
  • 3/30/2009 12:15 PM In reply to

    Re: Share your sales numbers

    Cool, I sold another 419 copies of my game over the 27th and 28th.


    :D There are games on the service that haven't sold 419 copies in 4 months and you do it in two days. Impressive. And you can expect another boost in sales on April 1st, the day after Major's list puts you in first place of the charts. Of course you will then be one of the five promoted titles in the CG tab on the marketplace, so your cut will be lower. You better hope everyone buys the game before that. ;)

    Damnit, Clover's not even out yet and I'm already jealous :) If we sell so well, we might break even!


    Don't get your hopes up. :) I just took a first look at those screenshots and right now I can't see myself spending 400 points on it. You might want to produce a video to create some attention, the screens sure don't help much.

    I think the 200MSP price point really helps.


    It does. Almost all the weeks have shown that very rarely does a game enter the top 10 with a 400p price tag. And the additional attention due to being in the top 10 should more than make up for the 200p price tag (i.e. more than double your sales).

    If I could I'd charge 200MSP, despite the 12 man-months that went into Clover. I think this is something that perhaps Microsoft should consider changing, as I reckon many more customers will be willing to take a punt for a couple of quid/dollars/whatever than spend 400MSP, that could prolly buy you some nice content for a full game.


    They should raise the 200p limit to 100 MB and the overall game size to 250 MB. Or get rid of the limit at all, because I find myself looking at the size. If a game is above 50 MB and 400 points I probably buy it, if it is below 50 MB and at 400 points I'll wait for the price cut. For Clover however I would go in a totally different direction. I would sell it for 800 points. Judging from my own impressions I think you'll make more money that way - and you could drop to 400p three months after that and still get the most out of it.
  • 3/30/2009 12:35 PM In reply to

    Re: Share your sales numbers

    Murudai:
    Cool, I sold another 419 copies of my game over the 27th and 28th.


    Hi Murudai, I'm happy for your success, but I have a doubt, looks like you're transforming the 100%, is it the true? Or (someone did this mistake) are looking at the overral downloads numbers?
    With a rate of 30% (and it is reaaaaaally good) you're downloading 700 copies/day.


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