12/27/2023 0 Comments Amnesia game trailer 2012![]() Penumbra takes place in present day and Amnesia in the 19th century. While they are similar, the first look is quite different. So why did Amnesia have no (or very little impact) on the sales of Penumbra? We think one reason is that main bulk of Amnesia buyers simply does not connect the two. The only influence Amnesia could have had is to keep the average up. Same with sales the monthly total is still a little above 500, which it has been for over two years now. The number of monthly visitors for Penumbra are still the same as they were before Amnesia. Turns out that Penumbra was almost not affected at all. As Penumbra is quite similar to Amnesia i terms of gameplay and mood, and that both were made by the same company, we thought that we would see a boost in sales and attention for Penumbra. We were quite curious in seeing how these sales would be affected by Amnesia's success. The money earned from a physical unit is much less than from a digital one, but a physical release can still be helpful ( however, other problem arise that might make it not worth it, something we will cover later on).Īs Amnesia gained popularity, we already had our Penumbra games up for sale. This is not too shabby considering we had no release in Europe and that the American box came out half a year after launch. As of now, a total of 35, 000 boxed copies of the game has been sold, or around 9% of total sales. The final data regarding sales is the difference between physical and digital sales. We think it is a good incentive for other stores to support Linux as well! An interesting note here is that Mac sales in our own store did not go down as a other online outlets like Steam started to provide mac versions meaning it did not steal our customers but opened up to a new market. The Mac percentage goes down a bit during sales, where Windows sales increase 3 times or so more compared to the Mac ones. When looking at other stores the distribution is around 11% Mac and 89% Windows. However, our store is the only one that sell a Linux version of the game, so in total sales the percentage of Linux is a lot less. The distribution between platforms depends a bit on how you count it. ![]() Both of which should allows to make our next game as good as possible. What all this means is that we can work with a healthy buffer that makes it possible to take more risks and down the road spend more money on outsourcing for sound, voices, art and more. Another interesting fact is that monthly sales have actually increased, they are almost double now from what they were half a year ago. This is actually more than enough to cover all salaries and operational costs for each month, which is a situation we still have not really gotten used to. Right now we are selling around 6000 units per month at full price. While discounted sales indeed dwarfs our normal sales, the day-to-day sales are quite expectational as well. ![]() In the end this amounts to around 50% of all our earnings coming purely from discounted sales (most at a 66% or higher discount). ![]() This is quite substantial really, especially when you note that a good deal (almost half) of the remaining 100k were sold at launch. About 75% of all the sold copies, that is 300k, were on discounted sale. This sounds like a huge amount for sure, but there is something to consider with this figure. Jens did a recount of all income we have gotten so far and the figure ended on 391 102 units ( which is of course not correct when you read this as the game sells at about 2 mHz). Let's start with what most people probably are the most interested in: how many units have we actually sold? During the GDC EU lecture I noted that we were now above 400k units total, but as we scrutinized all of the figures it turns out this was not quite correct. (And oh, see end of post for a wee surprise.) With that little summary, now let's get down and dirty with some more detailed information. Reactions to the game are still pouring in, and it feels extremely good and humbling to be able to have that kind of impact on people. The success of Amnesia has led to us getting a lot more known among players and the press. Our financial situation is far from the only change though. Everybody in the company has gotten raised salaries and we have more than enough money to complete our next game. We have gone from being pretty much out of money, to being financially stable in a way we never thought we would be. A year has passed since we first released Amnesia and a lot has changed for us at Frictional Games since.
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