Well, yeah, agreed, altough at that time 1. Nobody had heard of Rovio before, 2. Nobody really cares if a mobile game for 1$ or free is not the best game in the world (people will jettison it from their phones quickly and not recommend it, but hardly put the devs name down in their books of grudges).
So maybe I should rephrase that “if you release a product you know is not polished enough, and you are unknown, the damage can be controlled. If you release a free or cheap mobile game that isn’t polished, the damage can be controlled (besides not making much with that game). If you do it when you have made a name for yourself, you just risked loosing a big part of your community”.
We all start of making subpar products. Sure, at some point you need to release something, might as well be that subpar starting product.
But an established studio should never, ever release a subpar product.
Well, if you created a game only fitting a small niche, no amount of marketing is going to make that game get mass appeal. Especially for niche games, word of mouth > marketing… unless you know how to market to that niche with laser like focus.
If you create niche games, and you know it, you should probably make sure you focus your development budget as much as possible on the mvp, and polish that until it shines.
If your expected sales do not cover even the minimum viable product at a good level of polish, why even develop the game in the first place?
Furi only came out a month ago. Yes, that is some dissapointing splash sales, but then, if the marketing of the game was mostly word of mouth, what do you expect? It takes a while for that to reach your audience, so you might get less release splash sales, and more during the tail because of deferred discovery.
We probably should talk about their sales in a year to see how they did. Not everyone needs to sell 10mio units the first week else the publisher will be after their heads.
Given that this 200’000-ish $ were just the revenue after the first month, and they get a long and not so flat tail, they could still make triple or four time that in the span of a year. Which then would be a healthy sum for a small Indie Team.
EDIT: Searched the internet a bit.
The Team Behind Furi, the GameBakers, seem to be a two man (and woman) team. From different blogs I see that at least one additional guy joined their team for the Furi development. From that persons own words I would interpret the team was larger than just 3 people.
Also, the characters are designed by a famous japanese mangaka.
Development couldn’t have been much longer than 2-3 Years, as the company lists having been busy with other games until 2014. Furi was already shown off in 2015, so must have been in development some months by that time.
So I guess we are looking at a development of 5-6 people times 2 years.
BUT:
- these are just the Steam numbers. Game was also released on PS4. We will never know how it did there, but given it achieved the same success, that would already double the result.
- The game seems to be insanely difficult, to the point were people rip on the game in public because of it on Twitter, or confess their unwavering love for the game for the same reason. Pretty much a love/hate affair. Given how much of todays playerbase actually IS into hardcore games (not just talks about how they would have achieved a much better time than that youtuber that streamed his speedruns if only they would have enough to train as much as he did), that will certainly hurt their sales…
Yes, they might get a cult following which might be the better thing in the long run. Still, no wonder splash sales where so low when everyone on the internet talks about the insane difficulty.
Wouldn’t be surprised to see many “fans” rave about the game, but prefer to watch streams instead of playing it themselves.