Hey guys does anyone have any financial success stories to share with their game? I hope to release my space shooter in the next few weeks and I’d really love to hear something encouraging or at least see some good work that other people have found success from. Please do share I really believe that I could profit from my game and I know others have profited from theirs but by chance do you have a good story to tell?
TBH I don’t think anyone here that lurks these forums has even made a good amount. I see a lot of talk about people who claim they know a lot and don’t do this but do this and what do they have to show for their great knowledge?
TBH you could probably follow Hack n Slash tutorials and have a more completed project then 95% of the people here.
This is based purely on speculation, but I would guess that the indie game industry is much like any other creative en devour ( music, writing, etc ): you’re either working for almost 0 or negative dollars, or you’ve broken through a wall and hit the big ( or at least semi-big ) time. I don’t think there’s going to be a lot of in-between.
Off the top of my head I know Kerbal Space Program was made with Unity. I have no idea if it made them rich or not, but I would imagine it’s at the very least allowed them to continue what they’re doing.
I’ve been trying for a long time, but to be honest just not even close to breaking even with the money invested in Unity and hardware. But I’m solo and have made lots of smaller games that I’ve put on Kongregate, and made a couple of dollars on.
Most people say that you should not give up you’re day job, and they are right (if you’re lucky enough to have a day job that pays above poverty level wages).
Unity and tools like it make it possible for more and more people to write games. Every year the bar is raised higher and higher and the price of games has dropped below free, big companies pay money to advertise their free games.
Combine this with the fact that the economy has not recovered and games are a luxury that must compete with other forms of entertainment.
Don’t get me wrong, making games with Unity is fun and empowering, but everyone can do it now so you have to be way better at it to make a living in this space.
You might actually be better off working on middleware or game supporting systems, then at least you can tap into the millions of people using Unity to make their next big game with Unity.
Look at kickstarter and unless you are a big name in the industry or already have at least one level with top quality art and animation then you will probably not even make a ripple.
it depend on what you mean by success…
i have made 63 cents from ads in my first release game here in kongregate so yeah, financially that is not a big deal, however, i can say that recently am making a good amount of cash as a freelancer, the clients want ios or android games, and i made them with unity, so i guess this count too right ?
Very much is, must be us northerners … Hopefully the tidal’s and wind didn’t cause any issues the other day :)…
I look at it this way, there’s a lot of people in the mobile market. Which if your lucky enough to be recognised can be a big money earner.
Or you can release something graphically superior, with better gameplay than your competition… I wouldn’t restrict the terms to Unity, I’d be interested in general how many indie’s have actually done well for themselves because I’ve only seen relatively little.
youll probably find the people making money are too busy to be on here…
I assume Folk Tale is doing well as something that’s come out in the last year… There was The Other Brothers. Not sure how much money was made with that title, but it got some good attention on release from memory.
Lol nah, didn’t cause me any issues as I never ventured outside.
Thanks. I’m my experience you need to give people what they want and also give yourself something you’re interested in developing. If you can find something in the middle then you’re good. With both my ‘successful titles’ I found a hole in the market and filled it. With my failed titles I just made a game for the hell of it.
The asset store is a great source of steady income. The only limit is how much effort you put into it.
I think artists should be considering the long-term value of their art. If you use traditional media, you can have three sources of income: the artwork in the game + selling the assets online + selling prints and originals of the art. There are other smaller streams of income, like recording a tutorial of how you make the art while you are making it, that some people might also consider. Using purely digital limits your future income because almost nobody wants to buy prints of digitial art.
But I’m pretty sure OP is measuring success in cold hard cash. Notch amounts of bills! That’s undeniable success, but realistically we might have to settle for being happy and proud of what we do, and enjoying life because of it and such… bleh.
Man, I want that too!
Hopefully, someday I’ll be able to say the same, that’d be my definition of success as well.
This is something more people should get involved with. I love playing around with Unity but I haven’t even come up with an idea that could become a game. I have found the asset store to be a successful venture though. And I’ve seen my monthly revenues rise. I published my asset in mid September and made just under $400 for that month. October was just under $700. And November was just under $1,200 and I’m closing in on $500 for this month already only into the 8th day. I also have roughly $600 worth of sales through Fast Spring.
I think the Asset Store can definitely bring great success. Now… while it seems like quite a bit I also strive for good support so I have spent an absolute ton of time providing it. Some has been bug fixes and a lot has been just helping people use the asset but it has definitely been rewarding. I’m kicking around ideas and definitely trying to come up with another asset to sell.
Another thing I’ve seen mentioned is that you can sell bits of your game in order to fund your game. Now I wouldn’t sell original art assets as they are a lot of what make your game unique. But if you come up with some great new systems that make developmentt easier… such as a great new object pooling system or inventory system… think about selling it on the asset store. If it’s something that took you a significant amount of time to build but is scalable and/or portable then there are likely others who would be more than willing to pay for it as an asset. It helps you recover the costs and it helps them avoid incurring the extra costs. Especially if implementing it would require them to hire outside development work.