Any unity financial success stories in the last few years?? (i hope!)

I’ve been lurking around this thread since it was created, and I’d wager some of the guys from the other larger teams are too.

One reason it’s hard to find cold hard facts is because quite often distribution agreements contain clauses preventing the publication of sales and financial data. Some Indies do breach these clauses from time to time and post sales data on gamasutra reporting on the impact of sales promotions. Another reason is that often full-time developers are too busy taking care of their business, skim-read forums for useful information, and post less frequently.

From what I’ve seen if you are a talented solo developer, preferably with a low life-cost base, you could fund yourself full-time via the asset store, or freelance commissions. Having a visible product in the asset store would certainly help with the latter. That is one form of success. Alternatively there is mobile - shorter development lifecycles and costs with direct market access are the main reasons why developers flooded to the channel. Zombieville is a great example of mobile success. I’d wager however that it’s become far more difficult now to be a success in mobile due to saturation.

For larger teams, larger budgets are required, and unless a team secures a meaningful global distribution deal it’s going to be very difficult to make the sales required to make the game financially viable. Before a team gets to that point, they’ll need to have at least some funding in place raised either privately or via crowd funding, and that has it’s own quality bar that needs to be achieved acting as a barrier to entry.

The title of the thread mentions financial success, but further definition is required. Large and well known studios can shift large volumes, but net profit ( lets use the rudimentary revenue minus costs measure rather than say EBITDA ) can end up negative resulting in their demise if it’s a multi-year trend. A solo developer can make more net profit than a large corporation in a year, and on that basis could be considered more successful.

Are there success stories around for teams using Unity? Absolutely. But success is not black and white, and only in the medium term ( 5-10 years ) can their success truly be measured. An increasing number of titles on Steam Early Access are developed using Unity: Folk Tale, KSP, WFTO, Castle Story, Godus being five examples. For these titles worldwide revenue ( inc. Kickstarter ) will have been significant; certainly enough to make development financially feasible. Perhaps the best known title using Unity by an renowned studio is Hearthstone by Blizzard.

This is a Golden Age for Indie developers. Is it easy? Heck no. It requires funding, talent, creativity and experience in multiple disciplines - not just game development - to produce a high-quality market-relevant offering, maximize commercial opportunities, and to ensure financial stability throughout.

TL;DR - Yes.

This is a very interesting point. There is a lot of advice floating around here to pick a small project and finish it in just a few months. That might still be generally good advice for a new dev, but from a monetary standpoint, it’s becoming worse advice because the mobile channel has saturated. In short, too many people listened to that advice and are now paying for it.

There are quite a few threads on this. Just top of my head :

App Store / Google Play Store:
http://forum.unity3d.com/threads/93625-Unity-iOS-iPhone-Apps-sales-(Updated-thread)
http://forum.unity3d.com/threads/45452-How-many-sales-do-you-make-per-day
http://forum.unity3d.com/threads/141119-Call-out-to-Unity-Game-Devs-can-your-provide-sales-stats-on-your-games-please
http://forum.unity3d.com/threads/73095-Sales-numbers-from-the-Mac-App-Store-opening-day

Mika Mobile (of Zombieville USA and Battleheart fame) in particular made millions, as with the Crescent Moon Games (of the Ravensword and Aralon fame); Temple Run 2 was made in Unity too, and I am sure that one made couple of millions easily. MADFINGER is definitely making mad money with their super hits such as ShadowGun and Dead Trigger series. There are a lot more (some I am not privy to disclose), but you only have to do some Google search to find out the current hit games that were made in Unity on App Store to guess the sales numbers.

Also, there are quite a few developers making money on Asset Store too, namely:

Plus the NGUI guy, and PlayMaker…although I am pretty sure comparing to App Store, Asset Store success is miniscule by comparison.

This infamous unity collar guy once in a while shows examples of the top grossing mobile games that all use Unity in the blog or some interviews.
Bottom line is, the successful people are too busy being successful, no time lurking in forums and brag about it.

I earned at least 20000% more money in the AssetStore than on any of my published games. Which doesn’t tell a lot at all, it’s not enough to make a living out of it, so far :wink:

Its true you never really see many solid success stories. There’s a little hype here and there but honestly I think that’s a just a few people who lucked out.

That’s not true, in my opinion.
You can find equally many success as failure stories on the internet. Important point is, none of these have anything to do with your own success. You just get sidetracked by such stories when you are in the middle of working on your own. They can lift your spirit high up to the sky or push it straight down to the ground.
We will all fail and we will get lucky eventually. We just have to keep going.

I’m thiiiiiiiiis far from being a succesful developer, yet I kept going at this gamedev thing for over 10 years and only this year I got lucky with a project on the AssetStore. I’m still not rich, but it gets in some money - for me this is a first succss :slight_smile:
I read tons of advice on gamedevelopment, literally every blogpost that I could find, adapted things out of these posts on my own projects, tried collaborations, paid freelancing jobs, whatever I could catch. I read up every single little information on how to succeed, how to improve…yet it all held me back from doing actual work.

Well if you have the links to all these finance success stories (recent, and financially quantitative) post the links as it would be interesting to read them.

Welp I stopped collecting these tidbits since it didn’t help me at all. It’s just numbers for products I am not creating. Also I said, you can find them, not I have them on a plate for you :slight_smile:
A quick google search gave me this, though - maybe that can serve as a starting point:
http://www.pixelprospector.com/the-big-list-of-game-revenue-sales/

Oh and the David Helgason bit:

This just came in now - 100.000 copies sold of Device 6 - made with Unity :slight_smile:

Does the Unity Asset Store have such language in their agreement? I don’t recall seeing it but if it is then I should edit my previous post and remove the sales figures. :confused:

The Helgason link didn’t mean anything but there was a couple interesting ones on pixel prospector, mainly these four from 2013. Anything older than a couple years isn’t really useful IMO because the trends shift so quickly.

http://www.gamasutra.com/view/feature/186940/defenders_quest_by_the_numbers_.php
http://techblog.orangepixel.net/2013/03/statistics-and-shit/
http://www.gamasutra.com/blogs/HugoCardoso/20130614/194343/Realistic_sales_numbers_for_an_unknown_PC_title.php
http://hitboxteam.com/dustforce-sales-figures

What I like to look at is solid examples, so I liked the Dustforce one. I actually don’t think success stories are worth looking at that much either. Hearing about someone get lucky isn’t really much use. Its more useful to look at a more ordinary business model and see if you can extract any lessons from it.

If you are willing to pay for it, you can get revenue estimates for the top 100-ish iOS apps from companies like AppData or App Annie. I purchased a month of AppData a few months back, and it was eye opening. I cannot share that data (of course), but the top 100 apps are earning a lot of revenue (at least a lot of money to me).

The thing that must also be considered, however, is how much money is being spent on promotion. Most (if not all) of these apps are going through publishers that advertise and cross promote heavily. The problem small indie companies have is the lack of a (huge) marketing budget to push their app in the charts. I read somewhere recently that it costs about $1.80 to acquire a new player via advertising. If you can get into the top 10 or so there is a huge bump you get from being in the top 10 that lowers this cost significantly. But this level of marketing costs hundred of thousands to millions of dollars. If you can’t get that chart bump, the cost to acquire a player may be more than that player’s lifetime value.

So you may think that if you have a great app that gets featured and into the top 10, you are all set. You can then just re-invest your profits into marketing to stay in the top 10. Unfortunately, there appears to be a significant lag between getting into the top 10 and earning revenue… at least if you are using IAP (if your game is not free and you are not an established brand there is basically zero chance of getting into the charts with a paid game these days). The lifetime value of a player may be greater than the initial $1.80 to acquire him, but it may take months for him to purchase his lifetime value amount (or to even find out if the lifetime value is worth it). Cash flow is then the killer.

So it is extremely difficult for us small indie game devs in the iOS app marketplace at the moment. I think there are two realistic options:

  1. Work with a publisher.
  2. Develop some kind of a niche game which can be successfully promoted outside of the standard app cross promo system.

I’ve opted for option 1. I’ve not released my game yet and I’m extremely bound by confidentiality agreements, but I promise to share what I can when I have some results :slight_smile:

MooseMouse: realizing you’re bound by confidentially, it’d still be interesting to hear some non-incriminating details of how you went about getting involved with a publisher. Was it like a portfolio of previous work, proof of concept for the game you want them to publish, plain old networking, all of the above etc.
Also, how did you pick a developer… and do all the advantages come post release, or has it been helpful or hindering during development?

We have great Black Friday and excellent Cyber-Monday week for our non-gaming division.

For the next year, we have a solid budget for our game division.

I made 11 highly polished levels, created a Testflight build, and contacted a bunch of publishers. Mostly I was ignored or received polite “no thank you’s”, but I also got a half dozen interested publishers. I had a small portfolio of 3 previously completed games, but they were not well known or financially successful. I think the key, if you have no previous success to brag about, is to make a highly polished demo. hth :slight_smile:

My story? I started small, with a 9 week project. And then a 16 week project. On and on, I have “tried, failed, learned, and repeated” five times. Until today, my niche apps have touched 140,000 lives. In my spare time, I earn an avg of ~$20 every day and most importantly, I’ve received 1300+ reviews, many of which, look like this: “The most important life-hack ever! Changed my life forever.”

Whether that defines success or failure, is up to you.

Gigi

This particular post is about financial success but it’s not the only way to measure success. Financially your game might bomb… but as an indie dev, I think the fact that you even finish a game (especially your first) is a huge success in and of itself. It’s something that most indie devs never accomplish.

The biggest problem with the asset store (in my opinion) is that everything is priced ridiculously low. I’m not sure who decides the pricing, but I’m assuming it’s the author.
This does two things: 1 - People feel as though they need to undercut competitors, 2 - People are discouraged from selling on the asset store because they’re not sure it’s worth their time (at least that’s my feeling).

If the asset store is to improve, Unity needs to take control and bump up the pricing - prices should reflect the quality of the asset. Also, they should provide public sales statistics per item - not necessarily $, but number of downloads etc.

If we can get a lot more top-quality assets into the asset store, this will then drive adoption of Unity and would also increase productivity of game developers/designers.

My Krashlander iOS revenue since launch:

Here is the iTunes link: https://itunes.apple.com/us/app/krashlander/id506429660?mt=8

Shows what being featured can do. :slight_smile:

That 2nd little blip was the result of going free for the weekend and back to paid.

I guess it’s like the California gold rush, not much success to the gold panners, more success to the hardware, food, etc. sellers that followed the panners where they went.

@Jeff - how long was the dev cycle on Krashlander? That’s a nice income. Fantastic Job!
Gigi