Amnesia scares up 200,000 sales
"Incredible" tally proves PC exclusives work.
PC survival horror Amnesia: The Dark Descent has been purchased 200,000 times in the four months since launch - well above its creators' initial estimates.
A post on Frictional Games' blog read, "Summarising all sales since release actually puts us in a state that we never imagined being in.
"When counting all online sales as well as the Russian retail copies, we have now sold almost 200,000 units! This is a tremendous amount and more than we ever thought we would. Our 'dream estimates' before release was something around 100k, and to be able to double that feels insane.
"Note that more than half of these units have been sold at a discounted price (with as much has 75% of the price off)," the post continues, "so the total earnings are not as much as it first sounds. Still, we are in incredible good financial situation right now.
"Also, the daily sales are still quite high and the average has not dropped below 200 units yet. This means that we can still pay all daily costs from these sales alone, allowing us to invest the other earnings into the future"
The game deserved every sale. The tense indie horror won a frightfully impressive 8/10 from Eurogamer's Quintin Smith back in September and was voted the 38th best game of the year in our annual reader's poll.
The developer believes the success of the game is a sign that PC gaming is in fine health and proof that exclusives are viable on the platform.
"With these figures at hand, we must confess that it gives us new confidence for the PC. The sales that we have had (and are having) are more than enough to motivate developing a game with the PC as the main (and even only) platform.
"Based on what we have seen, the online PC market is just getting bigger and bigger, and we are convinced we are far from the end of this growth. We think that other developers that consider making their game exclusive to a console might want to think again."
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Comments (46) Latest comment 1 year ago
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3. You can hide your own easter eggs
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So uhhh when's it coming to consoles? I kid. I kid...
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Having said that, I keep telling myself I'm too "busy" to go back and finish it. It's not that I'm scared, obviously. That would be stupid.
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If me telling everyone to 'BUY THIS GAME' in the steam christmas sales thread got them a few extra sales, I'm doubly happy.
BUY THIS GAME!
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Excellent horror game, just too much for me.
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Gotta love digital distribution, where few guys can create amazing games and make money doing it.
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(Awesome game. I wish there was an Amnesia and a Minecraft lovechild out there.)
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Don't let the sales numbers for big-budget AAA titles skew your perspective.
This is and independently funded game, developed by a team of just five people. They had no major publisher backing them up, no big advertising campaign. They literally didn't have any real marketing campaign, this game was made known through gaming sites like RockPaperShotgun, and word of mouth.
With all that, they managed to sell 200,000 copies in an extremely niche genre (you'll notice that these days, almost every "horror" title has either turned or is turning into an action game, giving the protagonist bigger guns and better means of defending themselves) on a platform people keep calling dead.
Let me put that in perspective for you. They have earned enough money to fully fund the creation of their next title on their own, without publisher "help" (read their post to see why this is also a good thing), draw decent salaries, and have money left over to handle unexpected problems. That's about the best case scenario possible for them. Their break-even point where they'd be able to continue business was a long time ago, and their wildest and most ambitious projections for the game were that it would break the 100,000 in sales.
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Btw. the Penumbra games were really good as well, although combat felt out of place and there were quite a few bugs. But the creepy atmosphere that Amnesia benefits so greatly from, was present in those games as well.
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read subeddii comment above
you need to see it in different perspective.
this game have no "publisher"
low budget
profit go to small number of human in dev.
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That's not enough to fund a big budget 60 dollar release, it would be considered a gigantic flop.
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Scariest game I ever played. I actually make noises whilst Im playing this. It gives me shivers.
Incredible stuff.
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Or is the world just black and white for you?
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If it was £8 or less I'd consider it.
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Dude, that's not a condemnation of this game's sales numbers, it's a condemnation of the publisher model, and it's precisely why Frictional Games being able to self fund their next game completely is such a huge deal for them.
This precise topic actually cropped up in the Amnesia thread over ate NeoGaf where they were discussing these numbers. Prompted a pretty good thread that should give you an idea of just how damaging going the publisher route can be for an indie:
[link url=http://www.neogaf.com/forum/showthread.php?t=418109
]http://www.neogaf.com/forum/showthread.p...[/link]
The way Ubisoft behaved there was terrible. But the key thing is, it's not an exception. You see the exact same thing in the Record Industry:
[link url=http://www.techdirt.com/articles/20100712/23482610186.shtml
]http://www.techdirt.com/articles/2010071...[/link]
The long and the short of it is that the publisher issues an advance recoupable against profits that the developer makes from the game. However, they also take a massive percentage of the per unit sales as well. Cost repayment doesn't come directly from those sales, it's taken from the meagre percentage "profit" royalties that the devs are owed.
The upshot of all this is that where the developer will often lose money on even a big seller of a title, the publisher is still making a huge profit, and the devs won't be paid a single penny until their "advance" is fully recouped. Which takes GIGANTIC sales numbers to achieve. This doesn't matter to the publisher, they've already made back their investment and then some. Which is why a publisher like Ubisoft can happily do what they did to Outerlight and it doesn't matter, they've still made their money, even if Outerlight didn't.
You say no publisher would touch those numbers? I say if they had signed up with a publisher they'd probably be bankrupt right now or close to it, because the publisher's going to get the majority of that money. If you read their blog post on this, they very directly state as much, so I'm going to end with that:
There is another really important thing that needs to be taken into account: If we have had a publisher and sold according to current figures, we would not be in the state that we are in now. More likely, we would now be something more like our first sales summary post. We would probably just have paid back our advance, and just recently been receiving royalties (at a much lower rate, like 25% of what we get now). This means that we would probably be looking for a new publishing deal at this point instead of having the freedom we now have. This does not mean that publishers are evil, just that one should think carefully before signing up for anything. Releasing a game without any financial backing or help with marketing is quite a struggle, but if you pull it off it is well worth the effort!
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To my shame I will admit I played on my 360 controller, worked just fine I will add.