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An exploration of Shovel Knight's sales over its first month of release in the US on Wii U/3DS and internationally on Steam (only in English).
So Shovel Knight has been on sale in the US on Wii U/3DS and internationally on Steam (only in English) for over a month now! Pretty nuts to see our little fledgling Kickstarter all grown up and in the wild. Believe it or not, besides the desire to make a great game, one of the reasons the team wanted to leave our safe and secure jobs behind and enter the indie world was to make the development process more accessible to the public – so that you all would have a better idea of how games are made and how to measure their success. That’s our task today!
Unfortunately, most developers aren’t permitted or aren’t willing to just give away sales expectations or results! Fortunately, we’re not like most developers. Hopefully we can add more pieces to the tiny pile of existing information to help out other developers, journalists, enthusiasts, and Grandma Swamp-a-likes for the future. You all are the reason this game even exists, and we feel it’s our responsibility to let you know about every detail that went into its construction. If you know of other developers that have done something similar, be sure to post it in the comments to help anyone who is on the lookout.
Alright, here we go! We’re going to be stepping through the whole process from dream to Kickstarter to release, sprinkling in our sales numbers and some statistics throughout about how our game has done from June 26th – July 26th. Keep in mind, none of the numbers we’ll share are precise as pinning down the numbers can be tricky for various reasons. We’ve given it our best shot!
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It all began with a Kickstart!
To know what our current sales numbers mean, you have to know where we started! On April 13th, 2013, we finished our Kickstarter campaign, funded by our lovely, amazing 14,749 backers for a grand total of $311,502. We also ran a concurrent Paypal donation period, where 935 backers reaching a total of $17,180 also joined in on the fun. When the campaign concluded, we asked all the backers to tell us what platform they wanted the game for….and here are the results!
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Surprisingly, Nintendo backers only provided around a third of the total support. We would have expected this number to be much higher given how focused (at least inwardly) our campaign was around Nintendo platforms. Were the naysayers right; do Nintendo indie games not sell well!? We’ll come back to this point later when we discuss the full sales, but it’s probably safe to say that early on, Kickstarter was still a PC dominated platform.
So in total, we went into full Shovel Knight production with $328,682 in hand for the rest of development (keep in mind, that 328k does not account for taxes, Kickstarter’s takeaway, fees, backers that dropped payment, etc). That certainly is a large sum by itself, but not quite so when it comes to making a game!
It may be surprising, but even a small downloadable game can often cost upwards of a million dollars to make! We planned a game that was going to take five people more than a full work week (six if you count Jake) for two years (this schedule includes a year for the game, with an additional year for developing stretch goal content)! That kind of game simply is not possible on 328k, and let’s break down why!
Cost of development
What does a game usually cost? How do you even figure that out? Well, it’s tough to be honest, but a very standard metric is to determine how many employees will be on the team, and multiply their cost by the amount of time the game is in development. This isn’t super accurate because in the game development world, we criminally underestimate each component’s time and effort. Typically we compensate for this by overestimating the time/salary/quantity elements out a bit.
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So let’s do that for Shovel Knight! These days, most studios will put the average cost of a developer on a game at around a $10k man month. What does that mean? Essentially, each developer will cost the company 10,000 dollars a month or 120,000 dollars a year. Now, of course, not every developer on the team makes that much money and often, NONE of the developers on the team make that much money.
That’s because this monthly $10k goes into much more than just paying the salary of the employee. It covers any and all expenses accumulated from having that employee on site. That includes not only individual expenses for the employee like salary, health insurance, etc but also company expenses like rent, electricity, water, food/snacks, conventions, computer and other equipment, software licenses, lawyer fees, taxes, development kit expenses…the list goes on and on. Given that it encompasses so much, we can use this figure to calculate the cost for the entire game. Also note that some developers may only be on a project for a few months, while others will work for the whole project’s duration. The man month total number can vary widely for games, but for Shovel Knight, we figured it was something around 144 man months to finish the game.
Now, YOU too have the power to estimate game budgets! Just multiply it out! For example, a 50 person team working for two years? That would be 12,000,000! Twelve million dollars! You can see how game budgets really start to add up!
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