[In this article, reprinted with permission from Games Brief, Mode 7's Paul Taylor gives a postmortem on the business of selling its squad-based tactical game Frozen Synapse, stressing the importance of Steam and price drops.]
It's great to be back on Gamesbrief, although I always feel slightly strange writing for a blog which focuses exclusively on business. (Editorial note: Paul's earlier post was Why Free-to-Play is not the answer to everything)
The reason for this is that, if you're a company or individual looking to enter the games market, I wouldn't necessarily recommend that you do things the way we do! Making a "pay-once" (i.e. one upfront fee, no microtransactions) indie game with a long development cycle is a very risky endeavor; you may think that it's wiser to choose another path, especially when starting out.
Feel free to disregard, disagree with or argue against any of the conclusions I draw from our experiences. I won't be disclosing full data for various reasons, but hopefully there will be some useful nuggets in there.
I'll kick things off by explaining our situation, then I'll move on to a little bit of data and then conclude with some things I believe we've learned from the process of releasing this game.
About Frozen Synapse
Frozen Synapse was born out of a desire to do two things: firstly to do justice to a particular game design concept and secondly to go all-in on making a high-quality game, in order to figure out if we could really do it!
If you'd like to know a bit more about the game, it's a simultaneous-turn-based tactical title with both single player and multiplayer; it's available on PC, Mac, and Linux. Here's a trailer.
We knew that the major expense would be our time, rather than any tech, personnel or art assets. So, we took low salaries and treated the company as a young start-up, even though we'd been running for a few years prior to the start of development.
Taking away the pressure on cash-flow created a much more creative environment which gave Lead Designer Ian the space he needed to work on the gameplay.
Commercially, our targets were:
Frozen Synapse Direct Sales
Notes
- Focus completely on digital; achieve Steam distribution
- Sell over 100k copies within a year from release without a significant marketing spend
- Create a game that would be popular with core PC gamers; we wanted to make something that would really appeal to readers of RockPaperShotgun!
- Make a feature-rich product which would truly justify a higher price point than other indie titles
- Over 300k units sold since May 2011 (across all distributors, majority sold at a discount)
- Paid beta raised $135,000 and enabled us to switch to full-time work on the game
- Over $300k total in direct sales (i.e. via www.frozensynapse.com)
- Steam Top Sellers list for several days around launch
- 28.8% of direct revenues came from special editions
- Just under 50% of free keys are used
- Metacritic 85; user 8.0
- 90%+ (or equivalent): Edge, Destructoid, Eurogamer, PC Format, bit-gamer
- Many other high review scores

- Discounts combined with PR had the most significant effect on revenue
- Advertising during the beta failed to produce a positive return
- The small spike on May 6th 2011 prior to the main launch on May 27th was the release of the single player campaign into the beta
- Most small spikes are due to PR
- Releasing a demo had a negligible effect on sales; launching without a demo did not seem to matter (though obviously it is impossible to A/B test this)
- Total costs were around £140k
- 3 core team members; 1 long-term contractor; other freelancers
- All code, design, PR and marketing in-house, all art outsourced
- It is a game with very concentrated core mechanics that are difficult to expand
- Many people bought the game for its ambitious scope, essentially as a bundle of intriguing features
- It kept the interest of very critical hardcore PC / Mac / Linux gamers who are most averse to F2P models outside of MMO's
- We are able to work with organizations like Humble Indie Bundle
- Perhaps counter-intuitively, it facilitated design which is not based around restricting the player's access to content
- Lower potential revenue ceiling
- Difficult to identify and provide content for fans who subsequently want to pay more after their first purchase
- Constant battle for awareness / difficulty with overcoming paid barrier to entry
- Not geared up for regular iteration and updating post-launch; too much of a monolithic "box product"-type mentality