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I believe that the revenue cut the developers get in this case are roughly 60% or so, if my estimates are correct. So, I'd say it depends on the price and kind of effort placed into the game.

Really, I can't imagine something like Affordable Space Adventures breaking even at just 10k copies, for instance. Or FAST Racing Neo breaking even at 20k, given the experience of the developer and the scale of the project.



 
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:3