“Rocket League” has raked in nearly $50 million in revenue and amassed more than 8 million registered players since its July launch on PCs and Sony's PlayStation 4 console, Psyonix Inc., its developer, said.
On Dec. 5, “Rocket League” was named the best sports/racing title at the Game Awards, beating out big-budget releases such as Electronic Arts' “FIFA 16.” It also won best independent game.
Psyonix was founded in 2000 and has been profitable since 2005. It stumbled in 2008 with “Supersonic Acrobatic Rocket-Powered Battle-Cars,” a spiritual ancestor to “Rocket League” made by a team of 10 with no marketing budget. The game, originally priced at $14.99, didn’t gain traction even after Psyonix cut it to $9.99.
It wasn’t clear “Rocket League” would be a success, either. Psyonix spent about two years and a little less than $2 million making the game in between doing contract work for larger companies, the studio’s founder and chief, Dave Hagewood, said.
They are in talks to bring other famous vehicles to “Rocket League,” possibly including KITT from “Knight Rider,” according to Bill Kispert, an executive vice president at Comcast's Universal.
It next plans to release “Rocket League” on Microsoft Corp.’s Xbox One early next year.
Entire article: http://blogs.wsj.com/digits/2015/12/17/how-rocket-league-became-2015s-surprise-videogame-hit/