DekutheEvilClown said:
65 staff(2024 employee count for Asobi, average employee count likely much lower) at the industry shorthand rate, $100k per emoyee per year(Japan tends to be much much lower than this rate however), would be a core development cost of $26m for 4 years of full development. Attributing costs from support studios and outsourcing probably puts the cost at no more than $40m(high end estimate). So full productiom cost max of $40m and that's using the high end estimate at every opportunity: staff count, average employee cost and support studio cost. I'd put the likely development cost at $20-30m. Unsure how much advertising is for this game but maybe like 50% of production cost(somewhat standard number). So let's say $30-45m as my guess at total cost. $60m would be the absolute high end estimate. Sales of 1.5m at $60 would be a gross of $90m. Digital sales were over 50% in the UK week one so very likely the digital sales are significantly above 50%. Netting $60 on each digital copy and about $35-40 on physical sales. Probably on average netting about $50 per copy(that's a high net rate but it hadn't been on sale yet and digital sales were higher than normal for first party, and obviously they don't need to pay 30% to platform holder) . So $75m net to Sony. So I'd estimate it's already cleared the high end total production cost estimate. Based on the estimate range I believe is correct it would already be at or close to 100% ROI(return on investment). In regards to it's total lifetime sales, I'd say R&C: Rift Apart gives a good indication. That game sold 1.1m at launch. Was around 2.5m year one and 3.97m after 2 years. So far Astro launched better and has shown much stronger legs so far based on PSN sales charts. Also, Rift Apart got bundled at launch, whereas Astro didn't. Edit: in case there is any confusion, 100% return on investment in the first 2 months is incredibly strong. That would be like top 5-10% of performing games. |
Astrobot was in development for roughly 3 years.
Your right about team being about 60, atleast google says so (I swear I heard others claim it was like 40ppl).
Thanks for mathing it out though, I was just assuming it was already profitable.
its a AA sized game (imo), with short development cycle.