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Forums - PC - Huge Steam summer sale

hahah you're crazy

this year I changed my policy about the games I buy and so far I'm doing well. I try to buy non-sandbox games that aren't very long and I know I'll be able to finish until the huge christmas sale.

so far I have bought Metro 2033, Thief and Ghost Master. now I'll check out the other discounted games to see if there's anything that I'll be able to finish until the year's end, considering that Civ V is coming out soon and there'll be some new releases as well.



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Is it wise to get Mass Effect 2 if I never played the original?



if you really care for the story I wouldn't recommend it. I haven't played it yet, but I have played ME. you can even use ME saves and continue with "your" Shepard.

--

in the end I also bought Bioshock 2, Peggle Nights, Bookworm Adventures 2 and Death to Spies: Gold.



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shio said:
Foamer said:

Looks like Shatter's done well, taken from NeoGAF-

 

Thanks for all the GAF support for Shatter during the sale yesterday.

The online reporting will be a little foggy until we get a few days clear of it. However, by applying a comprehensive analysis I believe I can accurately estimate the number of copies sold at "shitloads".

It is even possible that we sold more than twice as many copies of Shatter yesterday alone as we have sold since initial release in March right up until the sale.
Another quote-
Same thing basically happened for Droplitz by Atlus / Blitz. I bought the PC version when it went on sale for $2 (regularly $10) and they only had 100 people on their leaderboards. By the end of the sale they had 16,000.

The power of Steam sales...

The underlined part is the most interesting. That's awesome.

Another NeoGAF post from the same rep-

So, I have a clear picture of the sales figures for Shatter now. During the day of the sale, looks like we sold ~250% of the total units sold up until the sale. In other words, on the day of the sale we sold 2.5 times the number of units more than the total number of units sold during the entire 4 month period since release combined.

Revenue wise, by offering a 75% discount the take per unit was a lot less. So we only did about 64% or 2/3 of the revenue that we had otherwise collected to date. However, important to remember this was one day, so we basically boosted our LTD revenue by 64% in a single day event.

We also had a little spike on streaming and sales of the soundtrack on sale day and beyond. Noticable though not very meaningful in terms of revenue (worth maybe a few hundred dollars to us). We had some modest increases in our Facebook and Twitter followers too.

As for ongoing unit sales, it remains to be seen what the longer term impact is. There is certainly a modest elevated daily sales number, though we kicked off an online advertising campaign on 1 July which may be contributing to that.

All in all, decent revenue spike, and a lot more people playing and enjoying the game. A great result and one we are very happy with.



My patience paid off! Civ IV complete for 10 Euros... but I can't buy it because I am not currently in the UK!



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that's a great definition of paying off :p

 

my payoff was borderlands  (wanted to buy the pack mainly for it... but barely found a 50€ value (to me) to the 70€ pack.



OoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoO

Foamer said:
shio said:
Foamer said:

Looks like Shatter's done well, taken from NeoGAF-

 

Thanks for all the GAF support for Shatter during the sale yesterday.

The online reporting will be a little foggy until we get a few days clear of it. However, by applying a comprehensive analysis I believe I can accurately estimate the number of copies sold at "shitloads".

It is even possible that we sold more than twice as many copies of Shatter yesterday alone as we have sold since initial release in March right up until the sale.
Another quote-
Same thing basically happened for Droplitz by Atlus / Blitz. I bought the PC version when it went on sale for $2 (regularly $10) and they only had 100 people on their leaderboards. By the end of the sale they had 16,000.

The power of Steam sales...

The underlined part is the most interesting. That's awesome.

Another NeoGAF post from the same rep-

 

So, I have a clear picture of the sales figures for Shatter now. During the day of the sale, looks like we sold ~250% of the total units sold up until the sale. In other words, on the day of the sale we sold 2.5 times the number of units more than the total number of units sold during the entire 4 month period since release combined.

Revenue wise, by offering a 75% discount the take per unit was a lot less. So we only did about 64% or 2/3 of the revenue that we had otherwise collected to date. However, important to remember this was one day, so we basically boosted our LTD revenue by 64% in a single day event.

We also had a little spike on streaming and sales of the soundtrack on sale day and beyond. Noticable though not very meaningful in terms of revenue (worth maybe a few hundred dollars to us). We had some modest increases in our Facebook and Twitter followers too.

As for ongoing unit sales, it remains to be seen what the longer term impact is. There is certainly a modest elevated daily sales number, though we kicked off an online advertising campaign on 1 July which may be contributing to that.

All in all, decent revenue spike, and a lot more people playing and enjoying the game. A great result and one we are very happy with.

the power of steam



shio said:
Foamer said:
shio said:
Foamer said:

Looks like Shatter's done well, taken from NeoGAF-

 

Thanks for all the GAF support for Shatter during the sale yesterday.

The online reporting will be a little foggy until we get a few days clear of it. However, by applying a comprehensive analysis I believe I can accurately estimate the number of copies sold at "shitloads".

It is even possible that we sold more than twice as many copies of Shatter yesterday alone as we have sold since initial release in March right up until the sale.
Another quote-
Same thing basically happened for Droplitz by Atlus / Blitz. I bought the PC version when it went on sale for $2 (regularly $10) and they only had 100 people on their leaderboards. By the end of the sale they had 16,000.

The power of Steam sales...

The underlined part is the most interesting. That's awesome.

Another NeoGAF post from the same rep-

 

So, I have a clear picture of the sales figures for Shatter now. During the day of the sale, looks like we sold ~250% of the total units sold up until the sale. In other words, on the day of the sale we sold 2.5 times the number of units more than the total number of units sold during the entire 4 month period since release combined.

Revenue wise, by offering a 75% discount the take per unit was a lot less. So we only did about 64% or 2/3 of the revenue that we had otherwise collected to date. However, important to remember this was one day, so we basically boosted our LTD revenue by 64% in a single day event.

We also had a little spike on streaming and sales of the soundtrack on sale day and beyond. Noticable though not very meaningful in terms of revenue (worth maybe a few hundred dollars to us). We had some modest increases in our Facebook and Twitter followers too.

As for ongoing unit sales, it remains to be seen what the longer term impact is. There is certainly a modest elevated daily sales number, though we kicked off an online advertising campaign on 1 July which may be contributing to that.

All in all, decent revenue spike, and a lot more people playing and enjoying the game. A great result and one we are very happy with.

the power of steam

I think you mean the power of a 80% discount and a feature on the front page of the store that heaps of extra people are checking out because there is a massive sale on lol.



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