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Forums - Gaming - Shovel Knight has sold 1.2 million copies, 1 million sold digitally (Details inside)

Barozi said:
Nautilus said:

As far as im aware, its not common.Just because 3 or 4 indies reached that mark last year(im guessing numbers here, I dont remember which games reached that milestone) dosent make that common.Common would be if 40% or higher of every indie released reached those sales.Plus this is the first game from Yatch Club, so th game didnt have any prior hype(read:developer pedigree) behind it.Minecraft and Rocket League are annomalities, even for AAA standard.And you need to remember that it released first on PC and Nintendo systems, then went to Sony and Microsoft.

And I mean, its 1.2 million for gods sake!They used  roughly 311k to developed it, and they are making dozens of millions in profits.How can that be sad in any way?People are unrealistic in expectations.If the industry needed millions upon millions of sales for any game to be considered a success, it would have crashed by now.

dozens of millions? Where are you getting those numbers from?
The game is $15. At 1m digital sales that's $15m plus 200k retail at $30 ($6m). $21m in total of which both the platform holder and the retailer is getting a big share.

It's common for popular and/or great indie games. Obviously not for all indie games. But take a look at Steam Spy and see how many indie games since the release of Shovel Knight sold more than a million. Then remember that these are only PC sales.

21 million plus the sales from the amiibo.Even with the retailers/platform share, it is most likely above 20 million, so dozens still apply, according to the grammar XD.

Yes yes, it certainly should have sold more and there are a few indie games that manage to sell this much in a shorter time, but the way you were speaking is that Shovel Knight performance was weak, which is in no way true.



My (locked) thread about how difficulty should be a decision for the developers, not the gamers.

https://gamrconnect.vgchartz.com/thread.php?id=241866&page=1

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Nautilus said:
Barozi said:

dozens of millions? Where are you getting those numbers from?
The game is $15. At 1m digital sales that's $15m plus 200k retail at $30 ($6m). $21m in total of which both the platform holder and the retailer is getting a big share.

It's common for popular and/or great indie games. Obviously not for all indie games. But take a look at Steam Spy and see how many indie games since the release of Shovel Knight sold more than a million. Then remember that these are only PC sales.

21 million plus the sales from the amiibo.Even with the retailers/platform share, it is most likely above 20 million, so dozens still apply, according to the grammar XD.

Yes yes, it certainly should have sold more and there are a few indie games that manage to sell this much in a shorter time, but the way you were speaking is that Shovel Knight performance was weak, which is in no way true.

it's nowhere near $20 million. Again they have to share the revenue with both Nintendo and a retailer. Amiibos are what? $13? With 200k shipped that's "only" $2.6m in revenue.

Steam and Microsoft get a 30% cut, which is pretty much standard. So that would be $10.5m for Yacht Club Games plus a ~50% cut for the retail version ($3m) plus let's say again 50% for the amiibo ($1.3m). $14.8m at best. Calculation was done with the full price of the game, but it has been discounted before. Also doesn't include any development costs of the initial game, ports and DLC.


I never said or acted like they were weak. It just angers me that far worse games (like Goat Simulator) have sold much more.



Barozi said:
Nautilus said:

21 million plus the sales from the amiibo.Even with the retailers/platform share, it is most likely above 20 million, so dozens still apply, according to the grammar XD.

Yes yes, it certainly should have sold more and there are a few indie games that manage to sell this much in a shorter time, but the way you were speaking is that Shovel Knight performance was weak, which is in no way true.

it's nowhere near $20 million. Again they have to share the revenue with both Nintendo and a retailer. Amiibos are what? $13? With 200k shipped that's "only" $2.6m in revenue.

Steam and Microsoft get a 30% cut, which is pretty much standard. So that would be $10.5m for Yacht Club Games plus a ~50% cut for the retail version ($3m) plus let's say again 50% for the amiibo ($1.3m). $14.8m at best. Calculation was done with the full price of the game, but it has been discounted before. Also doesn't include any development costs of the initial game, ports and DLC.


I never said or acted like they were weak. It just angers me that far worse games (like Goat Simulator) have sold much more.

As far as I know, the development cost were all paid through kickstarter, so they(most likely) didnt pay a dime.But as for the rest, I stand corrected.



My (locked) thread about how difficulty should be a decision for the developers, not the gamers.

https://gamrconnect.vgchartz.com/thread.php?id=241866&page=1

Barozi said:
Chazore said:

I don't get why it's bad that an indie like this has sold 1.2 million across multiple platforms, hell just alone recently ahs Stardew valley hit 1 million copies so far alone on PC from just a month and two weeks of being sold, once it eventually hits consoles he'll see more copies sold as a result. There are still plenty of indie games out there that just aren't popular enough to sell millions, that's just how the market works.

Which is exactly my point.
How much hype was there for Stardew Valley before release? Not much.
Got 1m sales in a matter of a few weeks, on only one platform.

Question is, why isn't Shovel Knight anywhere close to 1m sales on PC. Isn't that strange? A game that is in pretty much everyone's top 10 indie games list and even received Game of the Year awards.

While the official release of Stardew Valley was two months ago, it has been available to purchase on Steam since 2013 because it was a Greenlight title. That said, I don't know how much it sold during that time.



Please excuse my bad English.

Former gaming PC: i5-4670k@stock (for now), 16Gb RAM 1600 MHz and a GTX 1070

Current gaming PC: R5-7600, 32GB RAM 6000MT/s (CL30) and a RX 9060XT 16GB

Steam / Live / NNID : jonxiquet    Add me if you want, but I'm a single player gamer.

Barozi said:

Which is exactly my point.
How much hype was there for Stardew Valley before release? Not much.
Got 1m sales in a matter of a few weeks, on only one platform.

Question is, why isn't Shovel Knight anywhere close to 1m sales on PC. Isn't that strange? A game that is in pretty much everyone's top 10 indie games list and even received Game of the Year awards.

If you hadn't been following Stardew Valley then you wouldn't have known that people on PC had kept the hype for around 3 years, it had been in development for about 4 years total. just over a million sales in over a month is very good for a one man indie game, a lot more than the time it took for a 1.5 million shovel knight across multiple platforms so your idea of "release on evberything, keep nothing exclusive" falls flat, unless of course your speaking for consoles because the general gist I;m getting from this is that PC can't have anything exclusive to sell a few million but it's legit ok for consoles.

Why isn't shovel knight well over 1m on PS4/X1 for that matter?, you know with the suerbase being boasted and the latest gen and all that jazz.



Mankind, in its arrogance and self-delusion, must believe they are the mirrors to God in both their image and their power. If something shatters that mirror, then it must be totally destroyed.

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So... it sold over 2 mil units overall..?



 

              

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