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Re:Building an AI game studio: what we've learned so far by johnnyanmac on Tuesday May 21, 2024 @08:36PM (#40436049)
> The main games in niche can easily sell 100k copies, that is a lot of money for a couple of indie devs.

I understand your point, but I hope people are seeing the irony of making such arguments under a post detaliing how the median game on steam can barely pay rent.

I don't think even if you filtered that data for "overwhelmingly positive games" that it'll suddenly average $500k+ revenue.

>Maybe you think that "100k" copies is a failure since it didn't sell millions, I have seen people thinking along those lines. But no, 100k copies is a massive success, even 10k copies is more than enough for a 1 person indie game, so those "indie gems" hardly failed at all.

really depends on team size. 100k is good, but divided among a team of 10 and after steam cuts, a $5 game is getting roughly 35k for a dev. You know, minmum wage in high COL areas. likewise for a solo game that made 10k sales.

My definition of success is as simple as "can the studio sustain itself from the sales of its games?". Maybe in a day where rent wasn't $3000+, but not these days in the US.

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