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It's a great success, but there are some minor problems with your math. I'm only sharing this if you are interested in game dev. Otherwise it isn't that important, it's a great success anyhow.A video game that was released 2 weeks ago, has been a huge hit in the gaming community.
I decided to do the math and:
For the game, which is about being a drug dealer, they probably had about 16 devs, and spent about $2,000,000 on developing they app.
Now, onto the crazy part - it already has 75K reviews. Assuming a 2% review rate, they had about 3,750,000 purchases.
It costs $26 CAD ($20 USD) to purchase the game. That means they made about $97,500,000 ($69,200,000 USD) and Steam takes a 30% cut.
So, I don’t know if my math is 100% right, however, if you want to make money nowadays I guess just create a game about being a drug dealer
(The game is called Schedule 1)
For estimating sales you use Boxleiter number, which is right now around 30-35 sales per review. You also didn't take into account regional pricing, refunds & discounts. So the average price is way lower than 20$, I would probably say it's around 15$ max. I don't think the guy is from US, so you need to take tax witholding percentage on all US sales, which is 5% I think for Australia, + you need to take off VAT and GST for the rest. It also isn't 30% Valve cut after some number of millions earned, Valve lowers it to 20%. That needs to be negotiated I think, so it may, or may not apply yet.
From the cost side, I don't know how many developers created it, I thought it was only one, and I don't know where you got 2M$ dev cost. I thought it was way lower. Real cost of games isn't money, they cost part of your soul and health to make. It's still in early access, so more money will be invested, but they have more than enough cash for it.
All in all, I absolutely love to see this. Steam is the most fair marketplace that I know of, if you make something people love and is actually good, Steam will make it worth your time. I would personally never play that, or even think about making something like that. But Life Sims are popular genre on Steam, there are many examples of that. Biggest lesson IMO is creating a competent game in a genre that sells. It also shows how current AAA model is unsustainable. While AAA focuses on enormous budgets and fidelity, someone out there smashes it with just pure gameplay.
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