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Indie Hit Sword and Sorcery Sells Over 1.5M, Developers Breaks Down Numbers

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According to Capybara's statistics, iOS users are much more likely to buy a game at full price.

Capybara Games's indie adventure game Superbrothers: Sword & Sorcery EP is a hit, even by mainstream standards. Since the game's release on iPad in March 2011, the game has sold 1.5 million copies over Windows, Mac, Linux, Android, and iOS. To provide a little more insight into the game's success, Capy has released an infographic breaking down the sales figures for the game. 

Surprisingly, a majority of Superbrothers's sales came from both the iOS and the Humble Bundle -- 33 percent and 34 percent of total sales respectively. Yes, the sales from Superbrothers being a part of the Humble Bundle caused it to outsell the game's lifespan on the iOS. 

However, since the Humble Bundle sells its games at a pay-what-you-want scheme, profits from iOS sales were much higher. Clocking in at second place in net revenue was Steam at 19 percent (compared to iOS's 55 percent), which is still rather impressive considering that Steam only accounted for 7 percent of total sales. 

When looking at full price purchases versus discount purchases, 86 percent of iOS users bought it at full price. Steam users were split evenly at 50 percent and Google Play buyers were at 23 percent full price. 

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  • 6 Hide
    SneakySnake , July 31, 2013 7:59 PM
    The Name of the game is Sword and Sworcery (Note the W) . Might want to get that right.
  • 1 Hide
    opmopadop , July 31, 2013 10:05 PM
    Why was SneakySnake downvoted?
  • 2 Hide
    eiskrystal , August 1, 2013 12:57 AM
    Says a lot about the "pay what you want" idea. Don't do it if you want to eat, or still have faith in humanity.
  • Display all 5 comments.
  • 1 Hide
    WithoutWeakness , August 1, 2013 8:19 AM
    "Pay what you want" isn't a terrible idea. It just shouldn't be used as a primary source of revenue. I've participated in many of the Humble Bundles and always pay over the average to get the highest bundle. Many of these games I've never heard of and would have never gotten a chance to play if the Humble Bundle hadn't been around. The devs get less money per sale then they would through the App Store or Google Play but they're also getting a lot of sales that they never would have had otherwise.
  • 0 Hide
    wydileie , August 1, 2013 9:27 AM
    Ya, I think the 'Pay What You Want' scheme works. Valve actually did a study on this stuff, about what prices people buy stuff at and how much profit you see at each point of sale.

    You put it out for full price, and those rabid fans or people who really want the game will buy it. The rest will not buy it until it goes on sale, some think they will never buy it. A few months later it is 50% and a bunch more people buy it. A few more months after that and it's 75% off and a bunch more people buy it, and people who never even looked at the game take a second look and decide to buy it.

    I never would have bough this particular game had it not been on the Humble Bundle. I think I paid like ~$7 for the Humble bundle, but then "re-bought" the game through the other Android bundles anyway, so total spent was probably around $14, split among the developers of all those bundles. However, I never would have bought those games anyway, so they got some of my money which is better then none for having it at full price.

    What has also been shown is that people on iOS are much more likely to buy stuff at full price. What that says about people who own Apple products is up to your discretion.
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