Our company is profitable and we have several more launches on the way, so I can’t help but think we’re doing okay. As long as I have confidence that we’re hitting our goals every quarter and that we’ll meet our goal of $1,000,000 by the end of the year, I feel like there’s nothing to worry about.
All of the revenue we have are in the form of just $1 million of the game’s $9 million of revenue. So if we are going to have more content to do, I’ll be happy to take that into consideration.
We will indeed have more content to do, and we are working on it. We have the first of two new games coming out in the next few weeks (The Last of Us and Batman: Arkham Asylum) and will continue to develop more in the months and years to come. In the meantime, its nice to know we have a decent amount of cash in the bank now.
We are also looking at ways to take the revenue we receive from thredup games and put it to better use. We are doing a lot of work to make our games better and to increase our revenue. We have a new game coming out on the PS4, a new game coming out on the Xbox One, two new games coming out on the PC, and we are working on some really cool stuff.
We’re going to continue to do what we do best, which is make games that people want to play. We have also been working on a lot of new projects. We are working on a new game for the PS4, a new game for the Xbox One, and a new game for the PC as well. We are working on some cool new stuff for the next 3-4 years.
How to increase revenue on your game? There are a couple of ways to do this with an indie game. One, to put a high value on the game itself. People want to play games that are fun, that are something they can enjoy, that they can share with their friends. The other way to increase revenue with an indie game is to put a high value on the number of people who buy the game.
The numbers are hard to come by, but the numbers are easy. I’ve seen a bunch of game devs put a “10” in front of their game’s price tag. The 10 is the number of people who bought the game. With games like Skyrim, a number of people bought the game, they all got to play the game, and they all got to tell their friends about how fun they got.
The game’s price tag also depends on what you put in the game. A lot of devs put in a lot of money on the base game, so if you put in “a lot” of money on the new game, you could put a lot more in.
What I don’t have in mind is the idea of a “paywall”, where you can sign up for a free demo for free and ask for the game to be demoed after the demo is over. The game will have a demo as soon as it is over, so the game is free too.
I would love to see paywalls. I’ve seen some of the more popular games, like Super Meat Boy or LittleBigPlanet for example, where you pay for “expansion packs” to access new content. I’d also love to see games that do not use the standard DLC system and allow players to pay for “expendable” content.