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Colony Ship Early Access Release Thread [GAME RELEASED, GO TO NEW THREAD]

GentlemanCthulhu

Liturgist
Joined
Aug 10, 2019
Messages
1,479
Is it true that the studio is dying? So far I've bought both their games (even though I really don't like AoD and EA is always a risk), but there's literally no other way to support them(?). Seems like a management problem tbh.
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,162
They've consistently hit most of their milestones in EA and are almost done what is riskier about buying Colony Ship than you preordering Diablo IV.
 

vota DC

Augur
Joined
Aug 23, 2016
Messages
2,341
Is it true that the studio is dying? So far I've bought both their games (even though I really don't like AoD and EA is always a risk), but there's literally no other way to support them(?). Seems like a management problem tbh.
No they have colony ship 2 with late medieval tech aliens and aod 2 that they still have to decide if prequel or a Miltiades world painting game.
 

GentlemanCthulhu

Liturgist
Joined
Aug 10, 2019
Messages
1,479
They've consistently hit most of their milestones in EA and are almost done what is riskier about buying Colony Ship than you preordering Diablo IV.
Tbf i did kinda cringe as I was typing out the risk part. But being inflammatory is Codex way of life. Still if they really did sell "way more" than 450 K, that would be kinda cool for a small indie studio.
 

Jrpgfan

Erudite
Joined
Feb 7, 2016
Messages
2,126
Way more.
Then how come you said EA wasn't doing as well as you expected and you could go out of business if the release doesn't do well?

Were the development costs that higher compared to AoD?

Of course, unless AoD EA sold as much or more and I wasn't aware.
 
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Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
8,047
Lol just noticed this for the first time.

Iron Tower Studio is a premier destination for all your hardcore RPG needs.
Proudly serving 0.003% of the Global Gaming Market since 2015.
The remaining 99.997% need not apply.

:obviously:
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Then how come you said EA wasn't doing as well as you expected and you could go out of business if the release doesn't do well?
Were the development costs that higher compared to AoD?
Of course, unless AoD EA sold as much or more and I wasn't aware.
It's a long story, better left for a retrospective article when the game is released and we ponder our future. In short, if the game doesn't sell enough to cover the next development stretch, we're out of business whether we like it or not. As stated earlier we have enough money to finish the game and provide quality post release support in any scenario.

AoD sold $653,367 in EA.
 

Jrpgfan

Erudite
Joined
Feb 7, 2016
Messages
2,126
Btw I thought he meant 450k copies(I didn't click on the link he posted) but it's 450k U$D.

That's why I thought it was weird to not consider it a success.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,202
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Then how come you said EA wasn't doing as well as you expected and you could go out of business if the release doesn't do well?
Were the development costs that higher compared to AoD?
Of course, unless AoD EA sold as much or more and I wasn't aware.
It's a long story, better left for a retrospective article when the game is released and we ponder our future. In short, if the game doesn't sell enough to cover the next development stretch, we're out of business whether we like it or not. As stated earlier we have enough money to finish the game and provide quality post release support in any scenario.

AoD sold $653,367 in EA.
Damn, 500k+ USD EA income being a commercial failure for a team of 3 developers really puts the games industry in a different light for me. Salaries really stack up when it takes 5+ years for each release I guess.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,937
For those paying attention, note that Vince is saying "sold", i.e. I don't think these values are revenue seen by ITS, it's sales.

Steam takes 30%, iirc.

edit: and Epic takes a cut for UE's commercial usage, although I don't know any details of what that % is.
 

Jrpgfan

Erudite
Joined
Feb 7, 2016
Messages
2,126
It's more than 3 devs I think. Either way, 500k in 5 years would be like 2.7k a month for each person(assuming it was only 3 indeed). Then there are other costs involved with development(buying assets, engine tools, hiring freelance artists etc). So if you think, it's really not that much and barely covers living expenses depending where you live.

Elhoim must be one of the richest men in Argentina with that wage, though(truth be told, ~3k U$D a month is a lot even in my country(Brazil) if you take into account the salary avg, so I guess it's not that bad for those living in a third world country).
 
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Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
8,047
Gamedev is horrible for money.

CRPG gamedev is like 50x worse or something.

Like the quote from ITS above, it really is like 0.003% of the Global Gaming Market or less.

Hats off to Vault Dweller for providing transparent details as usual (down to the dollar amount even!).

But unfortunately, it paints a depressing picture for even small-team RPG dev.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Damn, 500k+ USD EA income being a commercial failure for a team of 3 developers really puts the games industry in a different light for me. Salaries really stack up when it takes 5+ years for each release I guess.
It wouldn't be a commercial failure, just not enough to continue. For us the sales revenue isn't a reward but an operating budget for the next 5-6 years. And the team is bigger than three: lead designer/writer, designer/artist, programmer, animator, 3D artist, and 2D artist. Plus several contractors, mostly 3D art and composer.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
For those paying attention, note that Vince is saying "sold", i.e. I don't think these values are revenue seen by ITS, it's sales.

Steam takes 30%, iirc.

edit: and Epic takes a cut for UE's commercial usage, although I don't know any details of what that % is.
Correct. I don't have time to go indepth right now, but one day I'll write that article and show the full breakdown.
 

EtcEtcEtc

Savant
Joined
Jan 16, 2017
Messages
417
Damn, 500k+ USD EA income being a commercial failure for a team of 3 developers really puts the games industry in a different light for me. Salaries really stack up when it takes 5+ years for each release I guess.
It wouldn't be a commercial failure, just not enough to continue. For us the sales revenue isn't a reward but an operating budget for the next 5-6 years. And the team is bigger than three: lead designer/writer, designer/artist, programmer, animator, 3D artist, and 2D artist. Plus several contractors, mostly 3D art and composer.

What's more beneficial for y'all - sales of the game now in EA or sale of the game when it launches.

(For clarification, full price when the game launches, not a sale price)
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,202
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
What's more beneficial for y'all - sales of the game now in EA or sale of the game when it launches.
Disclaimer: I am not VD. But I note that VD tends to show some distaste for these types of questions (or at least it seems so to me). Whether it is because he thinks it is charity and is too proud to accept it, or just such a stone hard capitalist that he believes ITS must sink or swim on its own strengths and the consumer must look only to their best interests, or another reason entirely I cannot say.

I do find VD's whole approach to running ITS admirable though.
 

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