Regarding sales, Leonard said, “The recent sales have far exceeded the number of units sold at launch.” There has been a total of 6,000 copies sold, with the United States accounting for 39% of sales followed by Japan with 35%. “By the time your readers see this article, Japan will be #1 in units sold for Nevergrind Online. Within the last week, 87% of units sold have been in Japan,” he added.
We asked Leonard whether he considered the game a financial success after selling 6,000 copies. He told us that the game only cost $15,000 to develop, a number that was easily surpassed by the sales of the game within the first few weeks after launch. He continued, saying, “I developed this game in my spare time as a hobby, but that may have to change due to its success. Working on it full-time would be like a dream! Everything Nevergrind Online has achieved should not be possible on paper. Especially when you consider that the western media is not interested in covering this game.”
As mentioned above, the sales and player numbers of Nevergrind Online are still very small when you compare it to big name titles across the world. However, what’s interesting is the phenomenon of the game itself: it didn’t draw much attention after first launching in early access, yet it flourished after adding Japanese support, to the point where it even shocked its developer. This success is a prime example that shows the power of word of mouth exists in the Japanese Steam community.
On July 19, popular Japanese YouTuber group 2BRO., who boast over 3 million subscribers, streamed themselves playing Nevergrind Online. This may provide a spark that can take the game’s success to even greater heights.