Just wanted to post a quick update! I wrote a [url=https://medium.com/@slothwerks/meteorfall-krumits-tale-the-steam-1-0-launch-2b531e5fa282]project retrospective on Medium[/url] that I posted yesterday. It takes a look back at the development of Krumit's Tale: what worked, what didn't, and how the launch sales have looked so far.
A couple interesting facts from the article:
[h3]1887[/h3]
Hours worked (on programming, game design, marketing, answering emails / forums - does not include art, sound, or writing)
[h3]30,000[/h3]
Lifetime wishlists
[h3]$4,297.31[/h3]
Highest amount of proceeds in a single day (July 23)
[h3]11,000[/h3]
Copies sold
[h3]$50,000[/h3]
Lifetime proceeds since Early Access (proceeds = revenue - refunds - Steam's share)
[h3]US, China, Russia[/h3]
Top 3 Countries in terms of units sold
If you're curious to hear more about the business side of game dev and what it takes to launch a game, it's worth a quick read!
[h2][url=https://medium.com/@slothwerks/meteorfall-krumits-tale-the-steam-1-0-launch-2b531e5fa282]Krumit's Tale - Retrospective @ Medium[/url][/h2]