Krumit's Tale Project Retrospective and Launch Analysis

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]