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by josefx
47 days ago
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> The experiment proved that even at a low price point ($8), a massive majority of the PC audience will choose "free" regardless of the developer's size or struggle. Several points: * A pirate can pirate infinity +1 games for free, that will skew any statistic compared to legitimiate buyers that have to manage a finite budget. It also means that you aren't looking at 93% lost sales. * It wasn't a new indy game, but a port of an existing mobile game, so I wouldn't be surprised if legitimate buyers weren't in a rush to get their hands on it on day one. The steam statistics from the first month mention a peak concurrent player count of over 7000 so it certainly didn't stay at 200 copies. |
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