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Watching a video where someone is claiming a $35 cozy game is a failure because it's concurrent player numbers dropped 6 weeks after launch... We are so fucked in how people perceive games, their value, and expectations. It's not stardew valley numbers!?!! Well then it must be a piece of shit...

And to be clear - they have 2000 very positive reviews and are on 5 different platforms... but failure!

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It's so fucking funny because consistent player numbers only matter for MP games really. Singleplayer? Nah, it can say maybe a bit but it doesn't matter for revenue, coop games similarly if they aren't planning on long term income. And what does succeed there varies wildly

2000 is massive! Especially for indie studios! If even 5% of players leave reviews thats 10,000 copies! even after steam's 30% (not sure of other platforms) thats well into the 6 digits in terms of revenue. even if the game has a 100% review rate 2000 people is a lot of people that like your game!!!

2000 reviews in 6 weeks at $35 dollars, assuming each reviewer purchased a copy, is $70,000. That's more than $11,500 a week. Extrapolating that further that's $552,000~ a year. If you're making 333 sales for 52 weeks, you've already paid off your CEO. What are the numbers supposed to look like?

Really only 2% of the people who buy a game review it - so it's more likely 100k sales - just on the one platform in the first six weeks!

I'm trying to do math with a calculator to make the numbers make sense in my head cause they're too big. $3,500,000 If you spent three years making a game, and you have 30 people payed $100k per year. You've made back a good chunk of what it cost to make the game in like two months. Failing how?