Quitting your job with only 4 month worth of savings, with a new mortgage, to enter an industry known for its oversaturation, extreme competition, and high luck element for indies ? That's insane. Maybe I'm just risk-adverse. That said, I think he actually succeeded, despite appearances. Managing to release a working game in 3 month, that actually got sales, is a feat in itself. The game will keep trickling sales, if…
When I started my company like 10 years ago, I also had savings for only like 4 months. However my plan was not to do games specifically but anything that pays the bills. Though I made one game as well but more like for fun and training, not for money. My various products did little money, though I had to look for gigs quite often to support the development. After 1-2 years I made enough money from the products so th…
“I thought I could ship at least 700 units to stay in business”
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Re: “I thought I could ship at least 700 units to stay in business”
#72Quitting your job with only 4 month worth of savings, with a new mortgage, to enter an industry known for its oversaturation, extreme competition, and high luck element for indies ? That's insane. Maybe I'm just risk-adverse. That said, I think he actually succeeded, despite appearances. Managing to release a working game in 3 month, that actually got sales, is a feat in itself. The game will keep trickling sales, if…
I was about to get married when I quit my job and started by myself, and my wife also had to quit her job because we moved country. And we honestly didn't really work out whether we were in a bit of debt or if we had savings for a few weeks. Sure, the first 6 months without pay were hard, and so were the next few years with low pay, especially when we had kids.
But if having 6 or 12 months worth of savings is a requirement, then you can rule out just about everyone except rich kids and upper middle class teenagers.
Re: “I thought I could ship at least 700 units to stay in business”
#73"... just getting the business prepared ended up costing me about 550 more dollars than I was expecting. That's one month out of the 4 taken out." You saved 2000$? OMG I would wait until 10000€ at least (Spain). At the end, he says: 'I know I can get hired for a good salary again but I don't think it will happen this year' . What do you mean by good salary? Because if you say you have a low mortgage in a low cost cou…
He leaves in Romania not in Spain.
But yhea, even 4/5 months of saving is not enough to start this kind of journey.
Re: “I thought I could ship at least 700 units to stay in business”
#74> All in all just getting the business prepared ended up costing me about 550 more dollars than I was expecting. That's one month out of the 4 taken out. Either I'm misunderstanding this statement or he really calculated $550 for a whole month. How or in which country is that enough to survive a whole month?
Romania - without paying rent - 550 USD will suffice for 1 month of daily spending. He mentioned that he has a low mortgage which probably splits with his girlfriend and for a 1 bedroom apartment can be as low as 250 USD per month. 750 USD is the average gross monthly income (before taxes ). Usually software developers earn double that.
Re: “I thought I could ship at least 700 units to stay in business”
#75Earlier quoted context omitted.
Yes, it's very impressive, and the purpose of the whole post IMO is part of the marketing (call me evil). Also if he didn't quit his job, he probably wouldn't be able to get this far within a year.
He was only a month away from completing the game when he quit. If he'd worked evenings and weekends, and used some vacation time, it seems like he could have easily finished and released the game by early next year. That way he wouldn't have to bet everything on the "magic unicorn" of instant Steam success. I sometimes think people starting businesses take on an unnecessary amount of risk out of some unconscious bel…
(I'm not exactly sure how enforceable such a clause would really be, but that's another story, and I really understand him not wanting to take the risk)
Re: “I thought I could ship at least 700 units to stay in business”
#76Re: “I thought I could ship at least 700 units to stay in business”
#77The most marketed, hyped and memed games will make it. Folks play what everyone else is playing because humans don't really like to express their individuality nearly as much as we like to pretend.
Re: “I thought I could ship at least 700 units to stay in business”
#78Earlier quoted context omitted.
That's when your developer is in Romania. If your game developer lives in bay area, that's a full order of magnitude of difference in cost of living.
The developer said he had four months of savings. And then he said $500 of expenses cost him a whole month.
In Romania you definitely can.
Re: “I thought I could ship at least 700 units to stay in business”
#79Re: “I thought I could ship at least 700 units to stay in business”
#80Quitting your job with only 4 month worth of savings, with a new mortgage, to enter an industry known for its oversaturation, extreme competition, and high luck element for indies ? That's insane. Maybe I'm just risk-adverse. That said, I think he actually succeeded, despite appearances. Managing to release a working game in 3 month, that actually got sales, is a feat in itself. The game will keep trickling sales, if…
https://www.youtube.com/watch?v=JmwbYl6f11c
TL;DR: prepare for this to happen, and build a long tail of games/sales.
I don't want to sound mean but I don't think anyone should buy the game because they feel sorry and he is begging. I can't condone it. It has become trendy for people to make GoFundMe campaigns or write articles begging people to help.
Assume people do buy your game because they are sorry, and you manage to get by. Is that how you intend to create a sustainable business? What about other indie devs who failed, maybe even harder? Should they also write articles with their sad story? What about those who don't make it to the top of Hackernews? Should what is essentially charity support people taking risks?
I take this article as a cautionary tale of what could go wrong when you go indie, one of those that we need more of in face of the wild success stories that saturate media.