The story is informative -- VR games don't sell well, except if you can time to new hardware -- but the math behind the $42.5k number is dubious. Can I value all my hobby projects at $60/hour too? Over a million USD accumulated losses during my adult life so far...
Why I lost $42,500 making a VR game
11–20 of 83 posts
Re: Why I lost $42,500 making a VR game
#12Still, I acknowledge that it's very hard to spend a year of your life on something and only end up with $700 in-pocket.
Re: Why I lost $42,500 making a VR game
#13The story is informative -- VR games don't sell well, except if you can time to new hardware -- but the math behind the $42.5k number is dubious. Can I value all my hobby projects at $60/hour too? Over a million USD accumulated losses during my adult life so far...
I'd be happy with $60/hr for my day job.
I currently work for Star Gas, which is a northeastern USA based company that delivers heating oil to over 600,000 customers with revenue of about 1B per year (but razor thin profit margins of about 55m per year).
Re: Why I lost $42,500 making a VR game
#14[1] https://www.digitaltrends.com/computing/proof-vr-sales-numbe...
Re: Why I lost $42,500 making a VR game
#15https://store.steampowered.com/app/528930/Fruit_for_the_Vill...
There are three reviews and they are all negative. Maybe the only reason he didn't make money is it's just not a good game.
Re: Why I lost $42,500 making a VR game
#16This point needs to be fleshed out more. What is say the Oculus App store not doing that the iOS app store is? As a user (not a developer) of both, I'm not seeing a difference.
Re: Why I lost $42,500 making a VR game
#17Earlier quoted context omitted.
I'd be happy with $60/hr for my day job.
Currently making $17/hr pre-tax and it is liveable in my suburban area. With overtime which is generously available at 1.5x pay, I could afford to raise a family even, and this job feels much more stable than other tech industry jobs I've had in the past. I currently work for Star Gas, which is a northeastern USA based company that delivers heating oil to over 600,000 customers with revenue of about 1B per year (but…
Re: Why I lost $42,500 making a VR game
#18Re: Why I lost $42,500 making a VR game
#19"Platform holders need to make it easier for VR game developers to get their games onto their platforms and reach the people who want the game they’re making. This goes beyond just financial, this goes towards publicity, mentorship and more." This point needs to be fleshed out more. What is say the Oculus App store not doing that the iOS app store is? As a user (not a developer) of both, I'm not seeing a difference.
There are 3 reviews, all negative, with show stopping bugs even 6 months after they first reviewed it. Poster says he didn't market it until 6 weeks before release. This is just shovelware, unfortunately
Re: Why I lost $42,500 making a VR game
#20that's not $42,500, that's 820 hours
[1](Unless they're famous people for their particular talent category)