Comment on The developers of PEAK, explaining how they decided on pricing for their game.
Endymion_Mallorn@kbin.melroy.org 9 hours ago
How about a different pattern;
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Figure out what your breakeven is - in other words, how much money you need to make to recoup salaries, licenses, and generally keep the lights on.
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Put out a free demo (and I mean free - no DRM either). See how many people download it within a month or so.
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Project the production budget for the next game.
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Price based on a 2% retention rate of the demo downloads to accommodate breakeven + next game + 5% profit for op-cap.
Rinse and repeat as necessary.