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Infinity Blade brings in $10m for Epic and Chair

Wed 08 Jun 2011 7:52am GMT / 3:52am EDT / 12:52am PDT
Mobile

Plus UDK installations double following release of iOS support

Epic Games has announced earnings of over $10 million from Infinity Blade, the Unreal Engine 3-based iOS game from its subsidiary ChAIR Entertainment.

The figure was achieved within six months, with the iPhone and iPad game having been sold on the App Store for $5.99 for the duration.

"Infinity Blade's success proves that triple-A gaming experiences can be hugely successful on iOS and that there is a valuable, pent up demand for premium content like this," said Mark Rein, vice president and co-founder of Epic Games.

"We have been licensing Unreal Engine 3 very affordably to developers large and small for all kinds of games and applications and we're looking forward to our licensees achieving spectacular results of their own."

Epic also claims that installations of its Unreal Development Kit (UDK) middleware toolset have doubled in the half-year since the debut of iOS support. Since December 2010, the number of unique installations have shot from 400,000 to 800,000.

Epic offers various different licensing models for UDK, including a free one for hobbyists. For commercial use, there is the option to pay a $99 annual fee, then 25 per cent of all received royalties in excess of $50,000.

6 Comments

Mark Rein Vice President, Epic Games

6 0 0.0
That should be "in excess of US$50,000" (10x what you posted)

Posted:3 years ago

#1

Dan Pearson European Editor, GamesIndustry.biz

114 325 2.9
Thanks Mark, I'll edit that now.

Posted:3 years ago

#2
To be honest, $10m of revenue is pretty much peanuts for a quality title/release (of course its a lot to an indy dev!). If the sales keep up, and this builds up to $40-$50m over a couple of years - then its more like it.

(if a publisher makes $20 profit shipping a copy to retail, $10m is the equiv of shipping 500,000 units lifetime - not a lot of units these days).

Posted:3 years ago

#3
Wow man, I'd take the 10 million figure and be happy with it. The iOS games don't take 2 and 3 years to make, 500k units is pretty darn good.

Edited 1 times. Last edit by Quincy Roach on 8th June 2011 6:40pm

Posted:3 years ago

#4
I agree, that 10M is a terrific number to hit this quickly. Kudos to the ChAIR team!

Posted:3 years ago

#5

Mike Wells Writer

62 29 0.5
It would be interesting to see a more in-depth article comparing the dev time/costs/profits for high-end, self-published iOS games versus the traditional boxed retail model where there are lots more people taking a slice. How about it GI?

Posted:3 years ago

#6

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