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Retail

Rogue Legacy was profitable after one hour

Rogue Legacy was profitable after one hour

Tue 18 Mar 2014 8:19am GMT / 4:19am EDT / 1:19am PDT
RetailGDC 2014

And sold 100,000 copies in its first week

Kenny Lee from Cellar Door Games gave a GDC talk yesterday in which he revealed that Rogue Legacy had earned back its development costs after one hour on sale, and shifted 100,000 copies in its first week.

The roguelike platformer cost $14,878 and took 18 months to finish, a big leap compared to Cellar Door's earlier Flash projects like Don't Shit Your Pants, Villainous, and I Have 1 Day.

"That's still a lot of money compared to the $1,000 for our previous projects, but if you consider the scope of the game I think we did a pretty good job at keeping the costs down," Lee said, as reported by Destructoid.

The company was founded in 2009 and is located in Toronto, Ontario. Rogue Legacy was released on June 27, 2013.

6 Comments

Iain Stanford Experienced Software Engineer, Tinderstone

33 126 3.8
Popular Comment
Cost $14,878 and took 18 months?

Do we just ignore salaries now?

Posted:7 months ago

#1

Emeric Thoa CEO & Co Founder, The game bakers

1 2 2.0
Come on GamesIndustry. This headline is wrong, these numbers are wrong, and you are well aware of it. It's just spreading the false ideas games can be cheap to make. In a real studio that exists on the long term, pays the devs and the taxes, $15k is at best one guy for 4 months. Good luck making Rogue Legacy with this "team".
I'm convinced that RL will do well, but even the 100 000 sales are probably not enough to breakeven with a real cost evaluation.

Posted:7 months ago

#2

Morville O'Driscoll Blogger & Critic

1,584 1,438 0.9
From (still) one of the best financial breakdowns of indie game development: Hitbox's Dustforce.

Edited 1 times. Last edit by Morville O'Driscoll on 18th March 2014 2:31pm

Posted:7 months ago

#3

Thomas Dolby Project Manager / Lead Programmer, Ai Solve

340 292 0.9
Thanks for linking that Morville, well worth reading.

I have to agree that far too many people seem to take the costs of people out from a project budget, which is insane really as more often than not, people are your biggest expense. People don't tend to work for free and thus whenever you're paying someone to work on your project, that payment should be factored into your costs, regardless of whether they're a permanent employee, working on multiple projects etc.

Posted:7 months ago

#4

Edward Buffery Pre-production Manager

149 96 0.6
Regardless of the numbers, bloody great game, glad it's done well :) Also, another thank you to Morville, that is a great link.

Posted:7 months ago

#5

Alfonso Sexto Lead Tester, Ubisoft Germany

820 653 0.8
Fun and satisfaction over graphics. Like in the old times. This is exactly what I love about indies.

Posted:7 months ago

#6

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