Author Topic: Triptych sales stats released  (Read 9157 times)

Chronic Logic - Josiah

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Triptych sales stats released
« on: January 10, 2007, 12:21:33 AM »
Here are some sales stats from our game Triptych:

Title: Triptych
Developer: Chronic Logic
Released: June 2002
Development time:  Two full time developers 3 weeks, plus one artists for a week or so for interface improvements which were added in patches.
Platforms: Initially just Windows, OSX and Linux added later.
Expenses: Less then $200 for art and sound, very little else other then developers time.

SALES in units per year
2002: 462
2003: 147
2004: 159
2005: 143
2006: 60
Total Sales: 972

Price per unit: $14.95 USD

Total sales from chroniclogic.com after fees: $13000 USD
Other sales total: $12000 USD
Approximate total income: $25000 USD

For promotion and marketing I did press releases on our web site and tried to get them to as many news sites as we could.  I did a pad file and submitted to as many shareware sites as we could find although I don't know if that really helped very much.  Keeping other products and news coming out helped keep people coming to the web site and finding Triptych as well.  Triptych placed 4th in Game Tunnels Puzzle Game of the year award in 2003 and 4th in Game Tunnels most original Concept of the year in 2003.  I also sent out review copies to game web pages whenever they were interested in doing a review.  Triptych scored well in almost all reviews:

Game Tunnel GOTY awards 2003:
http://www.gametunnel.com/articles.php?id=292
http://www.gametunnel.com/articles.php?id=287

Game Tunnel (4 out of 5)
http://www.gametunnel.com/gamespace.php?id=209&tab=3

Game Faqs (9 out of 10)
http://www.gamefaqs.com/computer/doswin/review/R38550.html

Games for PC (5 out of 5)
http://www.games-for-pc.com/PUZZLE/Triptych.htm

Home of the Underdogs Top Dog
http://www.the-underdogs.info/game.php?id=3565

A couple of magazine CD cover deals overseas made up a majority of the non chroniclogic sales income.  I think releasing the OSX and Linux versions and doing patches to improve the look and feel of the game helped extend the product life.