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Krumit's Tale Project Retrospective and Launch Analysis

Just wanted to post a quick update! I wrote a project retrospective on Medium that I posted yesterday. It takes a look back at the development of Krumit's Tale: what worked, what didn't, and how the launch sales have looked so far.

A couple interesting facts from the article:

1887

Hours worked (on programming, game design, marketing, answering emails / forums - does not include art, sound, or writing)

30,000

Lifetime wishlists

$4,297.31

Highest amount of proceeds in a single day (July 23)

11,000

Copies sold

$50,000

Lifetime proceeds since Early Access (proceeds = revenue - refunds - Steam's share)

US, China, Russia

Top 3 Countries in terms of units sold

If you're curious to hear more about the business side of game dev and what it takes to launch a game, it's worth a quick read!

Krumit's Tale - Retrospective @ Medium