It’s been roughly a month since Frictional Games launched their immersive adventure horror game Amnesia: The Dark Descent. With things looking alright–but not fantastic–a week after release, the developer has much better news regarding the game and its sales this time around.
First off, the dev shares that everything as a whole went “better than expected on all accounts.” As of the article’s publishing on October 8, Amnesia has sold a total of 36,000 units (including pre-orders, excluding retail sales in Russia.) With Frictional’s sales goal, the determining factor if the team could continue to make games, set at 24,000; the developer is pleased to share that they will “live to create another game.” Hurrah!
The user and press response was the same as it had been at the first checkpoint, in that it was “overwhelming” to the dev. An 86% on Metacritic is especially high given the niche of the game, and they saw a significant sales boost (from 150 a day to 600 a day) following the combination of reviews from Zero Punctuation and Gamespot.
The team also shares several specifics regarding the platform sales of the game. As expected PC is the leading platform, dominating with over 80% of the total sales pie. Linux grabs around 5% of total sales with the dev pinning Mac copies between 8%-12% total.
Other notes from the long blog post include a heavier focus on pre-orders next time around, and the team facing the sad reality of piracy. They draw a comparison to why Amnesia suffers more from pirates than a game like Minecraft with higher replay-ability and more consistent updates, because of the mindset taken with the more single-time/single-player experience the game presents:
“Once you have played Amnesia there is little meaning to play again. A person pirating the game and finishing it has no real reason to go back. So even if a player likes it and determines that it is well worth paying for, there is no incentive to do so. It is quite common to read on forums that people have downloaded a pirated version and say that they will probably buy it later. The question here is how many actually does this?”
They’re not about to pout though, with the title recouping all expenses the team can now receive more “normal salaries.” During the development of Amnesia the team worked long hours for low wage, and on a budget that they reveal won’t be possible to do with their next game.
Bottom line, the outlook for Frictional Games is solid. With the success of Amnesia, the team can now turn their attention to the next project. Apparently the sky’s the limit:
“As this will be our first project were [sic] we know from the start that we can finance it ourselves, it will be very interesting to see what can be done.”