If it’s priced a bit lower at $15, you’ll need to sell 27,000 copies. That means you will need to sell 20,000 copies of a $20 game. Let’s say you aim to make $400,000 to cover expenses, including Steam’s cut and local taxes. It’s a good idea to look into different numbers since actual sales may be different than what you expected. Now consider how many copies you’ll need to sell to break even. Then, add what you’re hoping to earn to that figure. With this in mind, make an estimate of your expenses. This money may have expanded your budget, but you will have to pay it back at some point. You may have taken out a loan or borrowed money from your friends and relatives to complete your game. Whatever the sum you come up with, it should give you a hint at how much you need to earn to achieve your goals. You will also have to cover living expenses if needed. There may be a new game idea floating around in your head, or you might have a retailer or publisher cut to worry about. You will not only want to get your money back, but you will also want to make a profit. Even if it’s a so-called zero budget game, you’ve spent your time or driven to a conference or two to present your game - this counts as an expense. This is how much money you’ve spent on development, including marketing, localization, salary, and all other expenses. It is usually comprised of the following: The major factor that defines how much you should charge for your game is the financial model you have. Below, we try to make it a little bit simpler. Setting a price for your game is a complex combination of factors, including how much your studio invested in the development, which markets you’re releasing on, and how likely the players are to agree with the price versus entertainment value. You might think that pricing your game higher will net you more profit, but it’s not quite that simple. When selling a game, its price is one of the biggest factors that affect the game’s success.
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