, 12 tweets, 6 min read
· SALES DATA: A THREAD ·

Aragami was launched on October 4th, 2016. For its 3rd anniversary we launched a Steam Daily Deal that went on for 48h.

In that time frame we sold:
* 50k copies of Aragami
* 25k copies of Aragami: Nightfall

/1


#gamedev
The first 24h the daily deal was featured on the front page. Sales during the 2nd day are around 3x times lower.

/2


#gamedev
For a game that is THREE years old, the daily deal sold around 10x more units than launch week - but at an 80% discount. The other spikes in the unit sales graph are related to different Steam Sales and Daily Deals.

/3


#gamedev
There's been lots of talk about wishlist data, so I was eager to see its impact in predicting the performance of the Daily Deal.

Before the sale, around 200k people had Aragami on wishlist. Surely most of them would get the game at 80% off, right?

/4


#gamedev
But nope! More people ADDED the game to wishlit - at 80% off - than bought it from wishlist.

Less than 10% users that had Aragami on wishlist bought it at 80% off.

/5


#gamedev
Quick note about PC platforms.

* There's more than 500k steam units sold of Aragami.
* Less than 11k are Mac OS X sales.
* Less than 4k are Linux sales.

/6


#gamedev
About regions:

China is huge in terms of units sold. Aragami originally launched without support for Simplified Chinese. After adding it, Chinese users spiked.

Extremely surprised with Germany too.

/7


#gamedev
About refunds:

* 9.4% of Aragami units have been refunded. Common reasons were technical - bad performance and bugs.
* After patching the game, refund rate has lowered to 4%. That means players don't abuse the refund system. The mostly refund games that don't work.

/8


#gamedev
Less than 30% of players reach the endgame. I still cry when thinking about the MONTHS spent working on the final boss and ending cinematic.

/9


#gamedev
To be more precise, 17.2% of players finish the game.

/10


#gamedev
One last piece of info. Before the daily deal, Aragami: Nightfall - a story prequel DLC - had sold 15k units. That means less than 4% of Aragami players bought the DLC. A total failure.

After the sale, this number spiked to 42k thanks to the Shadow Edition bundle.

/10
Aragami and @LinceWorks success owes a lot to the wisdom and openness of the gamedev community. I hope this thread can give a bit of that wisdom back and help other devs starting out :)
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