Ouya devs reveal sales figures

Ouya devs reveal sales figures

Mon 22 Jul 2013 2:14pm GMT / 10:14am EDT / 7:14am PDT
HardwareDevelopment

Indies dole out hard numbers for first games on Android-powered console

The Ouya is positioned as the most open console hardware on the market, so it's fitting that developers on the system are being similarly open with their sales figures. Gamasutra and Edge have independently published sales numbers and developer reactions from a handful of the system's higher profile titles.

TowerFall has been perhaps the highest profile game of the Ouya launch, and developer Matt Thorson seemed to be the most positive about his game's performance, telling Edge sales have been better than he expected.

"We've made about 2,000 sales so far at $15 each," Thorson said. "So sales have been surprisingly high for a new game on a new console. The game has definitely proven itself on Ouya, I think there's enough demand to warrant bringing it to PC."

Organ Trail developer Ryan Wiemeyer told Gamasutra that the game made 501 sales off 13,112 downloads, saying he didn't know if it was worth the man hours required to port it to Ouya. Adam Spragg said the pay-what-you-want game Hidden in Plain Sight has sold 1,900 copies with an average price of a little over $2. He said the numbers exceeded his expectations, but he's noticed them falling off recently. Shay Pierce ported Bennett Foddy's Get on Top, and has sold 520 copies for $2 each on 9,700 downloads. After Ouya took its 30 percent cut, Pierce said the game has earned a grand total of $728.

NimbleBit's David Marsh told Edge that Nimble Quest made $427 in profit off 122 purchases and 6,508 downloads. Marsh suggested the port was worth doing, primarily because it was "dead easy" to convert the title and submit it into the Ouya store. Knife Media's Jack Shiels said his twin-stick shooter Red has sold just under 400 copies, enough to break even after two and a half weeks on sale.

Not all of the developers revealed exact figures. Bombball creator E McNeil said he was pulling in $30 a day before Ouya took its cut, and said he was "a little disappointed" with the figures, while Mura Interactive's Joe Albrethsen said the conversion rate for DubWars (which is a $15 preorder with immediate access to the beta) came in under 1 percent.

Going beyond sales, Gamasutra also asked developers about their experience working on the console. Most praised the company's developer support, but reservations about the quality of the system's controller and discoverability of games were common shared criticisms.

14 Comments

We've made about 2,000 sales so far at $15 each," Thorson said. "So sales have been surprisingly high for a new game on a new console. The game has definitely proven itself on Ouya, I think there's enough demand to warrant bringing it to PC."

Android is new? 2000 copies is high? What is this I don't even??!

Posted:3 days ago

#1

The PC market is where the indie action is, with games like War Z, E.Y.E. Divine Cybermancy and other indie games selling over 100,000 units!

Posted:3 days ago

#2

Top Comment

Android is new? 2000 copies is high? What is this I don't even??!
I'm sorry but I thought we were talking about Ouya and the Ouya store here not Google Play?

Posted:3 days ago

#3

These numbers sound close to what I was getting my first week on XBLIG with ~13k trial downloads and ~1000 purchased. This was on a game that we made in a week though called Sky Cat.

Posted:3 days ago

#4

Chip Pedersen
Founder/Creative Director

I'm with Alex, this story makes no sense. I have a couple games on iOS they are at the end of their life cycle and they do better than these games in one day. This doesn't make me want to start making games for Ouya.

Posted:3 days ago

#5

Ed Sludden
Art Director - Makielab

I'm inclined to believe that the free demo, as a sales method, might be hampering things. If they could only prove that sales were higher because of the playable demo, they might get more people interested in releasing games on their excellent platform. Articles like this one, seem very convincing.

Posted:3 days ago

#6

Aleksi Ranta
Product Manager - Hardware

To really put things into perspective, we should know the real Ouya console sales figures. Anyone got hard facts?

Posted:3 days ago

#7

@Ed : I wouldn't generalize about the free demo thing. It really depends on the game and demo itself: if the game is bad or the demo is too big, allowing players to play too much for free, ultimately losing interest in the game, yes (and that's not surprising, isn't it?). On the other hand if the demo is fine tuned to deliver just enough content to make players excited, then I believe it'd still be a very effective marketing tactic.

Posted:3 days ago

#8

Even with the big splash Ouya made in the Kickstarter world it's still the smallest of the small console platforms, maybe 100K installed machines? It needs to grow the installed units substantially before its going to make money for anyone. But it is still early days and the Ouya team did get $15mil from investor backing recently. Hopefully they can find a way to use that to substantially grow their market in the 2nd half of this year.

Also, interesting to see the pricing for Ouya games - $2 or $15. Nobody in the $5-10 price point that I thought would be about right for Ouya games.

Posted:3 days ago

#9

conversion rate on ouya seems pretty bad (for now), i wouldn't expect being able to make a living on it but i totaly see it as a test bed for some ideas and / or second platforms. But an exclusive for ouya would be suicide until it has more user.

Posted:3 days ago

#10

Shane Sweeney
Academic

Due to Moores law hardware costs are plummeting enabling devices like Ouya to exist, however the cost of well designed, well ran, and well executed software is just getting more expensive and complex. This is not made any easier with higher expectations of the average consumer.

Whether your Sony or Nintendo or Ouya the cost of a good user experience doesn't get cheaper with time. Every player large or small is in the same boat. Ouya has a long way to go to fix "discoverability of games" problem that larger players haven't really solved yet either.

I wonder how long until the cost of a platform are largely covering OS, software and infrastructure costs versus hardware. I guess this is why Sony and Microsoft have premium subscription services but they can't run those forever.

Posted:3 days ago

#11

I agree with Aleksi Ranta. People who are asking whether 2000 copies sold is high or not are obviously not thinking about whether that's on 30,000 consoles or a billion. The total prospective number of clients makes a big difference to these figures and, for a brand new console that's only a couple of months old I don't see a problem here. How many units does a launch week game make on Xbox 360 or PS3 when there's less than 500,000 consoles each to vie for?

Posted:2 days ago

#12

Ouch. Those numbers sound eerily close to what friends & family + industry professionals would generate.

Posted:Yesterday

#13

Jim Webb
Executive Editor/Community Director

Anyone that was expecting higher sales and revenue than that was ignoring too many obvious facets that harmed OUYA from the beginning.

Posted:Yesterday

#14

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