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this post was submitted on 06 Sep 2025
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Indie Game Development
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I don't understand the concept of "not being able to afford selling at that low a price" for something that's purely digital. Like I get if you're selling a chair and the wood and tools you used to make the chair cost you $100, you need to sell that chair for more than $100 to not lose money on the whole transaction. But for a video game, the costs have basically all been realized by the time the game gets released, right, assuming you don't have to worry about producing physical copies or pay for servers every month? So if that's your situation, your main concern is to find the sweet point for the price at which the most people will buy your game, yes? If you can sell ten times as many copies by cutting the price in half, you would be losing money if you didn't go with the lower price.
Yeah, but now you need to make that money back. If you bought assets, or you spent time you could have been working a job, then you need to sell enough to recuperate what you put in plus more or this whole thing won't be sustainable enough for your second game.
Um, sure. This has limits, though.