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14

I can give some stat from AdMod for a long running game to give you some ideas. Last 7 days: eCPM $0.21, impressions 2.7M, fill rate 99% Last 90 days: eCPM $0.28, impressions 31.4M, fill rate 99% Last 365 days: eCPM $0.32, impressions 133M, fill rate 92% This is with AdWords enabled for when there are no graphical ads to show. You'll also notice that ...


9

How much do you believe in the open source idea? When you are not 100% committed to the free software philosophy, then there are some interesting variants: Release the client under an open source license, but not the server. Any private servers will have to write their own server software. That software will always be behind yours feature-wise, so those who ...


7

Yes, they do. You never know if an IP you considered worthless might become valuable again. For example, 10 years ago nobody thought Sega and Nintendo would ever make another cent from their 8 bit and 16 bit games. But then came the pixel art retro boom. Sega released a bunch of their Mega Drive catalog on Steam and Nintendo created the Virtual Console to ...


7

You may have 100,000 impressions and may be 0 revenue. It all depends on number of clicks you have which is measured by eCPM. If you had more clicks in the initial period of launch but later it decreases, you will see decrease in eCPM and your revenue if eCPM * Impressions/1000. So, if you are fortunate and your App Users likes the ads that pops up and ...


5

Yes they do. A few years ago a little game called Marvel vs. Capcom 3 came out which sold really well and it had downloadable content that had to be paid for. Also, there is a HUGE fanbase of fight games (think Tekken, Mortal Kombat, Street-Fighter, etc) that all love 2D. There are 3D fighters (Soul Calibur and Dead or Alive plus others) that provide whole ...


3

For your first game, I would suggest self-publishing. If you get enough publicity and attention, you can do very well. It is viable to contact a publisher, though, if your game looks good and has good playing/replay value. Some effective ways to market, if you self-publish: Write articles for gaming sites, such as indiedb.com, gamedev.net, etc Submit demos ...


2

Now in 2018, there is quite a retro-gaming boom going on. There are some quite well selling games which use 2d graphics. Among the recently leaked number of the top most owned games on Steam are titles like: Terraria (13 Million) Brawlhalla (8.6 Million) The Binding of Isaac (7.1 Million) Castle Crashers (5.5 Million) Stardew Valley (4.9 Million) Starbound (...


2

According to John Romero (minute 3:50 https://youtu.be/na4KHCO9lO8) you should prefer paying the artist directly for the job you need, and should not found with him/her a company unless you know him/her very well. Otherwise, it could "turn into legal garbage later" he says, according to his experience. He suggests also you find someone with much more ...


2

Even if it's casual, you have to protect yourself and your game. Having strong agreements and understanding of you and your teammates' relationship to the project will only make it less stressful for you to work with other people and vice versa. So do these things: Incorporate (e.g., form an official company, pay the $50 or whatever to register the company ...


2

The title of this question is an oxymoron. Any revenue means your product is commercial. If you don't want to pay licensing, you need to stick to free alternatives. OpenAL is not that much harder to use than FMod and it is free. There are plenty of free libraries like SDL that can help with a lot of the startup work. It sounds like you're trying to "get ...


2

Disclaimer: I do find the other answer from Philipp to be excellent I approach this from a much different point of view. I'm going to focus on Magic The Gathering: Online (Mtgo) Mtgo is something with many (illegal) free competitors. First, it is illegal not because of the client/server, but the assets that are under copyright and the game rules itself (I ...


1

Itch.io Itch.io currently has two different payment models for VAT: Direct to you where each purchase is a transaction to your Paypal or Stripe account. Under this model, it is your responsibility to pay VAT, etc. Collected by itch.io, paid later where EU VAT (European Value-Added Tax) compliance is handled by Itch.io. Beyond that, your price split with ...


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