Dustforce sales figures shed light on the financial costs and returns of indie development
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
Hitbox Team has posted a thorough article describing the financial expenses and returns from its 2012 sidescroller Dustforce . The story begins in 2010, when the then two-person team built the first prototype, caught the eye of Steam, and won $100,000 in a contest.
"$100,000 USD is a significant amount of money, but is it enough?" asks the post, which offers perspective on indie game budgets with the simple equation: "Minimum cost to make a game = cost of living × time needed × team size." It's a useful perspective, because game budgets—especially Kickstarter goals as of late—can appear astronomical as lump sums, but look far less impressive when stretched out over time.
"Time is money, as they say, and we needed roughly a year and a half to finish Dustforce," continues the post. "How much does a year cost? We were all living in different areas of the world at the time (Brisbane, Tokyo, New York, and Cincinnati)—on average, it would cost us around $20k per person per year to live frugally. A lot of the prize money went to paying existing bills, debts, and traveling expenses. Between three people (the fourth lived off his own savings), the remaining money would last about one and a half years.
"This was just enough time to finish the game, but it was cutting it a bit close—you don't want to finish the project with zero dollars in the bank. It can take up to 90 days to receive the first payment from sales, and of course it's possible that the game might not sell well at all, so it would be ideal to leave a few months of money in reserve."
$20K a year in New York and Tokyo? That's living very frugally, I'd say, but Dustforce turned out to be worth the time, earning the four developers $295K to split after accounting for all other expenses (the total revenue of the game was $668,490). That's about $73K each, but it took a year to get there—the graph above shows the game's first 60 days on Steam and just how dramatic the sales drop-off is.
Later, it would spike again, selling 17,462 copies during a Steam Midweek Madness sale. Then there was its Humble Bundle inclusion, which earned $153,915 and caused another bump in Steam sales, presumably from word-of-mouth recommendations.
For the complete—and very fascinating—breakdown of Dustforce's expenses, revenue, and profit, head over to the post on Hitbox's site .
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Tyler grew up in Silicon Valley during the '80s and '90s, playing games like Zork and Arkanoid on early PCs. He was later captivated by Myst, SimCity, Civilization, Command & Conquer, all the shooters they call "boomer shooters" now, and PS1 classic Bushido Blade (that's right: he had Bleem!). Tyler joined PC Gamer in 2011, and today he's focused on the site's news coverage. His hobbies include amateur boxing and adding to his 1,200-plus hours in Rocket League.

