Game Development: Starting with Healing Players
Chapter 56

The Importance of Breaking Out of the Niche for Sales

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Inside Nebula Games' office, everyone was paying close attention to how Outlast was doing.

After all, Outlast was the team's first real attempt at something like this.

And the investment had not been small either. Development costs and promotional expenses had reached seven million.

That was not much by the standards of first- and second-tier game companies.

But it had already exceeded the scope of an indie game.

So everyone was extremely concerned about Outlast's performance.

"CEO Chen, how is Outlast doing?"

"Yeah, it's already been two days since launch."

During the lunch break, Yang Xin, Ruan Ningxue, Qin Yi, and the others asked Chen Xu, who was reclining in a massage chair.

Although player reviews and Outlast's popularity online had both been very positive,

for a game, sales were still what mattered more.

If it only received praise without selling, and the project ultimately lost money, then they could not keep making that kind of game.

Just like Bayonetta in his previous life. It had been hailed as the only game capable of standing alongside the three major ACT titles—Ninja Gaiden, God of War, and Devil May Cry.

Yet the IP had changed hands several times, and its third sequel had remained nowhere in sight for countless years.

The main reason, of course, was that it had been praised but had not sold. Its sales had been pitifully low.

Witch Time and Bayonetta herself were both regarded as classics by players, yet the games simply had not sold many copies.

The first and second games, even counting the HD 1+2 collection, had not matched the sales of Devil May Cry V alone.

The game industry could be that unreasonable sometimes.

"Not bad. Excluding player refunds, sales have already reached 130,000 copies. Breaking even within three days shouldn't be a

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