![]() In May Bloodhunt posted 13K avg players a day with a peak of 29K users at one moment. So basically those numbers aren't low enough for me to write the game off as a failure, but they're definitely not high enough for me to be willing to bet on the game's long-term future either. I'm guessing the developer considered that stuff when okaying the game in the first place, so I don't think there's any risk of the game being shut down in the near future, unless the numbers absolutely tank. Of course Bloodhunt was based on a fairly obscure IP (by mainstream standards) and even for people familiar with the IP, it's not the genre you'd usually associate with it. Pull the plug," and it could end up dead before getting large enough to be self-sustaining, and it certainly wouldn't be the first time we've seen something like that happen. But the developer could look at those numbers and say, "Nah, it's not where it needs to be. ![]() There are some games that aren't super popular right off the bat, but word of mouth attracts more players and eventually they end up being profitable. Ultimately what it comes down to is how much money and how long the company is willing to invest into the game. ![]() And keep in mind that with a game like this, you need artists and programmers constantly making new skins, animations, etc, so that people can spend $10 a month. If you have 6 people on the development team and they're each earning $60,00 a year (which is not very much in the tech industry), that's the entirely yearly income of the game with nothing left over for servers, hardware or profit. It's not really fair to compare Bloodhunt to Fortnite.īut, that said, assuming an average of around 3000 players per day, and if each player spends $10 per month, that comes out to a grand total of $360,000 a year. It's popular enough to get a Honest Game Trailer and that's nothing to sneeze at. Still, I'm happy for the success as it may be because it is the biggest advertising for the IP right now there is and a nice protection against the fact there's nothing else really coming out until Bloodlines 2 and the television shows. I don't play Battle Royale games and I admit I haven't experienced this myself despite the fact that I usually buy everything World of Darkness related. We've also got plans to continue to expand the game with new Clans, storytelling mode, and arenas so they've managed to make enough from it that they're continuing forward. Really, the big thing I've gotten from the articles is the fact that Blood Hunt is visually distinct enough that it has managed to attract a regular group of players and purchasers of cosmetics that the developers themselves have stated is the source of the vast majority of its monetization. that are really well liked, but bomb financially because they don't generate sales to remake production (and Bloodhunt could not have been cheap to make).We actually have the Steam data for Bloodhunt so it's not the case where we have to debate the questions of success or not. There are lots of great games/movies/etc. It needs to have a great next year or two before we know if this is really a success on a corporate level. that are really well liked, but bomb financially because they don't generate sales to remake production (and Bloodhunt could not have been cheap to make).īloodhunt is absolutely having a great start. ![]() There's a huge risk at the moment of Bloodhunt not growing fast enough to sustain itself, or changes in monetization necessary become sustainable that alienates new customers and leaves a stagnant player base.īloodhunt is absolutely having a great start. that's barely enough to support the dozens of full time employees which is a minimum of what it takes to run this sort of game at their current numbers. If, on average, Bloodhunt makes $10 per registered player per month. The problem is that you need a giant audience to make this profitable if cosmetics are really going to be the only money maker here. While something players love, a purely cosmetics based monetization system needs a pretty big audience to have money "pouring in," no matter how much players like it. in the f2p battle royale genre, getting a good reception is not the same as being successful. I think it's worth considering that, esp.
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