Pricing is an issue for a lot of visual novel creators and indie game devs in general seem to struggle with. To crudely generalize: pretty much every dev agrees indie games should cost more, while pretty much every player agrees indie games should cost nothing.
I went with $6.99 for Sex Robot Road Trip, a price that I thought suggested something more substantial than a cheapo mobile game but less substantial than an indie epic that took a team of people years to make (which according to market forces is about $15, lol).
To date, only about four people have bought the game at regular price. Total sales on launch day were literally zero. My first thought was, oh shit, I’ve seen the graphs — games do well on launch day, and it’s all downhill from there. I spent time on promo materials, I sent press releases, I did the whole social media thing: nothing. Welp.
Things picked up after a week or so. I’m assuming the first month of sales was mostly from people who’d been following development, since they all came with tips. This was a nice surprise — TBH, The Discourse on games pricing had led me to assume that everyone would always pay the lowest price possible.
After that, there were no sales until the first discount. Figuring out how price cuts worked was fun — itch.io’s sales were the first promotion I’d done that actually had a noticeable effect. I still wasn’t moving nearly as many copies as any of my free games… but also, money. Everything’s a tradeoff!
About a year after release, the page views on
Sex Robot Road Trip spiked by a literal order of magnitude in a single day. I looked into it and found out a writer at
PC Gamer had
randomly included it on a list of Summer Sale deals — he’d never played it but liked the title. Sales doubled in a week (i.e., from about 20 overall to about 40 overall).
Finally, near the beginning of COVID, I did a brief 100% off sale, and the game jumped from being my 10th most downloaded to my 3rd in a single day. I think I made $2 in tips, but it was probably the most fun $2 I made in the game’s life cycle.
So was $6.99 a good price?
I think probably? I know for sure I wouldn’t go much lower. Even at the lowest tier of indie games, sales are a great way to increase visibility on a storefront, so you want to leave some room to go down.
That said, I’m skeptical of
widely shared claims that higher-priced games actually sell better, especially for someone with a small audience. More games are being released than at any point in history. The biggest AAA games are getting better than ever at monopolizing players’ attention for more and more hours — to say nothing of Netflix, YouTube, etc. Younger gamers — the ones who are most likely to have the free time to try new, unfamiliar games — are also the ones least likely to have extra spending money. It makes sense that average prices have gone down, particularly for new creators trying to stay competitive.
IMO, high pricing might be a nice gimmick if you’re
Vlambeer or
J Blow, but if you’re not, then there’s no need to play 4-dimensional chess with your pricing: just identify a few good comp titles and charge something similar. I’m just a hobbyist, but if I was serious about making games as a living, I’d definitely look into sources of income beyond pure sales: Patreon, Kickstarter, ko-fi, freelance work, merch, finding part-time work with health benefits, etc., etc.