
CashOutDev
u/CashOutDev

After a tad bit too much time, I finally fixed the tournament system in Heroes For Hire!
v.redd.it/rvgvjuwqevxf1
v.redd.itHello!
A week ago (July 15th) I launched my game Heroes For Hire into Early Access and I'd like to share some of the statistics as most information for launches I've found focused on full game launches outside of a couple old posts.
First, some notes beforehand.
-
My launch discount was 15% for a week, which has now ended. The game is 8 USD, with potential plans to increase to 10 USD at 1.0.
-
As of a week, I've sold 147 copies, and made $1023 gross before everything.
-
I was running ads before and during the release on reddit, with around a 60c CPWL (cost per wishlist rate), I would estimate
Hello!
A week ago (July 15th) I launched my game into Early Access and I'd like to share some of the statistics as most information for launches I've found focused on full game launches outside of a couple old posts.
First, some notes beforehand.
My launch discount was 15% for a week, which has now ended. The game is 8 USD, with potential plans to increase to 10 USD at 1.0.
As of a week, I've sold 147 copies, and made $1023 gross before everything.
I was running ads before and during the release on reddit, with around a 60c CPWL (cost per wishlist rate), I would estimate around 900~ of my wishlists were from this.
Outside of ads, I didn't have much incoming traffic, only around ~200 vi
Hello!
A week ago (July 15th) I launched my game into Early Access and I'd like to share some of the statistics as most information for launches I've found focused on full game launches outside of a couple old posts.
First, some notes beforehand.
My launch discount was 15% for a week, which has now ended. The game is 8 USD, with potential plans to increase to 10 USD at 1.0.
As of a week, I've sold 147 copies, and made $1023 gross before everything.
I was running ads before and during the release on reddit, with around a 60c CPWL (cost per wishlist rate), I would estimate around 900~ of my wishlists were from this.
Outside of ads, I didn't have much incoming traffic, only around ~200 vi
Hello!
A week ago (July 15th) I launched my game into Early Access and I'd like to share some of the statistics as most information for launches I've found focused on full game launches outside of a couple old posts.
First, some notes beforehand.
-
My launch discount was 15% for a week, which has now ended. The game is 8 USD, with potential plans to increase to 10 USD at 1.0.
-
As of a week, I've sold 147 copies, and made $1023 gross before everything.
-
I was running ads before and during the release on reddit, with around a 60c CPWL (cost per wishlist rate), I would estimate around 900~ of my wishlists were from this.
-
Outside of ads, I
I just launched a game into early access two days ago I was looking at my refunds.
Monthly, my numbers are 9 Gross Returns (11.0%) and 7 refunds (9.0%) for 82 sales. Lifetime, they are 9 Gross Refunds (10.8%) and 10 refunds (12%) for 83 sales. Not really great numbers but basically in range for early access.
That said, my refunds are going up, by my gross numbers are not. Does this mean 3 people went and repurchased it? The numbers don't make sense and I could not find any information about this at all.
My first thought is that people were refunding to buy in cheaper countries, but only two of my sales yesterday were from countries with far cheaper prices and I know neither were people re
Title: Heroes For Hire
Description: Heroes For Hire is a management game where you run the operations of a dungeon raiding guild! Use the built in GuildOS system to organize your workspace and, grow your guild from the bottom of the rankings right up to the top!
It won't be easy, though! You'll have to multitask and micromanage, taking care of your heroes, your guild, and your guests in order to make everything run as smooth as possible. Can you keep it all on track, or will your guild go bust?
Videos: Release Date Trailer | Gameplay
Links: [Steam](https://store.steampowered.c

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