Bastion passes 500,000 sales

Bastion has crossed the 500,000 mark in sales, and the team at Supergiant Games credits recent bumps from Steam and Xbox Live Arcade sales for pushing the game over.

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Supergiant Games' critically acclaimed downloadable game Bastion has cleared the 500,000 mark in sales, the developer has announced. The company credits the recent holiday sales on Steam and Xbox Live Arcade for pushing it over the milestone.

"We're happy to have this many people playing and to be in a position to make more games on our own terms," said Supergiant's Greg Kasavin in the announcement. "When we set out to make Bastion, a sales number like that seemed astronomical to us, so it feels great to have hit that mark. It goes to show that a lot of folks out there like what we’re doing and want us to keep going, which is great, because we intend to stick together as a team and do just that."

The team also touted awards from over 60 publications, so the small indie start-up must be feeling pretty good about itself. The game recently launched on Chrome as well, and released the Stranger's Dream DLC for free on PC, and a buck on Xbox 360.

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From The Chatty
  • reply
    January 2, 2012 5:00 PM

    Steve Watts posted a new article, Bastion passes 500,000 sales.

    Bastion has crossed the 500,000 mark in sales, and the team at Supergiant Games credits recent bumps from Steam and Xbox Live Arcade sales for pushing the game over.

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      January 2, 2012 6:03 PM

      Kid's earned it.

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      January 2, 2012 6:07 PM

      [deleted]

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      January 2, 2012 6:30 PM

      Very happy for them!

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      January 2, 2012 6:40 PM

      Great game, I can't praise it enough.

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      January 2, 2012 6:50 PM

      I really enjoyed this title. So much personality, very well done.

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      January 2, 2012 7:11 PM

      I'd be really curious to see what their total rev share is.

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        January 2, 2012 7:20 PM

        Any idea how many sales it takes to make a decent profit for an indie dev? I'm guessing plenty of those were Steam sales for $5.

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          January 2, 2012 7:22 PM

          Really depends on the dev costs. I've seen dev teams of 4 people and teams of 40.

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            January 2, 2012 7:22 PM

            Makes sense, and I get the feel bastion was a pretty big team.

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              January 2, 2012 7:25 PM

              Supergiant Games has like seven employees right now.

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                January 2, 2012 7:57 PM

                So six people did all of those art assets? Maybe they contracted out for some of the voice work and sound?

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                  January 3, 2012 12:50 AM

                  all the info is on giantbomb in video interview form

                  4 main people + voice actor is their friend

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                    January 3, 2012 8:53 AM

                    I would recommend watching those videos "Building The Bastion" on Giantbomb. A lot of good material, and a unique look at what goes into crafting a video game.

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              January 2, 2012 7:26 PM

              It was only like six people I believe.

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          January 2, 2012 7:23 PM

          [deleted]

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            January 2, 2012 7:25 PM

            you think XBLA/Steam are taking 50% of game revenue?

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              January 2, 2012 7:27 PM

              [deleted]

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              January 2, 2012 7:44 PM

              Word on the street is that Steam gets about 30% of the sale price (evaluated case by case), but everyone is so hush-hush about what cut they get.

              Also I'm not sure what happens during Steam sales.

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                January 2, 2012 7:50 PM

                70/30

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                January 2, 2012 8:01 PM

                I wonder if valve gets a different cut when do things to promote games- like including them in the great gift pile

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                January 3, 2012 12:53 AM

                another thing to note, valve only gets a cut when the sale is on steam directly

                so for example even on steamworks games (like duke or civ5 or mw3), valve gets nothing if the sale is on d2d, retail, origin, etc, even though the game uses steam bandwidth & features

                i've heard 20% also

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              January 2, 2012 8:24 PM

              Depends on the arrangements and if Microsoft is the publisher.

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            January 2, 2012 7:32 PM

            lol. I don't know the details about their partnering up with WB for publishing, but I can't believe they'd have done it if it would be that bad.

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            January 3, 2012 12:34 AM

            damn! I missed out on this one during the sale, anyone have an extra copy they'd trade for Blur, Magicka or Bunch of Heroes?

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            January 3, 2012 7:59 AM

            I'm going to guess they've actually banked closer to 1.25mill, since what you posted is definitely wcs.

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      January 2, 2012 7:19 PM

      Any chance of a PS3 (PSN) release?

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      January 2, 2012 7:24 PM

      Well deserved success

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      January 2, 2012 8:22 PM

      Indie devs have stated steam is far more favourable for them compared with other platforms.

      They wouldn't have gone with WB unless the terms were favourable since i assume they only needed a publisher to get on xbox live. Since sales (one would guess) far exceeded expectations I think it unlikely WB would've taken a large chunk of proceeds thus far.

      Good on them :). Plus the soundtrack edition would've been a bonus.

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        January 2, 2012 10:53 PM

        Warner also didn't fund the production of the game, which is important. They didn't come on board until fairly late in development. It's kind of like the difference between bringing a completed movie to a studio for distribution and having them put up for the money for it; your share is going to be a lot more if you go the former route.

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        January 2, 2012 11:03 PM

        The publisher gets their cut out of the devs cut, so it does lower their royalties appreciably. You don't need a publisher to get on Steam, but it helps. You also don't need a publisher to get on Live, but Microsoft does very little publishing these days and self-publishing is expensive.

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        January 3, 2012 12:55 AM

        well also WB was into what they were doing & had no interest in pressuring them to change anything

        pretty much win-win (the entrance of E3 had a huge bastion logo right?)

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      January 3, 2012 1:21 AM

      I beat the game tonight after about 15 hours and I loved every second of it. I'm glad these guys are getting the recognition they deserve. It's also truly awesome to see Greg Kasavin who always really "got" games and see him cross over to development so successfully.

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      January 3, 2012 4:58 AM

      that seems kinda low? how do other indie games sell?

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        January 3, 2012 5:49 AM

        Minecraft has sold over 500 copies!

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      January 3, 2012 8:17 AM

      damn, I guess 500k ain't bad but I would have expected that game to sell more

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        January 3, 2012 8:21 AM

        If an indy title hits 100k it's doing well, for one that's been hyped so much 500k isn't bad. Indy titles tend to have longer legs too so we'll see how this turns out in the long run.

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