10/18/2023 0 Comments Streets of rogue saletinyBuild went public in March 2021, a rare feat for an indie game developer and distributor, after a $49 million funding round valued the company at $600 million. So when tinyBuild came to him with the idea of buying the intellectual property (IP) for Streets of Rogue, he had a decision to make.Ī sale would allow him to continue working on the franchise, including an upcoming sequel, without disrupting his workflow, give him access to further support from tinyBuild and benefit him significantly from a financial standpoint.įor tinyBuild, the acquisition effort was part of its strategy to elevate its core franchises by focusing on IP ownership. While Dabrowski was never looking to sell, he had formed a good relationship with his distributor. Then, tinyBuild made an unexpected proposal. How Streets of Rogue’s acquisition offer came about “The bulk of this money went to Steam/Xbox/Playstation/Nintendo storefronts, tinyBuild, taxes, and so the actual amount taken in by DogHelm was significantly less,” he said. Though, Dabrowsk said, it didn’t exactly fill his pockets. Since then, Streets of Rogue has sold around 1 million copies across all platforms, generating a total gross revenue in the range of $8 million. That runway turned into a 96% positive rating out of over 15,800 ratings on Steam and a high aggregate score on gaming review site Metacritic. The strategy of developing the game around a core group of players paid off by the time it went on sale, it had an audience that provided initial sales and positive reviews. Following the event, Matt had cold-emailed several publishers about distributing the game, and tinyBuild gave him the best offer.Īfter releasing an “early access” version on Steam, a platform for playing games, in March 2017, Streets of Rogue fully launched on July 12, 2019. Publishing and marketing costs were handled by tinyBuild, a game publisher Matt had met at Game Developers Conference (GDC) in 2016. Most of that money went to contractors who created music and art for the game. He released the first alpha version of the game for free in October 2015 to get feedback, then slowly built an audience as he improved the game.ĭabrowski self-funded the build, to the cost of about $18,000. The development process for Streets of Rogue was slow, which was always Matt’s intention. After college, he spent a few years working in the games industry, but after he lost his tech job in 2015, he began developing a roguelite video game full time. He created his first game, BurgerJoint, during high school. But it was far from an overnight success story.ĭabrowski has been building video games since the late ‘90s. It’s the quintessential game developer’s dream: to create a big-hit game that sells for millions.Īnd for Matt Dabrowski, creator of the popular video game Streets of Rogue, it’s also real life, ending with a $6.5 million sale.
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