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Is F2P the only way? $3.99 Out There was "profitable 3 weeks after release"

Is F2P the only way? $3.99 Out There was "profitable 3 weeks after release"

The developer behind iOS and Android space epic Out Therehas claimed the game's fortunes have not been harmed by its premium nature, with the $3.99/£2.49 release having started to turn a profit just three weeks post launch.

Speaking to PocketGamer.biz in our latest 'making of' feature, Michael Peiffert said there were "many different reasons" as to why he chose to make Out There a premium release, with the fact launching a freemium game "asks a lot of money" coming top of the pile.

However, he dismissed the notion that going premium had held the game back, despite the continued prevalence of free-to-play releases.

Money matters

"Freemium games are designed around the goal of making money," detailed Peiffert in the interview.

"Out There was designed to offer a full and unique experience. The game would not make much sense if we were selling fuel as in-app purchases instead of leaving the player drifting in the void forever.

"As a two-man studio, we don't need to make millions to be profitable. Out There was profitable three weeks after release."

Indeed, though the games press typically focuses on free-to-play's big hitters – Clash of Clans, Puzzle & Dragons and Candy Crush Saga springing to mind – recent chatter amongst developers suggest that most are aware that multi-million revenues are likely beyond them.

There is increasing awareness, however, that there's money enough to be made from premium games aimed at more modestly sized audiences.

"It's weird to think that freemium publishers have arrived to a point where they buy their players. I don't want to be part of this," he added. "We worked hard on this game, took insane risks and we are glad players loves it and pay for it."

You can read the full interview with Peiffert here.

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Editor

With a fine eye for detail, Keith Andrew is fuelled by strong coffee, Kylie Minogue and the shapely curve of a san serif font. As PocketGamer.biz editor, he has the pleasure of monitoring the market share of all mobile OSes on a daily basis.

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Si Read MD
Actually I would pay for extra fuel. I enjoyed the game immensely for a few days but got frustrated never getting very far. I've not touched it since.
promoteindiegames hello@promoteindiegames.com Game developer
"recent chatter amongst developers suggest that most are aware that multi-million revenues are likely beyond them"

Where was this? Link?
Keith Andrew
Not sure 'chatter' has a link, chap. You don't think this is the case?
promoteindiegames hello@promoteindiegames.com Game developer
"chatter" can't be online? I thought perhaps this was a reference to a blog post or reddit or something. The mobile market is saturated, and is hugely difficult for indie devs to make inroads into but I'm not sure the general indie game developer consensus is that riches on the App store is beyond all of us, but I was curious if devs had actually been saying that publically hence the link request :)
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