They are not slowing down the developing process by releasing bugfix or balance updates. If you'll say that I'm wrong and Tripwire is very slow on developing progress, then I'll object you: by the looks of it, they are pushing high-quality, polished content as fast as possible. To attract those "Co-op Survival Zombie Shooter" fans, who's amount - as you can see above - is 10x bigger than amount of KF fans.Īnd last but not least: they can start selling DLCs! I bet that KF2 will go from -33% to -75% within a year after the release. Then they can put major discount on KF2 during the next Steam sales after the release. I'm not saying that Tripwire will certainly do what I'll say below (and tbh I hope that I'm wrong) but from business logic Tripwire should try ending Early Access as soon as possible.įirst, it will allow them to sell the game to those who are staying away from EA. There won't be many newcomers to the multiplayer game which is out of Steam Top-100. Because:Įvery KF fan who wanted KF2, has already bought it Įverybody who didn't trusted Early Access will keep their stay That's why opinions like " KF2 is dead" or " Tripwire goes bankrupt" are completely irrelevant.īut from another side, Tripwire shouldn't get more sales during KF2 Early Access. I think that company with 50 employees should be able to exist at least 1-2 years from such amount of dosh. I don't have enough information about tax rates and Steam charges, but Tripwire should receive around $10,000,000 from KF2 sales. It means that they sold KF2 not only to KF1 fans (besides, not all of them bought KF2 yet due to Early Access) but also attracted at least 200K new customers (or those who didn't enjoyed KF1 that much)!įrom one side, it is good news. And I must say that Tripwire has a great success with its successor as well: they have sold more than 500K copies of Killing Floor 2 for a full price! (maybe ~50K of that number has been sold with a 10-15% discount during Manor update and Steam Summer Sales, but that isn't a big deal). Other sales has been made thanks to marketing. Only each 10th owner of KF1 copy has enjoyed the game. Tripwire must thank Valve for making L4D and bringing at least half a million its fans to KF.Īnd only 9.7% or 300K are true KF fans, who have spent a lot in this game and killed at least 10,000 specimens. And that's why Steam suggests every L4D player to try KF. Because KF1 has ultimate tag combination: Co-op Survival Zombie Shooter. I suppose the majority of those 19% are Left 4 Dead players. Other 19% (46.6-27.5) have played the game but didn't liked it. KF1's visuals looks much much better in trailers than they actually are in the game.Ģ7.5% or 825K have killed 1000 specimens, i.e. And I want to compliment the persons who are making Tripwire's videos: KF trailers are fantastic. Then why did they bought it? The same reason why people are buying such games as Goat Simulator or Prison Architect: they have nice or funny descriptions, cool trailers and - the most important - they are very very cheap. It means that 53.4% or ~1.6M people bought the game but didn't played it. Only 46.6% of KF1 buyers have any achievements. Now, let's try to categorize customers: why people bought this game? My concussions are based on steam achievement stats - and once again - these conclusions are purely subjective. My sincere congratulations to Tripwire Interactive. But anyway, invested resources are nothing in comparison of the profit it gave. Of course, a lot more content has been added in last 5 years. It is a huge success for a game that initially has been made by 10 developers withing 3 months. There are more than 3M (3,000,000) copies of Killing Floor 1 sold. My conclusions are purely subjective and based on approximate data I've gathered. Please note that all data is gathered from publicly available sources (like steamdb) and those are not 100% correct. I analyzed some Killing Floor data, which I want share with the community.
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