Archery game QuiVr recently emerged from Early Access after more than two years of development. During that time, the game sold roughly 35,000 copies on Steam.

Sole programmer Jonathan Schenker and business partner Aaron Stanton say the game, selling at $20 per copy, generated around $700,000 in gross sales before Valve took a 30 percent cut for the Steam store. Stanton assisted with the design, business development and marketing of the game and the two split a $30,000 investment in the project to get original art made for QuiVr.

The game failed to achieve the same sales milestones as other indie VR games like H3VR and Beat Saber, each selling 100,000 copies at the same price as QuiVr. H3VR is an experimental shooting game which achieved that milestone between 2016 and 2018.

Rhythm slashing title Beat Saber achieved the same milestone in just one month of 2018. There are also a lot of developers who have struggled with their first generation titles selling well below QuiVr.

I hope to talk with more developers to tell those stories too. For now, I’m sharing what Schenker and Stanton explained over email about how they achieved a “reasonably profitable” approach with QuiVr. Read more from…

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