Here’s a couple numbers related to development and sales of Thea:
- The production started 19 months ago, in June 2014
- Core development team of four was supported by several members of “friends & family” throughout the whole time of production
- Cost of assets, outsourcing and other development-related (excluding living costs) totaled to ~£15.000
- Over half of that cost was covered by revenue from selling Honey Hex Framework on Unity Asset Store, which is also a base used for Thea
- As of end of January, the game has been sold to ~40.000 players and further ~100.000 have Thea on their wishlists
- During 54 days of Early Access (28 Sept – 20 Nov 2015) we have released 110 updates, which greatly improved the game, thanks to community feedback
- Thea earned 9% of its total income in one day after release from EA
- 300 copies were sold to Mac and Linux users, even though we do not officially support these platforms (but we do offer working builds for them)
- Top 5 countries, where we sold the most copies:
- US – 34.4%
- Germany – 9.3%
- Russian Federation – 7.5%
- United Kingdom – 7.5%
- France – 6.0%
- Total word count (including not yet released DLC content) amounts to ~200.000
- Thea consists of ~
60.000214.360 lines of code (seems that Visual Studio’s counting is bugged so we counted line end characters and ended up with almost 3x as many lines).