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Arrowhead's  Magicka  Breaks 200,000 Units Sold
Arrowhead's Magicka Breaks 200,000 Units Sold
February 11, 2011 | By Tom Curtis

February 11, 2011 | By Tom Curtis
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Arrowhead Game Studios' indie hit Magicka has reached over 200,000 units sold in just over two weeks since release, and publisher Paradox Interactive says it is "really happy" with the title's performance.

The co-op magic-based action game debuted on a range of digital platforms on January 25, and sold 30,000 units in its first 24 hours; in the 17 days since release, the game has sold more than six times that figure.

Paradox's Mattias Lilja, in an interview with Big Download, spoke out on the game's success. "Magicka is doing very well, we are really happy with it. It's hard to compare Magicka to most other Paradox titles, though, mostly because of its genre ... [but] so far Magicka is holding its own or even beating them," he said.

He also addressed the game's thorough post-release support, saying that despite technical restrictions, the team still hopes to smooth out Magicka's remaining bugs.

"[We are] close, but not there yet. The basic tech design of Magicka sets some limits to what we can realistically do, but there's still stuff we can and definitely will improve upon."

Lilja also said Paradox has plans for both paid and free DLC for the title, though no additional details have been announced.


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Comments


Jacob Pederson
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In my opinion this is the first dungeon crawler that really exceeds the gameplay of both Diablo and the Rouge-likes. The visceral immersion of combining spell elements however you want is unprecedented in the genre. This is what real magic would be like! My favorite is the arcane water stream :) . . . in slow motion.



The crashing every other level kinda sucked, but Arrowhead was releasing a patch a day there for a bit getting all that ironed out. Great job folks!

Sting Newman
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Agreed. Magicka has been a breath of fresh air in an industry so tired and stale. Lets not forget...



"The figures aren't of blockbuster triple-A big-budget proportions, but for a small independent Swedish studio and a game that was born as a student project, $300,000 in total generated revenue in 24 hours is substantial."



That is now 1.8 million! lets say steam takes 50% cut (unlikely) that is still almost a million bucks for something that cost them $300,000.



Proof that game developers in the AAA business aren't exactly the brightest bunch.

Jakub Janovsky
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Steam (and GG) takes 30%.

Sting Newman
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I hope it hits 1 million the team that made it deserves it.

Allen Danklefsen
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Fun game, I'm on chapter 5 currently.



Really wishing there was a better matchmaking system; if you go to the server list, you usually find 10 servers all password protected, and 1 server with 4/4 people on it not password protected on it, and with 500 ping.



Or just give me a few minions to control; muhahha.

Arjen Meijer
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still think it's horrible that they dare to release this game with so darn many bugs still in it! I got Bsoded into oblivion with this game, I'm happy I uninstalled it in save mode and hopefully they will fix it over time. To bad the 5 minutes I played where pretty cool :(

Jakub Janovsky
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If you have Vista or Win7, game shouldnt be able to crash entire OS.



If you have XP, you should upgrade to Win7 :)

Brent Orford
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It also started as a student project... I would expect bugs.



I've been very impressed by how quickly they've patched issues post-release. You're right to be upset as a consumer, it should have had more QA/bug fixing time before it was released but they're trying hard and they'll get better for future games as they gain experience.


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