Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 25, 2014
arrowPress Releases
October 25, 2014
PR Newswire
View All

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

 I MAED A GAM3 W1TH Z0MB1ES 1N IT!!!1 ... And Sold 200K Units
I MAED A GAM3 W1TH Z0MB1ES 1N IT!!!1... And Sold 200K Units
March 2, 2010 | By Kris Graft

March 2, 2010 | By Kris Graft
More: Console/PC

Ska Studios' Xbox Live Indie Games release, I MAED A GAM3 W1TH Z0MB1ES 1N IT!!!1 surpassed the 200,000 unit sales mark this week, the developer said Tuesday, with each unit selling for $1.

To be exact, the studio said it sold 200,343 units of the top-down zombie-filled action game. With the standard 70/30 revenue split between Microsoft and Xbox Live Indie Game developers, that means I MAED A GAM3 W1TH Z0MB1ES 1N IT!!!1 generated around $140,000 since its August 2009 release.

Xbox Live Indie Games, originally introduced as Xbox Live Community Games, is a program intended to encourage small and hobbyist game developers to create games using Microsoft XNA, and release them digitally to Xbox Live's wide online audience. Fellow XBLIG creators test the games, which generally have a lower price tag than the higher-budget titles sold on Xbox Live Arcade.

In a January 2010 analysis, Gamasutra sibling site GamerBytes reported unit sales of 160,000 for I MAED A GAM3 W1TH Z0MB1ES 1N IT!!!1, making it the top-selling game on Microsoft's Indie Games platform by over 40,000 units at the time.

Ska Studios, which is essentially James Silva (a.k.a. Jamezila), is holding a Twitter contest giving away merchandise and download codes to celebrate the milestone. Silva is also behind the Xbox Live Arcade game The Dishwasher: Dead Samurai and the upcoming XBLIG release Charlie Murder.

Related Jobs

Giant Sparrow
Giant Sparrow — Playa Vista, California, United States

Lead Artist
Digital Extremes
Digital Extremes — LONDON, Ontario, Canada

Digital Extremes
Digital Extremes — London, Ontario, Canada

Generalist Programmers
Petroglyph Games
Petroglyph Games — Las Vegas, Nevada, United States

Unity Engineer


Michael Khuc
profile image
I'm interested in knowing what everyone here thinks of the price point. Maybe it should be raised, but keep in mind that XBLA makes you get increments of money. It looks gamers purchased this with the money they had left over.

Elwood Blues
profile image
further proof that "hardcore" gamers are fucking idiots

Amir Sharar
profile image
Elwood Blues said: "further proof that "hardcore" gamers are fucking idiots"

What are you referring to exactly?

Are you implying that the game wasn't worth $1?

The game wasn't for me and thus I didn't buy it, but I did appreciate the polish in presentation, the tight controls, the interesting powerups, the increasing difficulty that didn't overwhelm, and of course, the epic soundtrack.

In fact I know people that just bought it for the song. And before you criticize that decision, many people do that on iTunes anyways; they pay $1 for a great song.

Congrats to Mr. Silva. He's the guy behind the "Dishwasher" XBLA game and a new upcoming XBLA title (the title of which I forgot)'s ggod to see this sort of success.

I only hope that developer Mommy's Best Games can achieve a similar success with Shoot 1UP (also priced at $1), being that they had a grossly under-rated title in Weapon of Choice.

profile image
By the way...Silva worked for EGM, which is coming back this March.

I thought the game was slick and addictive.

Matthew Johnson
profile image
Amir: you're saying that "polish in presentation, the tight controls, the interesting powerups, the increasing difficulty that didn't overwhelm, and of course, the epic soundtrack" wasn't worth $1?

You're a tough one to please O.o

Ed Alexander
profile image
"further proof that "hardcore" gamers are fucking idiots "


Rey Samonte
profile image
For me, this is very encouraging. Honestly, this is testament that a simple game can be very fun. A game doesn't need the latest and greatest in game engine technology to be fun.

Honestly, I played it and I thought, "Wow, this game is selling?" But the more I played it, I came to realize that it was a fun game I could pick up and play for a little while, yet it is still challenging enough to be enjoyable.

The game mechanics might not be new, the graphics looks like it was done in MS Paint, but dedicated work was put into the game, and I am glad that this is an example for developers who are tired of slaving for large companies, that they can see that there are other avenues to be successful and profitable. For me, this success story makes me hopeful about the XNA platform. Although there are a lot of junk being sold through the Indie Marketplace, there are the gems if done right, can be very rewarding for both the players and the developer.

Amir Sharar
profile image
Matthew Johnson said: "You're a tough one to please O.o"

My resistance to forking over a measly $1 had more to do with my tastes in regards to twin stick shooters. In short, I'm not a fan while I do recognize the appeal.

I did analyze the game for it's quality areas and that's how I came up with that list of things going for the game. I try not to let my personal biases interfere with my assessment of games.

If anyone is wondering if I saw any faults, one could be length (I saw a playthrough on YouTube) and the lack of replayability, as well as it's difficulty level for those new or lacking in skill when it comes to twin stick shooters. What must be considered though, is that for these $1 games a developer can't afford to put more time into these games because it may not be worth it. Of course, this title hit it big, but many small $1 titles on XBLIG don't sell even 1/40 the amount this title did, so I can't blame him.