So Shovel Knight has been on sale in the US on Wii U/3DS and internationally on Steam (only in English) for over a month now! Pretty nuts to see our little fledgling Kickstarter all grown up and in the wild. Believe it or not, besides the desire to make a great game, one of the reasons the team wanted to leave our safe and secure jobs behind and enter the indie world was to make the development process more accessible to the public – so that you all would have a better idea of how games are made and how to measure their success. That’s our task today!
Unfortunately, most developers aren’t permitted or aren’t willing to just give away sales expectations or results! Fortunately, we’re not like most developers. Hopefully we can add more pieces to the tiny pile of existing information to help out other developers, journalists, enthusiasts, and Grandma Swamp-a-likes for the future. You all are the reason this game even exists, and we feel it’s our responsibility to let you know about every detail that went into its construction. If you know of other developers that have done something similar, be sure to post it in the comments to help anyone who is on the lookout.
Alright, here we go! We’re going to be stepping through the whole process from dream to Kickstarter to release, sprinkling in our sales numbers and some statistics throughout about how our game has done from June 26th – July 26th. Keep in mind, none of the numbers we’ll share are precise as pinning down the numbers can be tricky for various reasons. We’ve given it our best shot!