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PAX Once Again! All Kinds Of Status Updates!

Yacht Club Games

It’s that time of year again. The crispness of the leaves and the air belies an undeniable truth: PAX Prime 2014 is upon us! Come hang out at Booth #6502 (6th floor) where the ENTIRE SHOVEL KNIGHT TEAM will be: we’ll have demo stations of Shovel Knight for you to enjoy! Show us your awesome Shovel Knight cosplay! Hang around with us and perfect your Streetpass Arena technique! Ask us to sign something weird! Collect some awesome merch! And also, check out all the other cool kids on the 6th floor; it’s totally gonna be THE happenin’ place!!

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Shovel Knight Speedrun at IndieCade 2014

Yacht Club Games

Hey Shovel Knight speedrunners! We need your help! At IndieCade this year we’re hoping to provide commentary for someone willing to live speedrun Shovel Knight. If you speedrun Shovel Knight, want to show off your talents live, and become best friends with us in the process, you should send us an email at media@yachtclubgames.com.

Or make a comment in the following thread on Speed Demos Archive.

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Cheating Robin Hood: How our 300+ Codes leaked!

Today, we have something very special and unusual! Yacht Club Games did some tracking down of Ricky Filion, aka Sparktail, aka the man responsible for unearthing our 300+ cheat codes to the internet and took the gaming world by storm!  We got him to agree to something fun – a post describing his experience decrypting our game!

Enjoy what he has to say below!

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Stats Update: One Month Later!

Tuesday, we dove into the sales numbers for Shovel Knight in North America for Wii U/3DS and internationally for PC (only in English) for its first month! If you missed that, be sure to check it out. In the spirit of the piece, we decided to start an open google doc with any game budget and sales article we could find.  Take a look and make sure to add the million of articles we missed.

Today, we’re going to jump into a bunch of random stats with too much or too little explanation.  Just remember, everything you see here is still for the first month of our release (June 26th – July 26th).  Enjoy!

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Sales Breakdown: One month later!

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!

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