Shovel Knight Pocket Dungeon and Cyber Shadow sales

Shovel Knight Pocket Dungeon and Cyber Shadow sales

Yacht Club Games, one of the most talented indie video game company, has released a sales analysis for its two most recent blockbusters, Shovel Knight: Pocket Dungeon and Cyber Shadow.

Both games have sold the most copies on the Nintendo Switch family of platforms, according to the firm. Furthermore, the team claims that they are “dedicated to creating three significant updates to the game, adding massive features like online multiplayer, mod support on Steam, and more, more, more of everything” for Shovel Knight Pocket Dungeon. Shovel Knight: Pocket Dungeon has sold 35,000 copies thus far.

Yacht Club Games sales rock on Nintendo Switch

In their blog post on Cyber Shadow, they said that the 2D action game had sold 85,000 copies across all platforms. “It’s worth noting that Cyber Shadow was a day one Xbox Game Pass title, which implies that more than 300,000 people acquired the game for free on Game Pass, according to our calculations.” So far, about half a million individuals have swiped at Cyber Shadow, which makes us ecstatic!”

  • Shovel of Hope released June 2014- 18 months development, 6 team members, $1.4 Million
  • Plague of Shadows was launched in September 2015 after a year of production, nine team members, and a $1 million budget.
  • Specter of Torment was launched in March 2017 after a 15-month development period, 16 team members, and a $1.5 million budget.

Here’s King of Cards’ and Showdown’s stats:

  • King of Cards will be published in December 2019 and will take 18 months to complete with 16 team members and a budget of $2.5 million (Kickstarter budget 25k)
  • Showdown will be published in December 2019 and will last for 12 months with 16 team members and a budget of $1.5 million (Kickstarter budget 50k)
  • Yacht Club Games has made almost $40 million in revenue from all of our games (after sales tax, partners and platform holders cut, and so on). To us, that’s utterly mind-boggling. It’s enabled us to expand to a studio of 25 people working on two games at the same time!