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Cook, Serve, Delicious! sales skyrocketed with Steam release

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Sales of Vertigo Gaming's hardcore restaurant sim Cook, Serve, Delicious! were trickling in until it was greenlit for distribution on Steam, where sales rocketed, making the developer more money in one day than in the previous year.

"On October 8th, 2013, just a few days shy of one year since CSD officially launched, the game landed on Steam," developer David Galindo wrote on Gamasutra. "And in just one day, I had made nearly $15,000 in gross sales, which was almost as much as I made in the entire last year on PC/Mac/Linux for CSD. In two days, I surpassed it. In one week, I had made over $50,000 in gross revenue... more than I did in the last three years as a game maker and barista."

Within three months of launching on Steam, sales of Cook, Serve, Delicious! on the platform totaled $130,000. According to Galindo, sales on other platforms saw in increase during the Steam launch. The Android version made more than $3,000 since October 2013, with the iOS version earning an excess of $5,000 in the same period. The grand total of units sold across all platforms is 52,539, with daily sales averaging approximately 40 to 60 copies, excluding promotion days.

Since joining Steam, Galindo participated in the November and December Steam sales at 50 percent off, where the game tripled in daily income. When the title was chosen for a Flash Sale during Steam's Winter Sale at 75 percent off, more than $50,000 was made in less than eight hours from the sales of 20,000 copies of Cook, Serve, Delicious!.

"I wasn't sure how the game would sell after the Flash sale," he wrote. "My thoughts were it would go down dramatically since it was so cheap for those few hours, but as it turned out they actually doubled in daily revenue since the flash sale up until the December sale was over."

According to tweets last month from designer and programmer Dylan Cuthbert, sales of Q-Game's PixelJunk Eden during the Steam holiday sale doubled the developer's annual income.

Revenue made through Steam enables Galindo to increase his next game's budget "by nearly four times the original amount" and skip fundraising methods such as Kickstarter and Early Access. The developer expects to debut the upcoming game in March.