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Money, Kickstarter
3 years ago2,246 words
I want to talk a bit about money again: how much I'm earning each month, and how the amount that other indie games raise on Kickstarter does convince me to give that a go.

Here's a screenshot of an app I use that summarises income from my bank accounts:



The beautifully-named F/Flow Valve Corpo is apparently Steam, where MARDEK is still getting at least some sales per month, though it's dropped quite a lot since the start of the year. A shame, but I suppose it was never going to last. That and ∞ my Patreon ∞ are the main chunks of my small income. There's technically a Bandcamp sale there, but my overall Bandcamp sales (for the past 60 days) look like this:



Uploading those albums was always about archiving, not sales, so I'm more grateful there are more than zero sales than I'm disappointed they're so low, but this is a big reason why I've not exactly been prioritising uploading the others. I still want to since it's important to me personally to have a place for my music, but I know they won't sell, so I'll get to it when I get to it.



Some Calculations

I regularly see Americans on Reddit talking about money. Not their incomes usually - since it seems taboo to discuss them - but usually in terms of society or politics or something. I've seen the number $15/hour come up a few times as what the minimum wage either is or should be - I don't know - which got me wondering about how much I'm generating per hour doing what I do.

From what I understand, people might typically work for... is it 8 hours a day that's the norm? But I can't imagine most of that is focused work, as I've written about before. A big part of it for many jobs must just be being present in the workplace.

I aim to do 6 hours of focused work every weekday, and I use a self-made tool I've written about before to track this. Some days I exceed the 6 hour goal, but more often I fall short, sometimes very short. I'd estimate I do about 5 focused hours of work per day on average.

I try to take weekends off because working the same routine every single day wouldn't work, but I end up doing stuff like writing weekly updates or researching anyway, which takes time and which mean my mind's often on work. Still, let's say that doesn't count and I'm only working Monday to Friday.

A quick Google search suggests the average number of work days in a month is 21.

I earned £747.91 in April as seen in that image, but it's varied a lot through the months, so I should take the average. That'd be:

(£1164 + £1156 + £862 + £748) ÷ 4 = £982

So:

982 ÷ (21 * 5) = £9.35 per hour

Alternatively, I could also say that I'm technically 'at work' from 6am until, I don't know, 4pm? With an hour break for lunch (do 'normal jobs' include lunch hour as a paid work hour?). So that's 9 hours of work a day. That'd give:

982 ÷ (21 * 9) = £5.20 per hour

So depending on how you look at it, I'd estimate I'm earning somewhere between (converted to US dollars) $7 and $13 per hour doing this games thing.

I imagine you're very envious of my incredible wealth.


Other things worth considering

Americans seem to have ridiculous wages. I see numbers like $50k thrown around as if it's a low amount, and I remember seeing a Twitter discussion about hashtag-gamedev earnings a while back, where several Americans casually threw six-figure numbers around as if they were no big deal, or even disappointing. I vaguely remember writing a post about that and people replying, so maybe we've talked about this here before.

When I wrote about money at the start of the year, I realised that in 2021, I'd earned... £12,862, which converts to $17,841 US.

According to ∞ this article I quickly found ∞, the average UK yearly salary is £31,461 a year. But Google claims the average US yearly salary is $35,977? That's only around £26k.

Coming up with a singular 'average income' statistic isn't going to produce anything especially useful though. ∞ This article ∞ divides (US) incomes into tiers - Lower, Middle, and Upper - which are roughly around $25k, $80k, and $190k respectively. Absurdly different!

But I barely understand earnings stuff myself. I've only ever seen 'paychecks' mentioned online and have never received one since I've never been employed.

Something closer to my actual experience is the amount that government benefits might pay out if I had no income at all. The gov.uk website says I'd get £74.70 a week from that, so let's say £300 per month.

I am at least earning significantly more than that, so that's reassuring I suppose, but there seems to be quite a gulf between this minimum amount and what I'd earn for any 'real job'.

...I just tried to look up what the minimum wage was for the UK, but I couldn't see any convenient singular number anywhere. ∞ This thing ∞ mentions something like £8.91 per hour as the 'national living wage' - I think, and whatever that even is - which is slightly less than my calculation for if I count my work as 5 hours a day, and more if I use 9 hours. Hmm.



Kickstarter

I've been wondering whether to do a Kickstarter for a while, as I've talked about a few times before. A lot of the devs of in-progress indie games I'm following on Twitter have been doing Kickstarters - to the point where it feels like the norm - which lends weight to the idea I should do one too. I've been bookmarking them to see how they perform.

I know I've looked at specific Kickstarter performances and written about them in this blog before, but it seems to be buried at the end of weekly updates from months ago, so let's look at a few more now.

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∞ Here's one for an upcoming metroidvania called Haiku the Robot ∞. The dev tweets a lot, so I get the feeling he has a strong social media presence (I probably don't), and the game seems solid, so I thought - and hoped - it'd do okay at raising funding. The Kickstarter seems to have ended at least a couple of months ago, where "1,163 backers pledged £29,853 to help bring this project to life". That's decent!

-

∞ Here's an ongoing one (22 days left) for a point-and-click game called Lucy Dreaming ∞ (I like that title). I've been curious about this one for a while since the dev isn't young, and I checked his blog once where he talked about asking players what they'd want to see from games since he hasn't really played any himself in years, which I could relate to. I thought maybe the genre, art style, and his maybe not being in touch with the gamer kids might lead the project to failure, but thankfully I see that it's already just hit its £15,000 goal in 8 days. Good to see! And very promising, too.

...Though the dev has a family and says he's been 'running [his] own creative agency with [his] wife for over 10 years', which I feel would give him an edge when it comes to selling himself, reaching out, that kind of thing. Plus having a stable home life would (hopefully) immunise him against many of the mental issues I'm struggling with myself.

-

∞ Here's another ongoing one (16 days left) for another metroidvania called Zapling Bygone ∞. It's not my kind of thing, though I've seen it a few times on Twitter and thought its similarity to what I see other devs making probably hints at it appealing to the gamer demographic more than my games, maybe. The dev mentions having quit his job to work on it full time, though currently it's only at £5,840 of its (surprisingly low) £9,250 goal. I hope it'll reach it in time; it's got over two weeks!

-

∞ Here's one for yet another metroidvania called Lone Fungus ∞, which to me seemed to have too little going for it to succeed... but which "858 backers pledged SEK 305,048 to help bring ... to life"; that's $36,073 US. A surprising amount! It describes itself as:

A Metroidvania inspired by new & old classics like Hollow Knight, Super Metroid, Super Castlevania IV & Megaman X.


...Literally a list of games you might fondly remember playing before, with nothing about its own selling points. Brings to mind what I've written before about how the key to success seems to be in making something that reminds people of things they've enjoyed in their past, deviating into originality only slightly.

-

I've got dozens of those bookmarked, but that's enough to get the point, I think. I probably should go down that path, and I think I might have some advantage due to the past success of MARDEK (many of these devs are making their first game and still succeed). But I know I'll need to do a ton of research specifically into Kickstarter before thinking about starting a campaign formally.

I should probably make that my next step once I've finished making changes to Atonal Dreams based on feedback. I notice that a lot of these Kickstarters have a long period where you can follow them before they actually launch, though, so I shouldn't delay too long if I am going to do one.



Here's another thing that's not exactly related to that, but which is related to money-making in general. I saw a tweet by Matt Roszak the other day mentioning ∞ a newly-released episode of something called Burnt Face Man ∞, by David Firth, one of the big names in the Flash scene a decade or so ago. I haven't watched it because I expect it to be unsettling in a way I feel I can't stomach quite as well these days as I could as a teenager (though I wonder whether cultural shifts have affected his art much), but from the preview it looks like his general style is the same as it was back then. It looks to be even reusing assets from the original episodes of that, many years ago.

I noticed he has ∞ A Patreon ∞, where he's got 1,394 patrons collectively donating an unspecified amount. Very impressive, though not surprising considering the name he made for himself in those communities back then. I've seen a few of the old creators still doing what they did like this, and getting supported for it, which makes me think a lot about my own hiding in a cave for years and coming back with stuff quite different to what I made in the past. The idea of not constantly growing and changing is something I probably couldn't manage, though I do wonder if I'd be much less financially insecure if I was just making MARDEK 8 now or something. But how long can you continue doing what you always did? There has to come a point where the bubble bursts... maybe. I don't know!

It's great that there's a platform where fans can support their old favourites though, and that some creators can continue doing what they do without having to give it all up to pay the bills.



In 2019, I earned something pathetic like £2000 in total, and in 2020 I earned just under £13k. I set myself the goal to earn £20k this year, and so far I've earned around £4000.

If I could earn at least £10k from Kickstarter, that'd be amazing! But it's not something I can just casually step into and hope for success. I still have a lot of social avoidance issues and inexperience in the whole marketing domain, so I'll need to devote myself wholly to researching how to run a Kickstarter for probably at least a couple of weeks before making one, rather than just giving myself an hour at the end of each work day to half-heartedly look into it. I need to finish the dev stuff I'm working on first though.

Looking at my income like this leaves me with mixed feelings. It can't compare to the big salaries of people in successful jobs, so that gets me down. But it's also a lot more than nothing, which is significant since it's so difficult making money purely from personal creative work. I'm by no means wealthy, but I do feel I'm on a hopeful path that could lead to financial security eventually... maybe.

Patreon is a big part in me getting there, so a huge thanks to those of you donating to me on that!

I don't have any particular interest in being rich, but at the moment I don't feel secure enough to move out into my own place, which is frustrating. If I could earn enough to get to that point, that'd be enough for me. It's a journey.

(I wrote this over a few days - I'm been very busy! - so some of the numbers are probably off at the time of posting.)

11 COMMENTS

AdmiralLara49~3Y
What's been your income/h for Sindrel Song so far, you think?
0
Tobias 1104~3Y
How do you earn money?
1
kalkra19~3Y
With regards to salaries and the like, I'm far from an expert (or even someone with any experience at all), but two thing that I know are that a) the cost of living is hugely different in different parts of America. $15/hour is probably not enough in a place like New York, but would probably be excessive in a place like Texas.

Also, some figures for annual income (specifically the ones used in some statistics, rather than people talking about themselves) use gross figures. In other words, if you sold a house in New York, and then bought another house of equal price in Los Angeles, congrats, you're part of the 1% for that year, despite having no increase in net worth.
2
Tobias 1104~3Y
I wrote a bit about the location factor originally, but cut it out for length (because the end result's so succinct, of course). It's important though! I don't live in a city, so my cost of living wouldn't be as high as someone who did, but since cities are way more populated, I suppose people from them are overrepresented online, which skews perceptions.
1
Davkett8~3Y
You know, that's a better income than I expected. I know that this suggestion isn't super practical for someone with social anxiety, but if push comes to shove you could do like many remote workers and move to another country with a lower cost of living. Southeast Asia seems particularly popular for tech workers, but for example here in South America £900 is a really solid middle-class income that could afford you a pretty comfortable life.

Cheers from Colombia, I have been following you for a long time and I wish you a ton of success.
1
purplerabbits146~3Y
Remeber that sales can go up on steam since most people do wait for sales to buy games. So that can help suplement your income a bit.
1
Godwill3~3Y
I am just a student so i dont know how much my opinion matters. But could it not be an idea to make a patreon, and make continuation (a little at a time) of MARDEK while u work on your new passion project? By doing this u can pleas the older fan base (myself included) and use this to drawn in more people. But u can still continue on your main passion project.

Also note. I haven't personaly been a huge fan of your newer games, but i do support you doing what u want. Even if i would love for more of MARDEK. (but hey i am allowed to have a preferance)

Overall tho, i do hope u can manage to fix the money struggel so this isent something u have to stress with. Stress can really drain your mental energy (in a exsam period right now so i get that).
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Tobias 1104~3Y
I mentioned my Patreon twice in this post, plus it's linked at the top of the page?

I don't think you realise how much time and effort it takes to make games. I'm working all day every week day on what you seem to see as a 'passion project' (I see it as effectively a remake of MARDEK, kind of), and it's still months off being finished. A MARDEK continuation would take years to finish that way, and that's if I could even muster up the energy to effectively do two jobs at once, which is unlikely.

I'm very curious to know why you're not a fan of my new games. What do you think the one I'm working on now is, and why would you like it less than MARDEK?
1
Godwill3~3Y
ok, that is a decent bit of points. So let me take them on one at a time :) also cool of u to anwear a nobody like myself.

First of. I have a pretty strong case of dyslexia, so for longer post like this i tend to skim over the text
and look for key points. So i kinda missed the fact that u hade a patreon, that is my bad. But my point was more in the line of trying to utilize the fact that MARDEK was/is really popular to broaden and stabilize your fandome so u can get a better and more stable income.

second. I dident mean to undermine the hard work u do put in by calling it a "passion project", more in the line of differentiation between what could be considered "work" (aka, somthing u dont burn that strong for anymore) and what u really want to work on. Tho i do get that it takes a lot of hard work, was just suggesting that maby u could split up the work u are doing for 2 different games instead of doing a 100% on one of them.

Third. The reason i dont quite like your new games are somwhate more of a personal reason, but i can point out some thing. Just going to say tho it isent because of the music, and i did quite like the newer 2d sprite for the MARDEK reimagination. (tho i would prefer it a little less "friendly" even tho i know this was intentional)
It is for 2 main reasons, first of i personaly dont like this type of 3d look at all. So it is very hard for me to get into the games in the first place, secendly the combat kinda just felt wrong (tho this isent a helpfull comment, i dont know how to exsplain it). I would also like to point out i didnet really like the fact that u changed Mardek (character) so much, would be better imo to let him be, but rather create a new character that could be the main point of view or something.

To end thing of. I do respect you doing what u think is right for you, just wanted to say my opinion and maby help a little to by being the devils advocate (u know not being just yay sayers). And i do hope things turn of great for you, even if i do become a fna of the newer games or not. (Tho i do have a hard time seeing that when it is 3d, as i personaly think it looks "off")
Note: English is not my first language and i have a pretty strong case of dyslexia, so i am sorry for any gramatical errors. And thank you for your time again, hope u all have a great day :)
1
tom_voltaro1~3Y
I think your figures about US salary in relation to the UK are spot on.
Americans don't really have ridiculous wages when considering measures like median household income.
The average earnings for some given point at the tail (say 0.1% of households) though, is extremely high in the US and won't be outdone by other wealthy countries.
When people throw around numbers on social media like Twitter, there's a good bit of self-selection going on there (even if it's not their own money) so it's not surprising to find mentions of six figures as if they were commonplace.

Growing up while having really enjoyed Mardek, CBC and also the EBF series, I was surprised of your description of "The idea of not constantly growing and changing..." in relation to EBF.
I think it takes tremendous growth and evolution to continue the same series for such a long time. Keeping the world from getting stale, continuing to develop characters, fresh dialogue, new game mechanics, etc. is something you know much better than your readers I'd reckon. I think in many respects, it's easier to start a new idea and free yourself from the constraints of an existing game. But the odds of making a hit series are abysmal even for established studios and close to zero for an indie developer. Probably why there are so many sequels of everything these days.

Before encountering your blog, I had thought you were already wealthy and that money was of no concern to you when I saw games like Sindrel Song. Not because I thought it was a bad game, but because you were clearly pursuing what you wanted creatively regardless of any financial return. It's like a million to one shot to make something like Mardek or EBF and have it take off, needing the right content at the right place during a golden era of flash games. And of course you'd be in a far better place today financially if you'd continued to make Mardek over a decade ago and effectively capitalized on it at that young age, but hindsight is 20/20.

If money was ever a concern, then of course you have to create games that sell, even if it doesn't mesh with you creatively. The choice isn't between developing a game that you're passionate about, or developing a game that you've grown out of but that you know will sell. It's between working at some office job 8 hours a day for the next 25 years in a career you have no interest in or being able to support yourself by developing a game that maybe isn't exactly what you'd make if you had 10 million pounds in the bank today. Even if you dreaded making such a game, compare that dread vs the dread of grinding away hours at a "real job", competing against people a decade younger than you, in a field that you wouldn't have bothered with if not for the paycheck.
3
Kalin23~3Y
The US federal minimum wage is only $7.25. Full time employment is assumed to be 8 hours per day, five days a week for 40 hr/wk. And a lot of those high salaries are people working 60-80 hours a week.

To compare incomes, I'd divide your annual income by 2000. That will give you the equivalent hourly rate if you worked 40hr/wk and took 2 weeks unpaid vacation.

Also, when talking about incomes, it's better to look at median values rather than average. (Median is defined as the middle amount -- half of people make less, half make more.) Averages are easily skewed by gross inequality.

What are you planning on doing with the money from Kickstarter? You shouldn't count it towards your income goals unless you want to run one every year. You don't want to move to a new place only to find out you can't afford to stay there.

I'm not an expert on Kickstarter, but it seems like it would be most useful to people who have already created most of the content and just need to throw money at someone else like a translator, voice actor, someone to make physical products, etc. It could also useful for someone who wants to quit their day job to focus full time on their project.

In your case, I'm worried that either it fails and you get depressed, or it succeeds and you feel guilty. I've never heard anyone say money helped them deal with writer's block or burnout.

Have you considered accepting commissions? There might be other indie game devs willing to pay you to write music for their games.
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