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Did we fail? The weird success story of Beatbuddy Wolf Lang Co-CEO THREAKS GmbH
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[GDC2015] ¿Did we fail. the weird success storu of beatbuddy?

Jul 25, 2015

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Page 1: [GDC2015] ¿Did we fail. the weird success storu of beatbuddy?

Did we fail? The weird success story of Beatbuddy Wolf Lang Co-CEO THREAKS GmbH

Page 2: [GDC2015] ¿Did we fail. the weird success storu of beatbuddy?

What is ?● First musical action-adventure game ● exclusive music by Parov Stelar, Austin Wintory ● script-polishing by Rhianna Pratchett ● 4 years of development ● Steam release Aug. 2013, iOS release Oct. 2014 ● Beatbuddy album, music video, merch & podcasts

Page 3: [GDC2015] ¿Did we fail. the weird success storu of beatbuddy?

The GOOD● 700k units sold (March 2015) ● 14 international awards and nominations ● 75% meta-critic ● 180k $ revenue (March 2015) ● exhibited at 13 major game shows ● more platform releases this year

Page 4: [GDC2015] ¿Did we fail. the weird success storu of beatbuddy?

The BAD● only 7k copies sold in the first 6 months ● very low average copy price ● company faced bankruptcy several times ● 70% of the team left ● cooperation with major music label failed ● no return on invest at sight

Page 5: [GDC2015] ¿Did we fail. the weird success storu of beatbuddy?

Was it a success?

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Measuring success

Emotional success Financial success

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The pre-storyJune 2009 - May 2013

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The pre-story (Sep.09 - May.13)

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The pre-story (Sep.09 - May.13)

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Emotional success Financial success (in $)

First office, team grows

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The pre-story (Sep.09 - May.13)

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Emotional success Financial success (in $)

German Game Award nomination during GDC SF

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The pre-story (Sep.09 - May.13)

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Emotional success Financial success (in $)

Founded THREAKS

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The pre-story (Sep.09 - May.13)

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Emotional success Financial success (in $)

Prototype Gamescom

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The pre-story (Sep.09 - May.13)

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Emotional success Financial success (in $)

IGF Honorable Mention

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The pre-story (Sep.09 - May.13)

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Emotional success Financial success (in $)

2 Intel Level Up Awards, STEAM Demo

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The pre-story (Sep.09 - May.13)

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Emotional success Financial success (in $)

Game funded, new office, 8 people

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The pre-story (Sep.09 - May.13)

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Emotional success Financial success (in $)

Crunching, pressure, problems

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The pre-story (Sep.09 - May.13)

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Emotional success Financial success (in $)

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The pre-story (Sep.09 - May.13)

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Emotional success Financial success (in $)

No money

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The pre-story (Sep.09 - May.13)

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Emotional success Financial success (in $)

Work for Hire mobile game

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The pre-story (Sep.09 - May.13)

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Emotional success Financial success (in $)

Exist Start-Up Funding

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The pre-story (Sep.09 - May.13)

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Emotional success Financial success (in $)

Music Works Price Money

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The pre-story (Sep.09 - May.13)

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The pre-story (Sep.09 - May.13)

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Emotional success Financial success (in $)

Investment secured

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The pre-story (Sep.09 - May.13)

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BeatbuddyAugust 2013 - October 2014

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Beatbuddy (Aug.13 - Oct.14)

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Beatbuddy (Aug.13 - Oct.14)

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Emotional success Financial success (in $)

Steam release after 4 years of development

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Beatbuddy (Aug.13 - Oct.14)

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Emotional success Financial success (in $)

Bad sales + exhausted and scared team, but good meta critic

Page 29: [GDC2015] ¿Did we fail. the weird success storu of beatbuddy?

Beatbuddy (Aug.13 - Oct.14)

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Emotional success Financial success (in $)

Still bad sales + 70% of the team leaves

Page 30: [GDC2015] ¿Did we fail. the weird success storu of beatbuddy?

Beatbuddy (Aug.13 - Oct.14)

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Emotional success Financial success (in $)

Sell office and interior + move back to parents attic

Page 31: [GDC2015] ¿Did we fail. the weird success storu of beatbuddy?

Beatbuddy (Aug.13 - Oct.14)

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Emotional success Financial success (in $)

Beatbuddy wins 2 German Developer Awards

Page 32: [GDC2015] ¿Did we fail. the weird success storu of beatbuddy?

Beatbuddy (Aug.13 - Oct.14)

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Emotional success Financial success (in $)

Beatbuddy is part of the Humble Indie Bundle 11

Page 33: [GDC2015] ¿Did we fail. the weird success storu of beatbuddy?

Beatbuddy (Aug.13 - Oct.14)

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Emotional success Financial success (in $)

Beatbuddy wins German Video Game Award

Page 34: [GDC2015] ¿Did we fail. the weird success storu of beatbuddy?

Beatbuddy (Aug.13 - Oct.14)

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Emotional success Financial success (in $)

4 Beatbuddy versions at the Indie Mega Booth Gamescom

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Beatbuddy (Aug.13 - Oct.14)

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Emotional success Financial success (in $)

iOS release Beatbuddy + world wide Apple feature

Page 36: [GDC2015] ¿Did we fail. the weird success storu of beatbuddy?

Beatbuddy (Aug.13 - Oct.14)

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Beatbuddy (Aug.13 - Oct.14)

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Emotional success Financial success (in $)

8 people team + 5 months financial buffer at release

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Beatbuddy (Aug.13 - Oct.14)

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Emotional success Financial success (in $)

Failed release - 80% less revenue then worst case plans

Page 39: [GDC2015] ¿Did we fail. the weird success storu of beatbuddy?

Beatbuddy (Aug.13 - Oct.14)

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Emotional success Financial success (in $)

Freeze all expensesBurnrate cut by 70% - 5 people leave, office resigned

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Beatbuddy (Aug.13 - Oct.14)

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Emotional success Financial success (in $)

Freeze all expenses

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Beatbuddy (Aug.13 - Oct.14)

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Emotional success Financial success (in $)

close to Bankruptcy

Page 42: [GDC2015] ¿Did we fail. the weird success storu of beatbuddy?

Beatbuddy (Aug.13 - Oct.14)

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Emotional success Financial success (in $)

Steam Flash Sale - Beatbuddy sells in 8h, twice as much copies as in 6 month!

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Beatbuddy (Aug.13 - Oct.14)

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Emotional success Financial success (in $)

Humble Bundle Revenue

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Beatbuddy (Aug.13 - Oct.14)

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Emotional success Financial success (in $)

German Video Game Award Price Money

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Beatbuddy (Aug.13 - Oct.14)

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Emotional success Financial success (in $)

Steam Weekly Deal Gamescom Sale

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Beatbuddy (Aug.13 - Oct.14)

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Emotional success Financial success (in $)

Beatbuddy iPhone and iPad revenue

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Emotional success Financial success (in $)

Nothing can stop our release excitement and expectations

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Emotional success Financial success (in $)

The fear of going bankrupt almost kills any hope and energy

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Emotional success Financial success (in $)

We’re slowly building up a financial buffer, but don’t trust the upwards trend

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Emotional success Financial success (in $)

The prize money is an instant safe, but we’re not getting swept away by excitement

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Emotional success Financial success (in $)

Very successful Gamescom, but no guarantees

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Successful iOS Release, but focus is on the next project

Page 54: [GDC2015] ¿Did we fail. the weird success storu of beatbuddy?

● Success is not a straight path ● Two sides to success: Financial and emotional● No pure success, always a mix of fails and wins ● Define your personal success, set right expectations

Our learnings

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Change of paradigms

Emotional success Financial success

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Emotional Happiness =Money on Bank Account

2

THREAKS new formular

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How can you find out what you want?● be realistic about own estimated numbers● don’t estimate with luck, plan conservative● don’t let other sales-numbers fool you● gather experience from releasing games, make mistakes!● ask other developers for advise, share your story● be honest about your company and personal goals

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Was it a success?

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Thanks for your attention!

CONTACT: Wolf Lang [email protected]

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