Epic spent greater than $11M on free video games within the first 9 months of giveaways

A doc launched as an exhibit within the Apple v. Epic lawsuit that obtained underway Monday reveals that Epic dropped greater than $11.6 million {dollars} on free video games within the first 9 months of its operation, between December 2018 and September 2019.
GameDiscoverCo founder Simon Carless, who tweeted the picture earlier at this time, defined that the doc in query was considered one of a number of that had been launched prematurely: They weren’t meant to go public till later within the trial, however had been mistakenly included with Epic’s paperwork, which had been launched at this time. All the paperwork had been rapidly faraway from the archive, however seem to have been restored since.
Need to understand how a lot $ the devs of these ‘free’ Epic Video games Retailer video games obtained, & what number of copies had been grabbed? This is the primary 9 months to September 2019. 👀 pic.twitter.com/5hkLb1VEjjCould 3, 2021
The complete doc paints a really attention-grabbing image of the early days of the Epic Retailer, and divulges a outstanding disparity in what it paid for varied video games so as to have the ability to give them away. Edmund McMillen’s The Finish is Nigh earned him $200,000, for example, whereas Annapurna’s What Stays of Edith Finch solely drew $125,000. Epic paid PlayDead $350,000 for Limbo and $800,000 for Inside, however Alan Wake solely warranted $150,000.
The highest getter was Batman: Arkham trilogy, which value Epic $1.5 million, adopted carefully by Subnautica, at $1.4 million; one of the best discount (for Epic, that’s) was Metro 2033 Redux, which Deep Silver apparently determined to throw in totally free.
Extra attention-grabbing than the sum of money Epic threw round for these freebies, although, is the “UA Value” column (aka person acquisition), which is the buyout worth divided by the variety of new Epic Retailer accounts that every sport attracted. That metric, indie developer Rami Ismail stated on Twitter, demonstrates that indie video games are a really large a part of attracting audiences: Massive releases just like the Arkham video games draw big uncooked numbers, however video games like Oxenfree, Hyper Mild Drifter, Tremendous Meat Boy, and Fez add up—and at a fraction of the associated fee, too.
Regardless of all that expense and the variety of customers who’ve created accounts in trade totally free video games, the precise impression of the common givaways appears comparatively minimal. The doc signifies that solely about 7% of EGS customers who’ve acquired no less than one free sport have additionally made a purchase order by way of the storefront, which doesn’t strike me as a really spectacular conversion fee.
The numbers solely go to mid-2019, which imply the doc does not inform us how a lot Epic spent for a few of 2020’s excessive profile giveaways, like Grand Theft Auto 5, and whether or not Epic’s UA prices began to climb noticeably over time. If the chief purpose is to draw new customers, diminishing returns means it is going to change into more and more troublesome to take action—and, you’d should assume, too expensive to proceed doing so in some unspecified time in the future.
No matter the way it decides to proceed with weekly giveaways in future years, there’s nonetheless an extended approach to go earlier than the Epic Video games Retailer stops burning cash: CEO Tim Sweeney acknowledged in April that the Epic Retailer is not at present worthwhile as a result of “it has front-loaded its advertising and person acquisition prices to realize market share.” He does not count on it to begin creating wealth till 2027.
Epic declined to touch upon the doc.