The game’s sales have started to improve, and the end of the “story” is yet to come.
The magic-based shooter (running on Unreal Engine 5) was Ascendant Studios’ first project, but despite a slight delay, it quickly sank behind the titles that were coming out around it (Starfield, Baldur’s Gate 3, Diablo IV, Armored Core VI: Fires of Rubicon…). As a result, the studio cut its staff by nearly 50%, but the team stuck with the game. And it’s paying off: sales of Immortals of Aveum began to improve during the demo and sales run. Bret Robbins, founder of Ascendant Studios, told Gamesindustry.
“It was either ‘It looks cool, I’ll play it when it goes on sale’ or ‘It looks cool, I’ll play it when I have time.’ And we found that to be true. When we went on sale in November and the big breakout games started to die down a little bit, all of a sudden we had five times the sales that we had before. And that’s a testament to people discovering it and having the time to play it. We are still here, we are still supporting it, the sales are picking up and I hope more and more people are playing it and enjoying it. The story of Immortals of Aveum hasn’t been written yet. I was the creative director on Dead Space and people have been discovering it for years. I think Immortals will be the same way,” Robbins said.
A few weeks ago, an ex-Ascendant developer said that Immortals of Aveum was created on $85 million. Robbins did not confirm this to Gamesindustry. All he said was that they had a modest budget for a big AAA game, which they used to make a great, beautiful, playable, 25-hour, relatively bug-free game for half the money of many bigger games (that he worked on).
So he thinks they did well given their situation.
Source: WCCFTech, Gamesindustry
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