Originally published on GamesIndustry.biz.

You spent two years and an enormous amount of human time and resources building your game. Your source code was locked down, people couldn’t wait to get a hold of what you’d made, and the thing was done, tested, and ready to go. You launched it, and watched the numbers climb.

But then you compared those numbers to your revenue… and discovered that most of your users hadn’t paid you a dime!

After all that hard work, people are just taking your game! …

Adam Coster

CTO and Fullstack Webdev at Butterscotch Shenanigans

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