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Selling a game

What a Casual Game Is Actually Worth

The number has almost nothing to do with how long it took you. It has everything to do with what the buyer is avoiding by not building it.

By Muhammad Qasim·

Studios selling a title for the first time usually start from production cost: six weeks of work, so six weeks of money. Buyers do not think that way at all, and the gap between the two is where most of these conversations stall.

What a buyer is actually paying for

Time. A finished, tested game exists today. Building the same thing takes them a quarter, and the quarter is worth more than the code.

Reduced risk. The game works. It has been through QA, store review, real devices. Every one of those is a thing that could have gone wrong and did not.

Proven numbers, if you have them. Retention and ARPDAU from real players turn a guess into a model. Without them the buyer is buying a hypothesis.

What raises the number

What lowers it

The short version Buyers pay for time saved and risk removed. Price the thing they are avoiding, not the hours you spent.

Before you quote anything

Audit the project for licence problems, confirm it builds from a clean checkout, and gather whatever real numbers exist. Doing that before the conversation is what separates a negotiation from an unravelling.

This is what we do day to day — game development and porting at Factorial Studio.

Muhammad Qasim
Muhammad Qasim
Founder & CEO, Factorial Studio

Runs Factorial Studio in Lahore — game QA, WebGL porting, console certification and playable ads. Has shipped and tested games on Unity and Unreal for studios in eight countries.

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QA, WebGL porting, console certification and playable ads — send us the build and we will tell you what we find.

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