Post #3485686
2026-06-30 07:40 UTC
@Tijn@dosgame.club I worked on two indie titles in a small team of 12. We always measured a piracy rate of about 25%. Which means we were seeing 25% more players than we had copies sold. We didn't do anything about it. Worrying about DRM takes time away from making the game better. It's an endless cat and mouse game. We needed more people to know about the game in the first place. In the end, it wasn't enough, and 25% more sales probably wouldn't have saved the studio anyways.
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