In the most recent developer diary from Double Fine, Tim Schafer admits that Broken Age became much more expensive than the original $3.3 million the team raised on Kickstarter. Because of this, Broken Age was broken into two parts, with the first being sold in early 2014 in order to fund the second half, which released this past April.
Broken Age was one of the earliest Kickstarter success stories, with the campaign launching on February 8, 2012 and raising much more than the initial goal of $400,000. Despite the success, game development is expensive. Schafer explains in the developer diary that,
My expectation with Broken Age in the end was just to break even. With Kickstarter, the risk is gone of losing money on it, so you know you’ve broken even if you just make the game to that amount of money. But we made it [for], like, twice as much almost as we got in. Or more. So we will just about make that back.
In the video, it is also stated that Grim Fandango Remastered sales were very good, with a $1.7 million gross income. Some other interesting anecdotes include that Steam, iOS, and Android sales are updated daily, meanwhile with PlayStation 4 sales reports, the developers speculate that they’ll get that data a week later. As for launch gross, Broken Age was making $25,000 daily from the Apple Store, and on PlayStation 4 the game made $100,000 over the launch weekend, thanks to being featured. They did lament that on Steam it was pushed more as an update to Act 1 than as a brand new game.
One of the developers also wrapped up saying that he hopes the documentary series, which is now purchasable as a complete movie on DoubleFine’s website, will help to show people how difficult developing a game can be. You can view the final entry in DoubleFine’s documentary below.