Despite Relatively Low Sales, ClaDun 2 Has Been Profitable

By Ishaan . April 8, 2011 . 12:46am

News like this certainly helps put things in perspective. During the week of March 21st – March 27th, Nippon Ichi released ClaDun 2 for the PSP, and the game saw sales of a mere 5,956 units during the week, and disappeared off the top-20 chart soon after.


Despite this, however, ClaDun 2 has crossed the break-even point to where it is now profitable, according to developer, System Prisma. For their next game, System Prisma say they’re aiming for higher sales numbers.


It’s interesting to see how in certain cases, development costs on the PSP can and have been curtailed to the extent that games can be profitable even with relatively low sales like those of ClaDun 2’s.

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  • Ereek

    Quite interesting, and a perfect example of how a game doesn’t need to sell 100,000, let alone 1,000,000, copies to do well for a company. Though admittedly, I would have expected a bit more than 5,000 to hit this mark.

    • There’s an interesting wrinkle here in that more and more sales of niche Japanese games are coming from online sources, which trackers like Media Create and Famitsu do not incorporate. In the past I’ve only heard about significant differences for 360 titles (as an example, the president of Experience, Inc. said the first week sales for Students of the Round were about twice the figure Media Create reported) …but it wouldn’t surprise me if other niche titles like ClaDun 2 and Mamoru-kun were also affected.

      Certainly it’s possible that development costs were very low—I suspect that quite a bit has been recycled between ClaDun 1 and 2. But I’d take the exact figures with a grain of salt.

      • malek86

        Does that mean SotR did well? I wonder if they could localize it someday.

        • I thought I’d read somewhere that Experience was quite satisfied with sales, but I can’t recall where that was and can’t seem to find the source.

          …I’m going to pretend that’s what happened until I find out otherwise. :)

    • Ladius

      Yeah, even Idea Factory games need to sell only some thousands of copies to be profitable, no wonder that they’re extremely satisfied with the Agarest series or Neptunia’s sales.

  • malek86

    Well, it’s not like “profitable” doesn’t necessarily mean “disappointing”. For example, if they had a sales goal and didn’t meet it, it’s still a failure for them. Like they’ve said themselves, they are still aiming for higher sales for the next game.

  • Draparde

    i love it when things break even at the very least. there may not be alot of gain, but there isint much loss (besides time) either.

  • Tropxe

    I’m not sure why, but I really empathise with the people that make these little niche games. It seems incredibly sad when they only sell small amounts. I read in CV&G years ago that the game based on the Stallone film called Driver only sold 75 copies in the UK. Though that was a piece of licensed crap, so I didn’t get that empathetic feeling that time.

  • neo_firenze

    In addition to issues with Media Create’s tracking of online retailers, their numbers do not include downloaded purchases on PSN. That can account for a significant chunk of sales, so not having those numbers really makes it hard to get a complete picture.

  • ClaDun 2? I didn’t even buy ClaDun… it’s not on UMD. Glad hey made a profit… but they lose sales going Digital Only.

    • Ereek

      They haven’t even announced, let alone released, ClaDun 2 in the west yet, and it was released on UMD in Japan.

      • Ah… I guess I can cross my fingers for a ClaDun/ClaDun 2 UMD release in the west ala Badman… :)

  • Well I doubt they had to spend a lot of money on development, espically with being able to re-use sprites they created for the previous game. So no surprise really.

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