According to the records provided by Dualshockers, Hellblade: Senua's Sacrifice sold over 250,000 copies across both PlayStation 4 and PC in its first week, whereas it was only expected to sell around 150,000 units. With a total revenue of $13 Million USD after a development cycle encompassed of 20 people and 3 years of development.
#Hellblade: Senua's Sacrifice has reached 500k sales in 3 months, moving the game into profit ahead of our expectations! The studio had been expecting to hit this point after six months rather than the three months it took.
Developing Hellblade was a bold move by Ninja Theory, as they built the game with a fairly small team of 20 people, dealing with hard topics of mental health, tons of experimental technology and lofty ambitions for an "independent AAA" business model.
About half the sales were on PC.
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Hellblade: Senua's Sacrifice launched onto PlayStation 4 and PC in August. Today, that changed with the release of the game's last development diary.
Ninja Theory's Dominic Matthews also talks about Hellblade's place between indie and triple-A.
"The escalating stakes in the AAA retail publishing model has killed off countless independent studios like us, many smaller publishers, and is now straining even the largest of publishers", Ninja Theory co-founder Tameem Antoniades said in a stamement.
The dev dairy also touched upon the subject of talented developers feeling the wrath of these publishers, and showed a glimpse of Visceral Games and how it was shut down by EA for not fitting "Fitting the AAA mould". This isn't survival of the fittest but a routing of the creative base upon which this industry was built. The more data we have for alternative business models, the more developers can take informed commercial and creative risks. "It wasn't easy to raise funding as this model of development isn't an established one, but it was worth it - because we now own the IP for a game that we've come up with and made, which is as it should be".