Year 1, the initial plan - build up slowly and do not commit on a financially large scale.
Sales target - not set.
I launched the game on a ludicrously small budget something like £500. This probably goes against all convention but one of my main guidelines at the outset was to avoid pouring in loads of money. May be it's my upbringing but I don't like debt, all funding has been from savings and I haven't given up the day job.
The plan goes out the window - but not far.
Since the initial launch, capital investment has gone way above what I would have liked but that's the price of mass production in another country. I tried my hardest to keep a lid on everything but there are so many areas where money has to be spent. I still follow the principal of low cost and small scale but on a significantly larger budget (£10,000). Cubiko is still funded without a business loan, in this way I can develope Cubiko as fast or as slowly as I wish.
One year on from the launch of Cubiko and I've made reasonable progress with the game. Cubiko Games Limited is now in a position where it must be self sufficient, the next order of stock is paid for, the value of the stock is equal to the capital investment and there is still cash in the bank. If a further capital injection is required I will know there is something wrong in the business model.
1st year sales achieved - 400 units.
Year 2, steady as she goes.
Sales target- 1,000 units.
Cubikoman
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