Genji Reincarnation: 32 copies in month one, and a payout of zero
Usagijo spent about three years building the visual novel Genji Reincarnation and sold 32 copies on Steam in its first month, one of them refunded. Revenue never reached Steam's $100 payout threshold. Ten press pitches, 25,200 ad impressions and 24 activated review keys are all disclosed tactic by tactic.
He spent three years on a game, put it on Steam, sent press releases and bought ads. So why hasn't any money arrived?
The answer’s in the numbers he published, tactic by tactic.
- Why 32 copies in the first month still didn't reach Steam's $100 payout threshold
- What filled the two months it took to pass store review
- The real results of press releases, a banner ad, review keys and trailers
- What a base of about 180 wishlists decided in advance
- The one thing that came out of it instead of revenue: a proofread English script
Thirty-two copies sold in the first month. After one refund, that’s 31.
Steam pays developers only once earnings reach $100. So nothing has landed in Usagijo’s account.
No money has changed hands yet.
Seen on its own, a number like 32 looks like a failure to promote. The record Usagijo published says otherwise.
Press releases, a front-page banner ad, review keys handed to influencers, character trailers. Every lever a solo developer can pull alone was pulled.
The tactics with a disclosed price tag came to roughly ¥20,000.
That’s more than the ¥15,500 ceiling you get by multiplying 31 copies by the ¥500 list price.
The 32 also beat the developer’s own forecast. Right after Steam Next Fest he wrote that the game “will most likely sell only one copy” at release.
Three years to build, two months to get through review
| When | Event | Numbers |
|---|---|---|
| Around 2023 onward | Development begins | About three years of work |
| Late June 2025 | Steam store page submitted for review | Rejected repeatedly |
| Mid-August 2025 | Store page goes live | About two months after submission |
| End of August 2025 | Demo released | |
| February 2026 | Steam Next Fest | 6 demo players, 1 wishlist add |
| March 9, 2026 | Wishlists before launch | About 180 |
| March 24, 2026 | Launch | ¥500, with a 20% launch discount to ¥400 until March 31 |
| April 30, 2026 | One-month report | 32 copies (1 refunded), 1 review |
| June 27, 2026 | Summer Sale | 30% off at ¥350. “Not a single yen has reached the author yet” |
The game is an occult visual novel. Three girls in a high school newspaper club learn they’re the reincarnations of Minamoto no Yoritomo, Yoshinaka and Yoshitsune, and start killing each other using the school’s seven mysteries.
Seven endings, roughly six hours to finish, Japanese and English. MOON USAGI is credited as both developer and publisher, and that’s him.
He documented those two months of review in a separate post.
- The build needs review too
Games flagged for mature content need their build reviewed alongside the store page.
- Nothing starts without the button
Review doesn't begin until the "Mark as ready for review" button is pressed.
- A spelling mismatch
The capsule art read "Gengi" while the store page read "Genji."
- Asking an AI, going in circles
With no one but an AI assistant to consult, he was steered twice toward suspecting the build's contents rather than the button he hadn't pressed.
Bluntly, those two months had nothing to do with the quality of the game.
We think this is the cost line solo developers underestimate most.
Thirty-two was 32 times his own forecast
Six people played the demo during Next Fest. Exactly one of them added the game to a wishlist.
From that he concluded he might sell one copy. He also cited the folk figure that “only about one in a hundred wishlists turns into a sale.”
Put the real numbers side by side and the folk figure misses.
Against roughly 180 wishlists on March 9, the first month produced 32 sales. That’s about 18%, eighteen times the one-in-a-hundred rule.
Against his own forecast, it’s 32 times.
Beating your forecast 32 times over still leaves you short of Steam’s $100.
This is the structural trap of a small title. However good the ratio looks, a base in the hundreds can’t move the absolute number.
Thirty-one copies at the ¥500 list price is ¥15,500. The first eight days ran at the discounted ¥400, so actual gross sits below that.
After the platform’s cut, the developer’s share failed to clear $100, exactly as reported.
Between the scale where you can discuss improvement in percentages and the scale where you can discuss income in currency, there’s a gap nothing bridges.
Every tactic pointed the same way: telling people
Usagijo published a result for each tactic. That’s the most valuable part of the record.
| Tactic | Input | Result |
|---|---|---|
| Press releases | About 10 pitches | 2 placements (GAMER, GamePavilionjp) |
| Front-page ad on Gameboku | About 3 weeks | 25,200 impressions |
| Keymailer | About ¥20,000; keys for 250 influencers and 150 outlets | 24 keys activated |
| Steam curator | 1 request | Listed as recommended |
| Character trailers | 3 uploaded to YouTube | “These videos did not contribute to sales” |
The key giveaway shows the sharpest drop.
He bought an allowance of 400 keys and picked recipients with a history of streaming comparable games. He got 24 activations.
Of the handful who did stream it, “most played a little of the opening, and not as if they were enjoying it.” His own verdict: “Frankly, as promotion it was a complete failure.”
- About 10 press pitches produced 2 placements
- About 3 weeks of front-page ads brought 25,200 impressions
- One request to a Steam curator got the game listed as recommended
- About ¥20,000 of review keys ended in only 24 activations
- The few who streamed it played a little of the opening and stopped
- Three character trailers on YouTube "did not contribute to sales"
Our reading differs slightly.
What failed wasn’t the execution of the tactics. It was the design of where they were aimed.
A 20% placement rate on press pitches and 25,200 impressions aren’t weak numbers for an unknown individual working alone.
They failed because all of them pushed toward telling people the game existed. Nothing had been stacked up to make the people who learned of it want to buy.
Six demo players against 180 wishlists had already signalled that gap before launch.
What survived was the English script, not revenue
One unplanned result came out of those Keymailer keys.
A streamer who finished the game pointed out that the English read unnaturally. He then offered to proofread it for free.
The English version had been machine-translated, and that correction is underway.
His words: “Keymailer failed as promotion, but the promotion itself was worth doing.”
Speculating from here: the offer came not because the distribution was wide but because the game held up to the end. Only someone among those 24 activations who played it through could've made it.
The single review the game has, written by a follower from X, was highly positive.
Not selling and not being good are two separate facts in this case.
The numbers that aren’t public
Actual revenue, wishlist growth after launch, the country breakdown and the cost of the Gameboku banner are all undisclosed. As of September 2026 the Steam page carries 3 reviews, below the threshold for a score.
His previous title, “Zarie: The Story of Sin,” was free and collected 45 positive reviews. He cites that as the basis for thinking this one would land.
Whether review counts on a free title predict unit sales on a paid one can’t be settled from a single case.
1.4 million copies, 20 million copies, and 32
Among solo games priced at a few hundred yen, the real numbers differ by five orders of magnitude.
This title sold 32 at ¥500.
Falling short of a platform’s minimum payout isn’t unique here either.
What separates the first two from this one isn’t ad spend.
It’s the order of magnitude of the base, a wishlist of 180.
The limits deserve stating. The record covers only the first month plus the sale about two months later.
A visual novel is a relatively poor fit for streaming. A plot built on Japanese history is hard to pitch abroad. And the English build shipped machine-translated. So the effectiveness of each tactic can’t be lifted out and applied to other genres.
He also hasn’t shut anything down.
How the numbers move in the sale that follows the corrected translation isn’t on the record yet.
If this one impressed you
Similar cases

PICO PARK: 1,000 copies in 3 years, then 1 million in 3 months
Digital products
kan.kikuchi: ¥5,913,887 a Year from Solo-Built Joke VR Games — With the ¥420K Build Cost and 813 Hours All on the Record
Digital products
Ikameshi: ¥10M a Year Selling 3D Assets for VRChat — Six Years on BOOTH After Quitting the Day Job at ¥50,000 a Month
Digital products
The Exit 8: A ¥470 Solo-Developed Game That Sold 30,000 Copies on Day One and 1.4 Million in Just Over a Year — How "Spot the Anomaly" Made Streaming Sell Copies
Digital productsMost read
- 1
¥4.61 Million a Year, Five Years After Starting to Learn Programming. The Full Three-Year P&L and Playbook of an Indie Education App
42 recent visits - 2
From 30 yen in revenue to 8 years later: how running 3 apps in parallel got an indie developer to 200,000 yen a month
28 recent visits - 3
Payout: A Class-Action App Vibe-Coded in 14 Days Reached $1,003,227 ARR in 9 Months. It Cost About $10 to Build, and a Partner With 10 Million Followers Grew It
27 recent visits - 4
From ¥100 to ¥100,000 a Month in Three Years: The Quiet Compounding of an Ads-Only Tool App
26 recent visits - 5
Marketing Examples: 130,000 Subscribers in Three and a Half Years — a “Distribution” Playbook and a $2,300/Month Sponsor Slot
25 recent visits
Latest articles
- 2026-11-11
Just a Girl and Her Blog: $2,446 to a $51,803 Peak Month, With Ads Only 8% of Income, Over 34 Published Reports
- 2026-11-10
Key Values: A One-Person Job Board Doing ~$80K a Quarter, $25K in Its Best Week, on a Few Hundred Dollars of Monthly Costs
- 2026-11-10
Fat Stacks: $1,117,301 Revenue, $130,659 Expenses in 2021 From Unnamed Niche Sites Running on Display Ads
- 2026-11-10
EOFire: 136 Straight Monthly Income Reports End at $131,587 Revenue, 91% Margin, $27.9M Lifetime
- 2026-11-09
Thankbox: £150 to £12,000 a Month in 11 Months Selling $5.99 Online Group Cards
Sources
- Founder 宇佐城氏のnote「個人開発者がsteamで初めてゲームを売った結果 ~ 一カ月の売れ行きとプロモーションの効果など」(2026年4月30日)。販売32本・返品1本、$100の送金基準に未達、プレスリリース10件中2件掲載、ゲムぼく。広告3週間で25,200インプレッション、Keymailer約2万円で有効化24本、キャラクターPV3本の結果
- Founder 同氏のnote「SteamNextフェスの結果ゲームが一本しか売れないかもしれないという話」(2026年3月9日)。体験版プレイ6人・ウィッシュリスト追加1人、ウィッシュリスト約180、発売日3月24日
- Founder 同氏のnote「源氏リーインカーネイション -白旗高校七不思議-配信開始」(2026年3月24日)。制作期間約3年、通常500円・3月31日まで20%オフの400円、全7エンド・約6時間
- Founder 同氏のnote「steamの審査に落ち続けてストアを公開して体験版を出すのに二カ月かかった話」(2025年8月28日)。6月後半に審査申請、ストア公開8月中旬、体験版8月末。審査落ちの原因
- Founder 同氏のnote「Steamサマーセール2026おすすめ10選&自作のセール情報」(2026年6月27日)。サマーセールで30%オフの350円、「まだ作者にお金が一銭も入ってないくらいに売れてない」
- Founder Steamストアページ。開発・販売元 MOON USAGI、2026年3月24日発売、価格500円、日英対応