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.
Thirty-two copies in the first month on sale, or 31 after one refund. Steam pays developers only once earnings reach $100, so nothing has landed in Usagijo’s account. The median monthly revenue among the 28 content-sales cases in this archive is ¥270,000, and this case sits outside that population entirely, because 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, and the tactics with a disclosed price tag came to roughly ¥20,000. That is 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 about three girls in a high school newspaper club who learn they are the reincarnations of Minamoto no Yoritomo, Yoshinaka and Yoshitsune, and who start killing each other using the school’s seven mysteries. Seven endings, roughly six hours to finish, Japanese and English, with MOON USAGI credited as both developer and publisher.
Those two months of review are documented in a separate post. Games flagged for mature content need their build reviewed alongside the store page, review does not start until the “Mark as ready for review” button is pressed, and the capsule art read “Gengi” while the store page read “Genji.” With no one but an AI assistant to consult, he was steered twice toward suspecting the build’s contents rather than the button he had not pressed. Bluntly: those two months had nothing to do with the quality of the game, and 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 and exactly one of them added the game to a wishlist. From that he concluded he might sell one copy, citing 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 is about 18%, eighteen times the one-in-a-hundred rule, and 32 times his own forecast.
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 cannot move the absolute number. Thirty-one copies at the ¥500 list price is ¥15,500, and 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 is a gap nothing bridges.
The tactics that did not work, priced and counted
Usagijo published a result for each tactic. That is 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, picked recipients with a history of streaming comparable games, and 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.”
Our reading differs slightly. What failed was not the execution of the tactics but the design of where they were aimed. A 20% placement rate on press pitches and 25,200 impressions are not weak numbers for an unknown individual working alone. They failed because all of them pushed in the direction of telling people the game existed, while 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 not revenue but the English script
One unplanned result came out of those Keymailer keys. A streamer who finished the game pointed out that the English read unnaturally and 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 materialised 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 have 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 are not public
Actual revenue, wishlist growth after launch, the country breakdown and the cost of the Gameboku banner are all undisclosed. His previous title, “Zarie: The Story of Sin,” was free and collected 45 positive reviews, which he cites as the basis for thinking this one would land, though whether review counts on a free title predict unit sales on a paid one cannot be settled from a single case. As of September 2026 the Steam page carries 3 reviews, below the threshold for a score.
How far this carries
Among solo games priced at a few hundred yen, the real numbers differ by five orders of magnitude. The Exit 8 sold 1.4 million copies at ¥470 in a little over a year, Meccha Chameleon sold 20 million at ¥790 in about two months, and this title sold 32 at ¥500. Falling short of a platform’s minimum payout is also not unique here: this archive covers a developer whose 13 games earned ¥700 in total and took four years to reach the ¥8,000 first-payout line.
- Press and advertising reach sales only when the audience already has some awareness of the title; used as a first announcement, even 2 placements and 25,200 impressions move no units
- Influencer key distribution works only when length and quality good enough to be finished are already in place, not when the key count is high (what remained here was a proofreading offer, not revenue)
- Estimating sales from wishlist counts holds at bases of four digits or more; at three digits an 18% conversion still does not reach $100
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 cannot be lifted out and applied to other genres. He has also not shut anything down. How the numbers move in the sale that follows the corrected translation is not yet on the record.
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
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