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The Exit 8 hit 1.4M copies. Another game on the same shelf sold 32

Among the Steam cases recorded here, the one that published its promotion budget as a figure sold 32 copies in its first month, with a revenue ceiling below what it spent. The one that spent nothing on ads or servers sold 20 million in 63 days. Sorted again, the split ran along format rather than spend.

By the Small Start editorial desk. We count every case in the archive by hand. The figures belong to the sources. The judgments are ours.

The Exit 8 hit 1.4M copies. Another game on the same shelf sold 32

One case here published its promotion budget as an actual figure. Genji Reincarnation put a visual novel built over roughly three years on Steam at 500 yen, and sold 32 copies in its first month. Subtract one refund and 31 remain. Steam pays out from $100 in sales, so nothing reached the developer’s account.

Look only at the 32 and the cause appears to be insufficient promotion. The published record says otherwise. Ten press releases, a front-page ad at 25,200 impressions, 24 activations from keys handed to influencers, a character trailer. Every lever available to one person was pulled, and the items with disclosed costs came to about 20,000 yen. The revenue ceiling at list price, 15,500 yen, falls below the promotion spend.

At the opposite end of the same shelf sits a case that spent nothing at all on advertising. Sorted side by side, the order of money spent runs opposite to the order of results.

Lining up disclosed inputs against results on one shelf

TitleDisclosed inputPeriodResult
Genji Reincarnation20,000 yen promotion, 3 years of workfirst month32 copies, zero paid out
kan.kikuchi’s VR games420,544 yen dev cost, 813 hoursfirst year5,913,887 yen annual revenue, 14.1% refunds
Streets of Rogue$18,000 of own moneyabout 6 years1M copies, $8M lifetime revenue, sold for $6.5M
The Exit 8undisclosed (solo)just over a year1.4M copies at 470 yen
Meccha Chameleonzero ads, zero server cost, ~2 months of work63 days20M copies at 790 yen

The only title that published its promotion budget is the only title whose revenue came in under that budget. The best seller spent nothing on either advertising or servers.

No causation comes out of this arrangement. Five rows, with genres, prices and release years all mismatched. The claim available is weaker: on this shelf, the explanation that sales failed for want of promotion does not hold. The developer of Genji Reincarnation arrived at 32 copies after pulling every lever they had.

The curve to 20 million was settled before release

The curve for Meccha Chameleon is not the shape promotion produces.

ElapsedCopies sold
day 2500,000
day 41,000,000
day 73,000,000
day 127,000,000
day 1610,000,000
day 6320,000,000

Half a million copies on the second day. With no advertising running, advertising did not carry that start. The developers describe an original target of 100,000 copies, which the result exceeded by a factor of 200. Matchmaking ran on Epic Online Services, so concurrent players in the hundreds of thousands added no server cost.

What worked was whether watching someone play makes you want to buy

The two that sold share a trait of format, not of promotional volume.

Meccha Chameleon is hide and seek. Point the camera at either the hider or the seeker and the screen still works, and a viewer can picture taking their own turn. The Exit 8 runs on spotting anomalies, which puts watching a stream and buying the game out of competition with each other. Knowing the answers leaves the experience of walking the corridor yourself intact.

A visual novel carries the opposite property. The moment it is watched on stream, the content of the product being sold has been consumed. On the same shelf, with the same press releases going out, format decides the result first.

Channels are not chosen. The causation runs mostly backwards: these titles did not sell because streams spread them, the streams worked as a channel because the format rode on streams. The levers Genji Reincarnation pulled were not levers that reach the format. Promotion cannot repair a format after the fact.

Past 1.4 million copies sat a 5 billion yen box office

The far end of the shelf is worth a look. The Exit 8 was a 470 yen game made by one person, 30,000 copies on day one, 1.4 million just over a year later. In 2025 it became a live-action film.

The film opened on August 29, 2025. Its first three days brought 671,840 admissions and 953,910,900 yen. By October 29, on day 62, admissions reached 3.57 million and the gross passed 5 billion yen. The same report notes cumulative game sales passing two million copies.

The character of the numbers changes here. The 1.4 million copies and the 470 yen price were published by the developer, while the 5 billion yen gross was announced by the distributor, and what reaches the original work after theatres, distribution and production take their shares has not been published. On this shelf, the creator states the units. What goes unstated is the cut once those units become a film.

The limits come first

Five rows is too few. Enormous numbers of new titles reach this shelf every year, and these five are the five that wrote their figures down. The motive to write them down correlates with the result, so the population skews from the start. Putting a 20-million row and a 32-copy row in one table describes no distribution.

The figures also differ in kind. Revenue in the table runs at list price, mixing numbers taken before Steam’s share and before refunds. The only refund rate published belongs to kan.kikuchi at 14.1%. The $6.5M for Streets of Rogue is a sale price rather than revenue.

Two neighbouring pieces exist: 121 solo and side cases on the ceiling for one person, and medians by acquisition channel. Definitions for the amounts live on the data page.

Build the format column before the promotion column

What gets settled before a title reaches the shelf outweighs the levers available afterwards. Five rows read that way. The 20,000 yen was not too small an amount, it was an amount spent from a position where format could no longer move.

The desk has grown suspicious of every passage in an indie development log that blames insufficient promotion. Whether the spend was sufficient can be measured in money; whether it worked was decided by format. The 32-copy record is the most meticulous of the five because every lever pulled is written down, which is exactly how it becomes clear that the levers explain nothing.

Next time the counting happens, sorting by units sold gets dropped. The sort worth running splits into two columns: titles whose product shrinks when someone watches it played, and titles whose product grows.

If this one impressed you

This column is the editorial desk's own reading of the cases published on Small Start (all public information, all sourced) and of other public information. It is not a recommendation of any particular business, investment or side venture.

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Sources

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