Over 700,000 Copies of the Content Warning are Sold on Steam
It was undoubtedly a risky move since few people would generate word-of-mouth advertising for their game on the day of release by giving it out for free. particularly because many people would assume it's a hoax given that the debut date is April 1. Nevertheless, it turned out that more than six million users heeded the request and retrieved the Content Warning. It implies that a ton of videos from the game were uploaded to websites like YouTube, Twitch, and TikTok. That's fantastic news, but have there been any sales as a result?
It seems that the answer is yes! You would assume that if more than six million people downloaded your game for free, you would be in serious financial trouble. Rather, Content Warning is likely to reach one million sales by the end of April, having sold about a quarter of a million copies in less than two weeks. To be honest, I have no idea how many individuals downloaded the game for free before returning to purchase it. Alternatively put, I'm not sure what the conversion rate is.
But do you want to hear the hilarious part? It is irrelevant. The real issue that has to be asked is: if the game hadn't been free to all seven hundred thousand players, would they still have paid for it? Since it was free and everyone was talking about it, did it really have a chance to have this many players without a ton of influencers of various sizes playing it? Perhaps in the long run, but definitely not in less than two weeks. It most likely wouldn't have reached millions of people.
Therefore, yes, it was a risk, but boy did it pay off. Of course, making a decent game is still necessary, and the creators have undoubtedly succeeded in doing so. A few of the aspects that make Content Warning worthwhile to play are the contrasting visual styles and the parody of the content grind. Try it with some pals if you haven't previously and would want to share the experience!