Back to Blog

CUFFBUST's Launch Failure - A Victim of Changing Perception?

Why CUFFBUST flopped?

As the launch date of CUFFBUST was announced, I started gathering information on it to live test it with P*MIG's pricing and charting. The pricing was $10.99 with all information I could gather from my side, but it was released with a price tag of $19.99, which clearly is double that.

The wishlists which were very cold already since it's been months and no update from the developer apart from the first trailer released very early a year ago. It made them become slow on the launch and wait for a discounted low price, even if the game is cool/fun.

Priced Badly?

In this sort of scenario, you really have to lower the price of the game to convert them, as the wishlists are waiting basically for discounts and lower prices due to the fact that they already have other options now at the time you are launching, and the anticipation is not as much as the announcement after 3-4 months. Look at the pricing card and the chart projections.

CUFFBUST Pricing Analysis

Two Analytical Views

There are basically 2 different approaches to it. First, you can simply criticize the developer for its overconfidence or less content in the game, or a 100 different reasons to nail down in it.

"But the other side I believe could be the perception of games outside in the market has largely changed due to the changing style games are launching, meaning of quality & quantity has changed and value per price has also entirely changed."
Market Perception Analysis

What was perceived as good at a higher price is now considered less or lacking content. A hidden force that tells you to conform and lower your prices just because other games are doing it, without acknowledging your unique perpetuating circumstances in which you have rendered the release. You can read my other articles through which you will get an easy view of what these forces are.

A Glimpse of the Future

I don't really think the game had so many problems, but the time it has launched? It is too early for a game too quirky and joke-filled & heavily fancy polished graphics, where the current trend is of low poly/retro sort of art style?

I see the image of the future in the launch of CUFFBUST, games we are going to see in the next years, maybe admiring after this trend of low poly or retro will end? I highly feel that CUFFBUST is launched 2-3 years before its actual need.

Future Gaming Trends

Beyond A Lesson

Whatever the case, I think it's a case study of how not to have a launch and learn the necessity of early traction on Steam, which comes through a higher conversion rate if you have wishlists. Otherwise, you are so much cooked.