Tunic
GameBy TUNIC Team
7 documents in the library are about Tunic, from writers such as GameDiscoverCo, Game Developers Conference and Game File. Each has a summary and key insights with the page they come from.
Connections
The documents about Tunic on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
On Steam
Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.
- Revenue to date
- $12.7M
- Units sold
- 564K
- Last 12 months
- $1.8M
- 83K units
- Price
- $29.99
- Positive reviews
- 91%
- of 19K reviews
- Peak players
- 2,479
- at the same time
- Followers
- 79K
- Average playtime
- 11 h
| Year | Share of the best year | Revenue | Units |
|---|---|---|---|
| 2022 | $5.0M | 210K | |
| 2023 | $2.4M | 105K | |
| 2024 | $2.1M | 100K | |
| 2025 | $1.8M | 83K | |
| 2026 so far | $1.4M | 65K |
On Steam since Mar 16, 2022 · Developer TUNIC Team · Publisher FinjiSteam store page
Documents about Tunic
What Indie Game Publishers Really Think: 15 Years of Industry Insights from Finji's Rebekah Saltsman
Indie game publishing functions as a strategic partnership designed to mitigate the financial, operational, and interpersonal risks inherent in software development.
- Indie publishers typically manage titles with budgets of $2 million or less, focusing on small teams across all genres while providing essential business development, marketing, and operational support.
- Publishers act as mediators for team communication and project health, protecting their own reputation and financial investment by ensuring developers avoid burnout and adhere to platform-mandated schedules.
- When pitching to publishers, developers must demonstrate they can ship by providing realistic schedules, documented budgets with appropriate buffers, and clear team breakdowns to de-risk the project.
A Family Sword Fight, a Brain-Eating Adventure, and Some Creepy Farming
This analysis provides previews of three upcoming video games, highlighting the diverse creative output currently emerging from the global independent development scene.
- Thunder Lotus (Montreal), Drinkbox Studios (Toronto), and Carbonara Games (Norway) are leading a trend of independent studios using past financial successes to fund ambitious, narrative-driven projects.
- At Fate’s End by Thunder Lotus features a 2D fantasy drama where the skill tree functions as a lineage map to explore complex family dynamics.
- Drinkbox Studios is developing Blighted, a top-down action game that utilizes a 'frenzy' mechanic to dynamically adjust enemy behavior and difficulty based on player performance.
Bekah Saltsman Breaks Down Indie Marketing Essentials: GDC Side Quest Podcast
The core objective of this discussion centers on the strategic implementation of marketing within the independent game development sector, specifically focusing on the methodologies employed by Finji.
- Marketing must be treated as a foundational element of game development rather than an afterthought, requiring early integration and consistent budgetary prioritization throughout the lifecycle.
- Finji’s strategy for the title Tunic demonstrates that success in the indie market depends on translating artistic vision into a compelling narrative that resonates with both core and broad gaming audiences.
- Developers must identify specific audience segments and tailor all communications to meet their unique expectations rather than relying on generic outreach.
Xbox Game Pass Titles in 2022: What's Their Reach?
GameDiscoverCo provides an analytical overview of player reach for titles launching on Xbox Game Pass in 2022.
- Game Pass serves as the primary driver for player acquisition, accounting for 90% to 99% of the total player base for titles launching on the service.
- The median reach for 'Day 1' Game Pass titles in 2022 was approximately 230,000 unique accounts, with an average reach of 500,000.
- Casual and easily sampled games see significant player growth on the service, exemplified by Pac-Man Museum+ reaching nearly one million players despite lower traditional sales elsewhere.
Plus: Eureka, Some New Indie Hits (Finally!)
Mid-March 2022 marked a significant recovery for indie game debuts on Steam following a stagnant February.
- Indie game launches on Steam recovered in mid-March 2022 after a stagnant February, which saw only five games reach 1,000 reviews in their first week compared to twelve in January.
- Core Keeper emerged as a top performer, selling over 100,000 units in its first two days and reaching a peak of 22,000 concurrent users.
- Market success for indie titles is currently driven by genre gaps, strong art direction, and high engagement from the streaming community.
Plus: Tunic, Persona & ANNO Mutationem Top This Week's Debuts
This analysis evaluates the market performance and conversion of high-hype video game debuts across Steam, Xbox, PlayStation, Nintendo Switch, and the Epic Games Store for mid-March 2022.
- Core Keeper remains the top-performing title of March 2022, consistently outselling newer high-profile releases in the U.S. market.
- Indie title Tunic achieved nearly 2,000 concurrent users (CCUs) on Steam despite a simultaneous Day 1 launch on Xbox Game Pass.
- Persona 4 Arena Ultimax reached 7,000 peak CCUs on Steam, though its performance was hindered by technical issues typical of Japanese console-to-PC ports.
Plus: Q1 on Steam - Let's Witness the Hotness
This analysis provides a comprehensive outlook on the Steam and console gaming markets for the first quarter of 2022.
- Steam's Q1 2022 market was defined by high-profile releases including Elden Ring, God of War, and Monster Hunter Rise, alongside the successful Western launch of the MMO Lost Ark.
- The tactical shooter Ready Or Not emerged as a significant sleeper hit in late 2021, achieving a 94% positive review rating despite low pre-launch visibility.
- Indie developers face a 'Game Pass or bust' environment on Xbox, where paid download charts are dominated by viral hits like Among Us rather than traditional indie titles.
Companies behind it
As the documents state it.