I’ll chime in here. I’ve had 5 writing contracts over the years, 2 with Hosted Games, 2 with a now defunct game company, and 1 with a private individual. I’ve also released a commercial game independently.
My first Choice of Game game was In the Service of Mrs Claus. Against an advance or $7000, it sold 3906 copies so far in 7 years. Nowadays it sells 2-4 copies a month. There’s a remaining balance of -$4975 on my advance, which means I ended up getting paid a lot for something that the company got paid a little for (which is part of the risk inherent in a big company like this; some games pay off the work done by the company and some don’t.) I have fun in my math class at the private high school I teach at having them calculate how long it will take me to see royalty revenue (generally past the time I will die. Low wordcount and awful genre choice/inexperience will do that!).
My second contract for Choice of Games was helping an author finish a game: Star Crystal Warriors Go. Most of the chapters were written by the original author, but I added a lot more text (started with 100K words in 7 Chapters, ended with 250K words in 10 Chapters). That has sold 3300 copies in 10 months, and has a much healthier 35-50 sales per week. The contract structure is different for someone coming on board like this (and has to be negotiated per game) but it’s likely I’ll one day see revenue for this.
Both games were far more impactful than my next-best money making option, tutoring, which I did at a really low rate ($15 an hour for a while, more recently $25). One game can be the same as a year’s worth of tutoring a student.
My other contracts were higher but didn’t get finished. The company that went under was offering $12,000 to $16,000 with essentially no royalty revenue. I completed most of a game (around 60K words; it had a different structure than CS games and this was the target size) and they had commissioned artwork but the department got shut down, though I still got close to $10,000 (I think). Later, the company tried again with new middle managers and I got a few thousand from that contract before it was all sold away so the company could pivot to gambling apps.
I’ve contacted their legal department, now, years later, asking if I could buy back the first story or IP, and even found a fellow alumnus of my college that worked there on Linkedin and got his help asking, but they never wrote back.
They offered authors a lot of money (but no royalties), and were attached to a very wealthy bigger firm and had the IP for a very popular (at the time) IF game, but it still wasn’t enough to hold together. It’s impressed me a lot that Choice of Games has managed to find a stable longterm strategy.
My fifth contract was with a private individual to make a parser game. I’ve been much more successful with free, indie parser games than choice-based games (I’ve got 3 games in IFDB’s top 100, and 1 in the top 15!). A guy approached me to pay me $1000 to make a game for his daughter’s birthday. I made a 46K parser game (in terms of audience expectations 40K parser is treated like 200K choice-based and has similar playtime). It was just published yesterday on itch ( The Most Valuable Card in the World by mathbrush, DC )
My indie game is Never Gives Up Her Dead, a giant parser game (the one in the top 15). I decided to make an illustrated version to sell on Itch and I get about $100/yr from it. I decided to put it on Steam to see if I can match that revenue stream (I’d only have to sell 1 copy a month for it to work out!), and it’s coming out on July 3: Never Gives Up Her Dead on Steam