Hooded Horse-published games sold 4.5 million copies in 12 months, also generating 9.5 million wishlists

Publishers rarely disclose the metrics of their games, which is why we love Hooded Horse’s transparency. Let’s take a closer look at the results the company’s games have achieved over the past 12 months.

Hooded Horse-published games sold 4.5 million copies in 12 months, led by Manor Lords and Against the Storm

Hooded Horse’s publishing portfolio has generated 9.5 million wishlists over the past 12 months, bringing the total number of outstanding wishlists to 13 million.

According to a press release, sci-fi RTS Falling Frontier leads with over 600k, followed by city builder Nova Roma (350k) and roguelite city builder Super Fantasy Kingdom (250k). The top upcoming titles by wishlists also include Espiocracy (200k), Fragile Existence (150k), Beyond These Stars (100k).

Overall, Hooded Horse-published games have sold 4.5 million units over the past 12 months. Here are the new sales milestones that some titles achieved thanks to the company’s recent publisher sale on Steam:

  • Against the Storm — 1.2 million copies sold;
  • Workers & Resources: Soviet Republic — over 600k copies sold;
  • Empires of the Undergrowth — over 450k copies sold;
  • Norland — over 300k copies sold;
  • Terra Invicta — over 250k copies sold;
  • Cataclismo, Nebulous: Fleet Command, Clanfolk — over 150k copies sold each;
  • Xenonauts 2 — over 100k copies sold.

Manor Lords, which surpassed 2.5 million units sold last month, remains the publisher’s biggest hit. Slavic Magic’s city builder launched in Early Access on April 27, peaking at over 173k concurrent players on Steam and crossing $60 million in gross revenue in July.

Founded in 2019, Hooded Horse is a US-based publisher focused on strategy games often mixed with other genres. Its co-founder and CEO Tim Bender worked as an attorney before starting his video game business, currently being responsible for developer outreach.

Interestingly, Hooded Horse also usually gives 65% of all revenues to developers, with no need to recoup investments. “We’re not really chasing the big viral hit that’s going to become the biggest thing in the world,” Bender told MCV/Develop. “We may have stumbled upon that anyway with Manor Lords, so maybe that happens by accident, but it’s not what we measure success by. Success is just consistent performance for every developer. Consistent as in we’ve got enough funding, no one feels financially insecure and everyone goes on to create more games.”

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