Braid is the highest-rated XBLA game ever. (Also, sales data).

Currently, Braid is receiving excellent reception from game reviewers and critics. Both Metacritic and Gamerankings have Braid rated at 92/100:

That’s a pretty good score. In fact, Braid is the highest-rated Xbox Live Arcade game of all time (out of about 150 games!) Geometry Wars 2, released a week prior, is the second-highest. There are some strong games coming up in the next few weeks, so we’ll see if these positions hold.

But 92 is not just a good score for a Live Arcade game; it’s a good score for any game. In fact, Braid is currently the 10th highest-rated Xbox 360 game of all time — including all AAA high-budget games:

If Braid receives just one more Metacritic point, it will jump to 8th place on this list. (Eran and Alex: Let’s get ready to rumble!)

Of course, it’s possible that Braid’s rating will go down, too. Time will tell!

I don’t want any of this to seem like bragging. I do want it to serve as a clear and useful data point: an indie game made by a very small team can compete with giant games that had huge budgets at their disposal. (I don’t know how much Mass Effect cost, but it surely was a lot. Just licensing the Unreal Engine 3, before even hiring anyone or doing any work to create a game, cost probably 3x-5x Braid’s budget.)

This is important — I have been a proponent of indie and experimental game development for a while, but the attitude toward it always seems to be that they are interesting toys, but not real games. Well, perhaps that is changing. And perhaps some of the indie developers out there who are making cheap clones of PopCap games will realize that if, instead, they go out on a limb and do something interesting and different and important to people, their work will be recognized.

Now, about sales. They are surprisingly good!

I have noticed people on forums looking at the number of entires in the leaderboards and multiplying that out to get a total income for Braid. That doesn’t work, for a number of reasons. There are thousands of free copies of the game given out to the press, and once someone buys an XBLA game, other profiles can play from the same xbox and they get leaderboard entries. So the leaderboard is always an overestimate.

However, has Braid at 28.5k sales currently, and that seems to be in the right neighborhood.

This is a very good sign, for a few reasons! First of all, it means that in addition to getting recognition from critics, Braid is also being played by a lot of people. We’ve all heard of games that are critically-acclaimed but that hardly anyone plays. That doesn’t seem to be happening with Braid so far. But, that could change — a lot depends on what happens to sales on Wednesday when Bionic Commando: Rearmed is released on XBLA. Will Braid’s sales keep up, as with Geometry Wars 2, or will they drop off?

But right now, Braid is selling as well or better than any massive highly-anticipated XBLA game by a major publisher. So, that is very cool. I would like to thank everyone out there who purchased a copy of Braid, for supporting independent and experimental game development.

People have asked me how many sales Braid needs in order to be profitable. The answer is, a lot more than it has gotten so far. (There are many reasons for this, which I may be motivated to talk about in the future). However, things are looking promising now — if Braid keeps selling, I’ll be able to afford to make the next game, and that will be good.

159 thoughts on “Braid is the highest-rated XBLA game ever. (Also, sales data).”

  1. CONGRATS! one hell of a game. i’m taking my time and enjoying every moment of the game… it deserves that rating.

    as for a small indie games holding their own against AAA million dollar titles, i too believe it can be done and Braid is proof.

  2. This game looks fantastic… haven’t played it yet, but I’m very curious to. Any chance of it becoming the highest-rated Wii game as well?


  3. Mr.Jonathan Blow, thank you for this game.

    You are one of the most brilliant people in the gaming area, your game shows it, it has heart, it shows how much you enjoyed creating it, and that’s what matters. The story, the soundtrack, the artwork, the gameplay, everything fits so perfectly. And the end level..oh the end shows the genious behind the game. I never had a gaming experience like I had in this game, so once again,

    Thank you very much for making this piece of art.

  4. I’m glad Braid is selling good. I felt a large drop of guild when I wanted to try the demo on my other account, and I played the real game instead. I didn’t know other profiles can play it on the same console. But, I hope you can make your next great game and sell millions of copies of Braid. (I have seen NO negative reviews or reviews under 8!)

  5. Awesome! Have you considered some more marketing for it? I’m not sure how much it would cost, but a short trailer on could work well for the game.

  6. ‘AAA’ titles now really have nowhere to go – it’s the small indie games that provide bite-sized, timeless experiences, that are the wave of the future for the gaming industry. Games that don’t focus on just getting to the end, and that aren’t subjected to the normal cause/effect of every other medium – games that can bring themselves to new heights. Like this and Portal (Portal started as an indie game at least!). [And flOw, and a bunch of other games I probably am missing out on.]
    I’m positive that even if this game doesn’t do well, though, people will look at the reviews/etc. and you’ll be able to get investors for a second game of some kind, though if this game doesn’t do well it’ll probably be an updated part of some series. [Which would suck. I’m guessing you don’t want to do Braid 2, either.]

  7. That’s pretty sweet. I don’t know about everyone else, but I’m personally curious about seeing the numbers behind indie game. I know the games industry folk love to (sadly) keep too many things secret, but I think it’s important to share this information. I think the indie scene has the power to distinguish itself from game Hollywood by actively sharing certain information and acting less corporate.

    Basically, I’d be nice to see some sort of talk about it at gdc, like a post-mortem sort of thing.

  8. Wow, incredible, and that 28.5k units sold are only for the 3 first days. Congratulations Jonathan, your game deserves this and a lot more, it’s a beautiful piece of art and a masterful contribution for the videogame industry/community.

  9. Yes, sales have been good so far. At the same time, to put this in perspective, Grand Theft Auto 4 sold 3.6 million units in the first day (including preorders)… 400 times as much as Braid!

  10. Congratulations, Johnathan. Braid deserves all the praise and sales it’s earned so far.

    The ending to the game is one of the most revelatory and memorable gaming moments I’ve ever had.

  11. Hi, Jonathan. I have learned of your existence by playing through Braid and then eagerly checking the credits. I am immensely happy that your game is being reviewed well and is selling well. In my mind the lesson to take here is that indie games can have wide appeal when they meet the extreme level of polish that the big games get. It doesn’t have to have 3D graphics, and apparently it can even have an existential, obscure storyline as long as the game doesn’t force you to pay any attention to it. The problem with so many indie games is that they look like crap or they control like crap. Braid is just a simple joy to play.

  12. Congratulations Jonathan and Co. You really deserve the good sales, in fact you deserve GTA’s sales numbers if it was up to me. I just finished the game, and it is the THE most amazing gaming experience I have had in my 25+ years of gaming. I think that Braid along with Portal (which Braid reminded me of) will be remembered as one of gaming’s great achievements of its era. What you have made is a classic, and people will look back (or travel back in time ^^) and puzzle over it, talk about it, and study it. it is timeless (no pun intended). And that fact that it was indie-made makes your feat all the more amazing. Can’t wait for what you come up with next.

  13. I love how all you guys know the story of Braid by the ending, and all it did for me was make me more confused. I think there should be a plot discussion forum or something so I can try to understand what was going on.
    Also, I wrote down all of the books from the game; still don’t get it…. 🙁
    Great game though, had to take a break from it a few times just to solve some of the puzzles, and that’s new for me.

  14. Your Game is beautiful and awesome.

    It’s indeed one of the most memorable gaming moments I’ve ever had.

    I really hope to see more of your Work around.

    You have a new Fan.

    Greetings from México.

  15. Sam: I see no reason why AAA games can’t do anything indie games can do. It’s just lucky for indie developers (but perhaps unlucky for gamers in genera) that they’re not trying at this point.

    Jon Blow: Hurry up with the release on a real platform and I’ll increment your sales!

  16. Jonathan, Jonathan, Jonathan. Wow. Seriously. I just beat the game today, and I typically don’t post on blogs like this, but I have to say you have created one of the most memorable games I’ve ever played. Sure, the game was “short” by normal gaming standards, but I can see that you have put more thought and heart into this game than 99% of the games out there. The fact that the story is so simply told, but so deep and open to interpretation… it’s been 10 hours since I beat it, and I’m still ruminating, trying to wrap my head around it.

    Thanks for making it. I enjoyed playing it.

  17. Congratulations. I’ve not been able to get it yet (no Xbox), but it looks brilliant; eagerly awaiting a PC version ^^

  18. I bought the game this morning. It’s fun. If the ratings go down just hit the blue button.

    I checked the xbox live leaderboards this morning, there were around 37 thousand scores, so isn’t that the sales figure?

    Anyway, hope you made enough money to make another game.

  19. For Oracle Billiards, reverse your approach: Let the player pick the location they want the ball at, and have the ‘Oracle’ show them their shot.
    The way you’re going about it in the demos you show is real interesting to watch, but based on what you said you wanted out of it (allowing the player to choose where the ball will land), you could just have the player pick a ball, then a location, then have a little loading bar pop up saying “predicting” while the engine does the math to figure out what path the ball could take. Obviously, calculating every little angle would be a pain on most processors, so if you could figure out some sort of simplification, rather than just doing physics calculations for x balls * 360 degrees. And you could always just have the thing count out 5 or so working shots, and then return.

  20. Congratulations on the success, I feel like you’ve made a perfect game and deserve all of the success that you are having, and more. It was the single most enjoyable experience I’ve ever had gaming.

    I Hope that sales are good enough to fund a second game. I’d like to see it on more platforms though. Namely PSN/PS3, because I feel like the game would sell well on there due to the the company it would keep (everyday shooter, Pixel Junk, ect). But also, a linux, mac os, DS, and PSP.

  21. “Braid” is AWESOME! Thanks for this incredible game experience. I would do anything to get this on an Xbox360-DVD with a case to put it in my “real” collection 🙂 Absolutely fantastic!

    Greetings, Phil

  22. Hey Jonathon, not sure if you’re sick of all the praise yet, but I just wanted to say (after just finishing it a few minutes ago) that Braid has without question been the most enjoyable game I’ve played in the last 5 or so years. It gets me on so many levels I was left speechless and all I could do after exiting the final door was drop my jaw and say “wow”.

    Seriously amazing game I will never forget. Good luck making a boat load of profits and whatever work you do in the future.

    Also, to again keep things in perspective, remember GTA IV is a AAA title with years of massive industry penetration, while Braid is so radically different with no track record. To make such a splash (so far) amongst these types of games, and with a raised price tag (which unfortunately has probably turned many gamers off the title) is surely not very common!

  23. I’m never sold by hype or anything. After reading all the reviews, I’ve downloaded the demo to check it myself.

    I gotta say, it’s the first game on LA I bought just because the demo was so exceptionally good I just HAD to keep playing. Really well done, all the praising and good sales are well deserved.

  24. I’d love to play this. It sounds great, I don’t have (or want) an xbox though, so I’ll be eagerly awaiting a pc version. I really hope there will be one.

  25. Jonathan,

    I had to find your site just to tell you I thoroughly enjoyed Braid. Last night I was stuck on a puzzle and my friend and I sat there working it out in our heads like a math problem, arguing about different approaches. This was one of those moments that doesn’t happen with most games, and we both noted it. I can’t tell you I fully grasped the ending, but it was amazing. Thank you for making an amazing game, and I’m glad its doing well in sales.

    I look forward to whatever you do next…

  26. Jonathan,

    I just wanted to let you know that Braid was the first XBLA game I’ve bought (I’ve owned my 360 for a year and a half). I usually try demos of the Arcade games but then go back to playing Halo, COD, Mass Effect, etc. After playing your demo I ponied up and bought the game. If 360 owners can look forward to more of your games we are a lucky bunch.

    P.S. paying $15 for an experience that is better than 80%+ of all $60 releases is fine with me…

  27. You did an excellent job on Braid! Your game deserves all the sales it gets and more. I find my self playing the last level over and over again. The ending is genius! I fell sorry for anyone who misses out on Braid because of the 15$ price.

  28. I’ve found that our metacritic scores tend to settle downwards by a point or two after the initial week. I don’t know if that has to do with our games specifically, or if more positive reviews are more likely to be posted earlier, or later reviewers tend to grade on a different curve from earlier ones, or what. Here’s hoping Braid stays in the top 10 but doesn’t pass Rock Band! 🙂

    I’m about halfway through and am enjoying it very much so far.

  29. Braid is a brilliant game and I have done my part. I have sold a few units of Braid just on my insane level of enthusiasm for the game. I have a big proponent of a lot of the mechanics and design that are encapsulated in Braid.

    More games need to do what Braid does:
    Just start (no menus, no logos)
    Auto-save all the time (let me quit the game without having to manage it)
    Allow for experimentation (don’t be punitive when I try new things)
    Build on mechanics (don’t just throw tons of new ones out there)

  30. The game is awesome!!! I really hope there will be a Braid 2. I am telling all my friends to buy it, that it is well worth the $15. I sure hope sales continue because I would really like to play a Braid 2.

    Thanks for creating an awesome game and a very unique experience.

  31. I’m glad to see that I was wrong and that the price point didn’t greatly affect the sales. I’m sure most of the people complaining about the price will probably buckle eventually. I also wanted to thank you for putting in the speed run mechanism, as it has given the game a lot of replayability that otherwise would have been missing. One quick question, I’m managed to get my time down to 39+ minutes with little error, yet there is a time of 33+ as first on the leaderboard. IS htis possible without glitching?

  32. Don’t be afraid to brag. Your game is the best of all that top-10 list. You made one of the most beautiful, refreshing, heart-touching experiences I ever had with a controller on my hands. It is a game design masterpiece, along with all those brilliant dramatic components wrapped around it.

    You, my friend, are my new game design god, and I just can’t wait for your next game.

  33. Yes, well done for all the positive feedback given to the game as it is well earned. 🙂

    I would definetly play it and review it on my site if I had money to buy points which is pretty much impossible right now. I have been playing the trial to death though and it gets me looking forward to when I can buy it sometime!

    Good luck and those sales are very good considering the points it costs!

  34. A question for Jonathan, if you happen to be reading:

    Obviously i would love it if Braid sold in large enough quantities to keep you going for the forseeable future. But in case it doesn’t, i’d like to think that a publisher somewhere has taken a look at the incredible reception Braid has got and would happily throw money at you to allow you to continue doing what you do. Perhaps you have already been approached, in which case i guess you’re probably not allowed to talk about it either way.

    Having said that, i can’t help but think of the worst possible scenario, like EA wanting you to churn out yearly Braid sequels like how it whores out its sport franchises. But maybe a publisher/company who has a very “hands off” approach, Valve springs to mind, in the sense that as far as im aware the Portal team were essentially left to just get on with the game.

    P.S. The anti spam work is “princess”. Class!

  35. Thanks a lot for making this incredible piece of art.

    The only thing I can object is that it was kind of short.

    I’ve read Mr. Blow that you have no intention of making a sequel or added levels. I also think, as you said, that if the mechanics of the game has been well exploded there is no added value in simply adding more levels around the same concepts that don’t bring new experiences.

    The idea of mixing some of the ideas in more complex puzzles can lead even to frustration…

    What I find hard to believe is that all possibilities have been explored! I admit I probably couldn’t think of any new thing, but I probably wouldn’t be capable of thinking what has already been done…

    Again, thanks for making it. It is just amazing that totally new kinds of games can be done!

    Commenting on the news… I test many XBLA games and I find it logical that Braid has this great reviews. It is one of the best (XBL)arcade games I’ve seen.

    But compare it with the big games or even comparing the reviews I would say is going to far. I value Braid for what it is… A low budget “cheap” game. In that frame I, no doubt, score it with A+, 10/10 or what ever measure you like (being totally honest I will score it A or 9,5 because it was a little short).

    But for a 70€ game I ask much more… Great videos, tons of levels, replay added value, etc… when I pay that much I want to feel that 100 people at least where involved.

    I would suggest this for the DS platform, buy I guess that Microsoft might have something to say…

    PS Sorry about my English.

  36. With the same Metacritic score of 92, Braid would be the 6th highest rated PlayStation 3 game. I don’t have a 360, but I’d buy Braid from the PlayStation Network Store.

  37. Ryan: I don’t think I would ever work under the publisher-funded model of game development. It’s just not conducive to making the kinds of games i want to make. I’m not saying it’s impossible, just that it’s unlikely!

    In any case… we’ll see how the money thing goes.

  38. Rod: Yes, speed run times in the 33-minute range are possible. Many of the puzzles have elegant solutions to them that are very quick to perform, and many of the levels have tricks to them where you can figure out faster ways through.

    If anyone is trying to solve a puzzle in Braid and they feel like it requires a lot of trial and error and a lot of platforming skills… they are probably missing a simpler solution. There are a few spots in the games with slightly tricky jumps, but for the most part it’s about understanding the puzzles as deeply as possible.

  39. Jonathan Blow, I can’t say how thrilled I am to hear about how you want to make the best game that you can and that it shouldn’t be all about money.

    Will you comment on the meaning behind the fact that you used international maritime signaling flag designs on the end of level flags? I’m intrigued as to the connection between them and the story.

  40. Congratulations on the great start and thanks for sharing!

    I’d also like to echo the “I don’t own an XBOX, get this on [PC/Wii/PS3/Mac] asap” sentiment. I see a PC version is planned and I’m looking forward to hearing about a estimated release date.

  41. First up, congratulations. I’ve just finished the game, and it’s a truly remarkable piece of work, easily the best game I’ve played this year. Congratulations also for the sales figures so far, it’s really something special to see an indie game do so well.

    If you don’t mind, I’ve got a couple of questions. I’m working for a “AAA” games company at the moment, but I’m looking to break out into the indie thing. I’m working on something in my spare time, and I’m interested to hear from the people who have been successful.

    1 – How long did Braid take you to write? Do/did you have a day job that you worked around, or did you self-fund it somehow?

    2 – I understand if you’re reluctant to talk specific numbers with regards to budget, royalties, profits, etc, but you said you might write about why you need to sell many more copies before making a profiit. I’d be very interested to read that. ~28.5K copies at $15 a piece, even when I imagine that Microsoft will take a cut of that, seems like a pretty significant chunk of money, so I’d be interested to know what the costs were to you to publish Braid.

  42. Congratulations Mr. Blow. Braid is an amazing game and i hope for you to reap the well deserved successes of this game both from a financial standpoint and a moral self success standpoint.

    I’ll be writing a nice review about Braid at Giantbomb, be sure to look for it.

  43. I’m really enjoying the game. I originally heard about it from a link off a link while reading about Fez (which is still in development), and I didn’t really ‘get it’ from the screenshots. The art direction is fantastic, but still images don’t do the game any justice. Seeing the backgrounds bloom (and contract, when rewinding) is awesome.

    I live in Japan, and for some reason my credit card that I pay for my Live account wasn’t letting me buy points to buy the full version of the game, but I jumped in the car and drove to a game shop to get said points after toying with the trial for about 10 minutes.

    Very well done, you guys deserve the attention it’s getting.

  44. Faith in gaming +1

    Thank you. Your game has touched me in a way media rarely can.

    Everything about Braid goes against the mainstream. When a game has next to no HUD, I know I am going to enjoy it. When a game doesn’t take you by the hand and explain every little thing, I know it is going to be special.

    I have played through Braid once fully, and then went back through a couple levels just to experience them again. I then restarted the game from the beginning just to experience it all again.

    This game will always have a special place in my heart. Thanks again.

  45. I hope the PC version comes out soon so I can give you my money.

    By the way, will the PC version support 360 controllers too?

  46. Electro: Braid took about 3 years and 5 months to make, though there were some breaks in there, so if you condense it down it’s less. I did consulting at some points during Braid to have some income, but I eventually stopped this and got a loan to finish the game, because I felt the consulting was interfering with my ability to work on Braid in a concentrated way, and thought that the quality of the game might suffer (and that it would take too long to be finished).

    As for how much money it takes to break even — it’s a lot. When all those people on forums complain about the price of XBLA game, what they don’t realize is that almost everyone is losing money on these games. (It’s just economy of scale; if only 60,000 people buy a game, and it costs $10, not enough money ends up in the developer’s hands to justify anything but making shovelware.)

    For me to truly break even (i.e. not be financially punished for choosing to make this game), I would have to earn back:

    (1) The testing, localization and ratings board submission advance that was put forth by Microsoft. (This is a significant chunk of money.)
    (2) All the money I paid other people to work on the art, sound, and extra programming. (This is A LOT).
    (3) Replace the savings I spent for cost-of-living, buying software and hardware, and stuff like that, during the years spent developing Braid.
    (4) Pay back other misc debts that accrued during this time due to me being broke and / or focusing money on finishing the game (e.g. the taxes I did not pay last year.. that’s sizable).
    (5) If I hadn’t been working on Braid, I would have had a job for those years, so… years worth of income at a reasonable-to-high-end job. (Realistically speaking, this part is just not going to happen — I used to do game technology consulting and bill at a very high hourly rate. So rather than expecting to make that, my attitude is just, to make *something* reasonable).

    Now, the kicker is that 1-2 are pre-tax, but 3-5 are post-tax. So any money that doesn’t go directly into paying off the advance or the people who worked on the game, gets automatically divided by 2 (as I get mauled by the IRS and the state where I live).

    So the way you figure out how much money Braid is making, is:

    Take the total number of copies sold, multiply that by $15.
    Multiply that by a fraction higher than .5 but less than .8.
    Subtract two big numbers from that.
    If the result so far is positive, divide it by two.
    Subtract two or three more big numbers.

    Right now this comes out to a significantly negative number, but the hopes are that over time it will come out positive.

  47. hopefully this picks up Steam (pun? get it? sorta…) and the sales only accelerate. I think braid has the momentum to complete a financial nitroboost like that.

    incidentally, no one’s mentioned this, but Braid would work FANTASTICALLY on the PSP. just a thought. You could make an attractive UMD package and all for it, but give it a slightly reduced sales price (19.99 – 29.99). After your exclusivity contract with Microsoft is over, I can imagine some decent sales on the PSP. Unless by that point UMD’s don’t exist because everyone just torrents their games on a hacked PSP…

    i really enjoy both the fact that your game was excellent, as well as your apparent transparency about the game development process and your willingness to share these nuts and bolts on the site. kudos to your method, as well as your end result.

  48. So far publishers had not really been interested in a PSP version, but that might change now that Braid is a successful XBLA game.

    However, the PSP port would be technically difficult in a lot of ways, and the game would really have to be cut down. Maybe someone is working on a next-gen handheld to be released soon; if so, that would be cool. Seems like about the right time.

  49. Leo, I was going to say that Braid would work great on the PSP, but left it out of my post. As for the UMD thing……it could just be a downloadable game like FlOw. I would buy Braid again on PSP.

  50. Well done Jonathan. Your success is very much deserved. I’m shocked to hear the game is over 3 years in the making. Must be thrilling to see it out and doing so well.

    Couple of tips for you:

    1) You should look into a DLC option for your game. I would pay 600 points for an couple more addon worlds. If the development time frame and resources is right for you I think that could be pretty successful. Worth a look into.

    2) The game is getting good word of mouth and I think sales will pick up next week as the many podcasts around the internet start talking about how amazing your game is. I think you should hook up with Major Nelson or to appear on his podcast. He often has interviews with XBLA game developers and he has a massive audience of 360 owners that would like to hear from you. Major is also a big fan of your game.

    Anyway, good luck with future reviews and sales and never forget your 360 fans. We all hope to see more from you in the future. All the best.

  51. I don’t own an Xbox, but if this was available on Steam I would buy it TOMORROW. I don’t know how this publishing stuff works but I’m guessing that wouldn’t be a short-term possibility due to the way Microsoft does things.

    Next year maybe? 🙂

  52. This was the best time travel game I have ever played.

    I hope we will be able to download new maps someday (but microsoft will swoop in and force us to pay 800 MS Points).

  53. Congratulations on the acclaim guys – you really deserve it. Braid took me completely by surprise. I’d heard some rumbling about it here and there on the net, lots of positive stuff, but never really took the time to look into it.

    So I downloaded the demo two days ago, loaded it up – and wound up buying the full game within two to three minutes. The presentation and art is incredible, and puzzles are smart; it really shows when people care about what they are doing, as the Braid team undoubtedly does.

    Well done with the game, and good luck moving forward. I’ll definitely be more in-the-know about your next title, and I’m sure I’ll be writing about Braid a lot over the next few days.

  54. From one game developer to another, I want to congratulate you and your team with your success of this game and the triumph the game is. Your work makes me proud to be working in interactive entertainment.

  55. Mr. Blow, I am very encouraged by your honesty and openness in this blog, I have been following it off and on but it is truly inspiring to hear of your struggles and successes. You just come across as a real person, and as a true artist, and also, as the WSJ says, a punk rocker. You and others are making gaming something more than it has been.

  56. I’ve also noticed that the worst time is not being correctly recorded in the time attack mode.
    (sorry if I’m changing the name of the things, but I have the Spanish version and all words in the game appear in Spanish).

    Gonna play it again…

  57. I’ve played many a game that started out great but tapered off towards the end, but this it one of the few games for me that started a little slow with me enjoying but not quite seeing what all the fuss was about, and then slowly crystallising into something better and better until it was truly special by the end of the final level.

  58. Hey Jon,

    I agree with your comments about the implications of the high rating and what it means for indie (and other) games. I posted something similar here:

    On the ROI breakdown that you started to get into in this comment thread, I’d encourage you to, at some point, open the kimono on this. One thing that’s going to get indies better deals is better information about what to expect. Right now large publishers have an advantage in that they have better line of sight. (I smell a GDC rant coming…)

    On the tax hit. Yikes. I hadn’t thought of this. Is that as an individual or as an S-corp/LLC? Either way, I’d look at getting a tax advisor before that first royalty check shows up. Maybe establish a Seattle address and move! (No state income tax).

    Oh, and congrats again on all the great reviews. You’ve earned every one of them. Enjoy.

  59. I’m assuming the ending of the game is subject to interpretation and not a set storyline. I have my own thoughts on what some of the symbolism means, but I’m going a little nuts trying to wrap my head around all of it. A little insight from anyone would be appreciated. Thanks.

  60. I really hope you’re able to make your money back. Well… I guess make enough money to make another game or something. Or maybe enough to buy a new fridge.

    I’d assume putting Braid up on steam will help some? I might buy it again. I mean, I don’t know why, I’m not exactly rolling in money either, but I’d feel bad if you came out worse off for having made this game. You think your next one won’t take 3 and a half years? I guess if you work on it yourself it would, huh?

  61. Ouch…that is one seriously daunting list that you’re going to have to overcome. Makes me want to go out and get people to buy the game…wait! I know! I’ll go out and get people to buy the game! Er…yeah…so I’m going to do that now.

    P.S. Thank you for the amazing game.

  62. absolutely amazing game. Well worth the money, and looking forward to your next one. If this game doesn’t sell like hotcakes, then there’s no justice in the world.

  63. @Kim:

    Opening the kimono as you say is probably not possible as no doubt there are non-disclosure agreements required regarding the specific details of profit sharing when developing an XBLA title, as with most distribution channels.

  64. It’s great to see such a creative title get the recognition (and sales) that it deserves!

    I wonder how this would have played out had Braid been released on its own in a different part of the year (ie: not part of XBLA’s Summer of Arcade). Granted, it wouldn’t have received the same kind of marketing for being part of this awesome suite of digitally released games. But it’d also have more of a buffer to breathe if it weren’t sandwiched between games like geo wars 2, bionic commando rearmed, and castle crashers.

  65. these records will probably be shattered at the release of castle crashers but good job.
    i thought the game had some original ideas that were still enjoyable which can be hard to come by these days…

    but as for small budget games i think thats a big point about XBLA as it can be done alot easier.
    looking at castle crashers, that is all self funded and it looks miles bigger than any other game on XBLA.

  66. I caught a glimpse of Braid on the X Box live website and was prompted to check it out further. I downloaded it sometime Friday night and stopped approximately 6 hours later when I realized the sun was beginning to come up. Braid has me hooked in.

    I can’t tell you how happy it makes me to see this game doing well. It’s incredibly uplifting to see something genuinely original and well done being rewarded for the hard work which has gone into it. Congratulations and I really hope to see more in the future!

  67. Bought and loved it. Are there any plans to release the PC version via Steam? I’d buy it there too just so I could play it on my laptop.

  68. Hi, I’m from Brazil and since I heard from this game for the first time my eyes got shining. Now I have just finished and my only describing word is “Amazing”! Congratulations for your hard work and excellent final product! I hope you can bring us more games like this one!

  69. Count me as one buyer for the PC version when it comes out. I haven’t even played your first game yet and I already want you to be able to make your next one. 🙂

  70. All i have to say is.. what a FANTASTIC GAME! My mind was blown away when i reached the ending of the game. This is what the industry is lacking, unique games, a truly work of art. If the videogame industry want to be compared to art, then all thats left is more Braid´s in this world. Jonhatan i want to thank you for the fantastic time that your game gived to me, and after reading all youve been tru (dont know the word, english is not my native language) to finish the game.. i could not pass without came into this blog and say THANK YOU!

  71. Congratulations! ive been following this game for a long time now, but you had to release it when i was out of the country and away from my xbox! tomorrow night when i get home though, ill chalk up another sale. congratulations on realease a great indy product, and i hope you get in to profit soon!

  72. Thanks very much for making Braid. I finished the main game on the weekend and it was very satisfying to complete. There were a few points where I was stuck for an hour but the puzzles were never unfair. Now to do the speed runs!

  73. Well, I downloaded the demo of braid and really enjoyed the art and music, but had pretty much dismissed it shortly thereafter. However, reading user reviews has convinced me that I stopped too soon… I’ll be taking a 2nd look.

  74. “Sam: I see no reason why AAA games can’t do anything indie games can do. It’s just lucky for indie developers (but perhaps unlucky for gamers in genera) that they’re not trying at this point.”
    They’re different beasts. The reason AAA games can’t do what indie games can is because of money – that is, large publishers/developers NEED to make a profit off of their game, more than someone who is putting their own time/effort/soul/etc. into it. Their disincentive is much larger. For the indie dev, they get to make the game anyways, and that’s really what it’s about. I guess what I’m trying to say is that large devs are [by necessity] more company-like. Shareholders don’t want you to make a game about flipping time without obvious selling points.
    “jimbob:looking at castle crashers, that is all self funded and it looks miles bigger than any other game on XBLA.”
    You forgot about Braid itself. A bit. Castle Crashers looks like a fun hack+slash. But it won’t change any paradigms.

  75. I just have to echo what so many have already said on this blog, and thank you for all the hard work and time you put into this – it really shows. As someone who is in an ongoing indie-game project currently, I was kind of hoping to hear that you had some magical way of maintaining funds these last several years. To hear that it basically was paid for with insane debt is a bit depressing for my own prospects, but at the same time I admire your perseverance in completing this all the more. Excellent work!

  76. I would love to see Braid on the PlayStation Network (PSN) as a PS3 downloadable game while also being able to be played on the PSP. You have everything in place aside from the code so i’m sure it would be much less of an undertaking to make Braid for the PSN. Not easy, but potentially worth your while.

    As for the PSP, i’d love to be able to play this on the go and would be the first to buy it for the PSP (shockingly, i actually buy my PSP games). Props on your success, hope to see more in the future.

  77. There’s probably not much I can say in the way of praise for Braid that hasn’t already been said, but I second all of it.

    Congrats on a fantastic game, I hope it sells well so you can make another.

  78. You are the man.
    What you have done is truly impressing and a sign for all those big companies out there that spawn mediocre games that you wish you’d forget you’ve ever played.
    Unfortunately my xbox died for the 4th time and I’m not going to resuscitate it, but otherwise I would get this game right away.

    Congratulations. I wish you all the best and I hope that you get some (or a lot) of money from the future sales. Developers like you should be helped by the industry, not fucked over.


  79. Big congratulations to everyone in the Braid team. It sounds like you’ve done wonderful things.

    I say sounds because I haven’t bought my copy yet. And I haven’t because I don’t own an XBox (yet).

    Just let me know when that PC release hits, and I’ll be the first to drop my $15 on a copy.

  80. I’m away for the summer but first thing I’m doing when I get home too my xbox at the end of August is buying Braid. I’ve heard incredible things about it and can’t wait!

    Thanks for posting your articles and comments about the game finance side of it all. Very interesting for me to get a bit more understanding about what the people who make these type of games are going through. Can’t wait to finally play it in a couple weeks!

  81. Here’s my take on very short games.

    Portal is a 5 hour game that costs 20 dollars.

    Braid is better than Portal.

    Braid is 15 dollars.

    I’ll be buying it for the PC if it’s ever released (steam?), having played it on a friend’s 360.

  82. Great Game! Amazing. All those years of hard work gave birth to something truly amazing.

    You sir, got a new fan. Will look forward to your next game.

  83. As a matter of principle, I don’t want to pay more than 10 dollars for any game that I don’t get a real real copy of. However, Braid seemed good enough for me to circumvent that rule, and happily it was. Well done Jonathan. Now if I could somehow get together a few people to make the game I really want to make… unfortunately, it really needs to be a DS game.

  84. You are amazing man. I’ve finished 3 worlds so far and cannot wait to play the others after work tonight…Oh shit I’m going to the Angels game…Damn I would rather play Braid even though I am a huge Angels fan. Braid seriously might be my favorite game ever. Can’t wait for the next one (fingers crossed).

  85. @Ryan Graubner

    The Portal team was more than “just essentially left to get on with the game”. They team did have creative freedom, but it was Valve’s playtesting religion that polished it to success. Nabacular Drop was their first iteration at DigiPen, and Portal added a few more people (namely Erik Wolpaw for the story) and had the mighty Valve force behind them helping them go from Student level success to Money making success.


    I followed up on your blog about what you said. I’ve been thinking about game funding numbers for weeks, but now its late and my math may not be so great.

  86. This pattern I’m noticing-this absolute obsession that many people are expressing with quantity over quality-is highly troubling and makes me concerned that many of those who play the game, even those singing praises, are not quite *getting* it.

    I do have some constructive criticism about the writing in the text passages. It often gets bogged down in The Unholy Overuse of Adjectives and Adverbs Swamp. Many portions would’ve been enhanced (seemingly contradictorily, I know) by plainer language. Sometimes vast intelligence gets in the way of great writing. Anyway, this is a minor quibble as I believe Braid to be the most inventive and engrossing video game since Earthbound.

  87. I too come here to heap upon you praise and wish you good fortune with the sales of the brilliance that is Braid Mr Blow.

    I came out of a spell of being disillusioned by gaming in general to come and try out Braid, I read one review a friend sent via email and I HAD TO TRY THIS GAME. I got the trial, did world 2, bought some points and unlocked it.

    Thank you for injecting some originality and sheer genius in puzzle design back into gaming. Your game is taxing, gorgeous, clever (oh so clever), existential, a joy and perhaps even 5x w00ts 😉

    I have now gotten a good few friends in South Africa and elsewhere to at least give your game a go and most of them have been as pleased as I was by the experience and have unlocked it.

    Congratulations again, and may the sales throw piles of money at your door.

  88. @Jace: Very interesting quibble! I agree with the principle of conciseness, but I didn’t feel the same way as you in this case. I think to me the extra adjectives gave the impression of someone who is trying to describe something ineffable but continually coming short. For me, it added to the elusiveness of the concepts.

  89. I had never even heard of the game when I downloaded the demo the first night it became available. I was immediately hooked by the artistic design and thoughtful gameplay. Not only did I download the full game immediately, my girlfriend downloaded another copy for our bedroom 360. I hope the industry takes note and we see more amazing indie games like this in the future.

  90. I want to personally thank you Jonathan, for one the best gaming experices I’ve had in many years. I was speechless at the end. Here’s hoping Braid does well, so we can see more creative games from you and your team in the near future.

  91. Well John, I tried the 360 version demo, but I’m a PC Gamer. Here’s the deal, you get this PC version up somewhere (Steam, maybe? or the Penny Arcade game distribution site? Impulse from Stardock?) and I’ll gladly help keep you in business.

    Don’t keep us (me) waiting!

  92. Oh and PS: a DS or PSP release of this game would be perfect, as well. You could sell it for $30 on handhelds and I know for a fact that this is better than most games out on those systems. Port this game to everything!

  93. This is the first game to draw me away from WoW in a pretty long time. It’s great, and I hope you guys make more games. I will try to get all my friends to buy it.

  94. When rating a game, critics are considering that it is an XBL game, which means its a lower budget, therefore less expensive game. So for the price, it is a really good value. But just comparing games, it should even be compared to games like Halo3 or Call of Duty 4. They are not on the same level. So my point – this is a stupid comparison of games.

  95. Would it be possible for Braid to come out on PSN? That would be really, really awesome, as I would be buying both that way lol. Trust me, the PSN has a lot of unique artistic titles and I think Braid would fit into the collection perfectly, I am positive it would attract PSN users.

    Congrats on this amazing game, and I wish you the best of luck going forward.

  96. Goddammit Jonathon! Just put it on PSN! =) Sony is very open about this sort of stuff. And I won’t complain about the price, I promise!

    Great game, too bad M$ wants to restrict control on everything though! Just like UT3 on the 360

  97. The game is great! I thought it was very creative, indeed. My problem with the price is not Braid itself, but the precedent it sets for XBLA pricing. For every Braid at $15, there will be 60 sub-par titles at $15 now. Digital Distribution is a nice concept, but I would rather have a physical copy with some resale or trade-in value. Take the Xbox Originals as another example. Most of those titles can be purchased for under $10 if you buy a physical copy, but $15 for the digital. Why would anyone do that? Oh well, people also spend enough on Starbucks in a month to have purchased a nice coffee maker and a couple pounds of better coffee.

  98. Ok, I’am getting really burnt out on Blow talking about how this needs to sell big in order to break even. I’am sure this guy is not living on the streets as well as going by the figuers above it’s hard to imagine that the 3-day sells of Braid did not at least meet or exceed expections. “Put a sock in it Blow” you made a good game that put a good spin on the genre. In short it’s a good game worth the 15 bucks put I just don’t need a story about how he is losing money every time a article is written about Braid.

  99. @PSN’ers: spend a small amount of time ctrl+F’ing “Jonathan Blow” and/or “PSN” in the comments of just about any of these posts and you’ll find that it’s fairly likely (though not guaranteed), but if it does happen it’ll be quite a while due to a window of exclusivity that comes along with the XBLA contract.

  100. Jonathan,

    I want to echo a lot of the previous comments in this thread, but I decided to keep my comment a bit shorter.

    Thank you for reviving my faith in gaming.

    I’ve played a lot of the more recent XB360 games, and while they were fun, they didn’t capture the magic I felt playing games a long time ago on my old Commodore 64. I thought that maybe i was just outgrowing video games. However, after playing the trial of(and for the first time ever, immediately purchasing) your game, I know that there’s still hope out there. Keep up the excellent work, good sir.

  101. With all due respect to Braid, which is one of the best games I’ve played in recent years, all the people talking crap about those AAA games need to get a grip and… Look at the top ten list on metacritic and most of those games have earned their way there. Rock Band and Guitar Hero may be overhyped party games designed to make non-gamers buy expensive accessories, but games like Halo 3, Mass Effect, Oblivion, Gears, Orange Box, BioShock, and GTA4 all feature top of the line game play, writing, acting, and pacing. They aren’t bloated monstrosities that rely on pretty graphics to cover a lack of substance.

  102. To Brian Cantrell: People were frequently asking how well Braid was doing financially, so I answered that question. If you have a problem with that, then I don’t know what to recommend!

  103. BRAID is pure sweetness! Finally a developer that doesn’t think the players are stupid. 110 points out of 100 points!

    Can’t wait for your next game!

  104. Kudos on the game release. Most devs I talk to are having to pair down games based on Pub budgets of 150K or less. So I understand your pain about having to self fund in order to make a good game on XBLA. Best of luck with the sales!

  105. I’m sorry, but having a commercial game (i.ex. sellable) in a commercial venure and saying “I’m not doing this for money” is nothing more but a gimmick to get sympathy points from the audience. If someone has invested this “much” money into business as is said I can’t understand why anyone would NOT want to break even. Best business is where everybody wins, don’t mix up realities with nice-to-haves.

  106. Johnathan Blow, I have to say I’m really amazed at Braid. I’ve only played to demo and it had me smiling at how ingenious it was. It were points where I just didnt know how to get a puzzle piece and the viola, I realized that there are ways to actually get to it.

    The game is a work of art and its definitely one to be praised, there aren’t many games on the market at the moment that just “feel” good like this game does.

    Once I get paid I’m going to purchase Braid and enjoy more of this masterpiece.

    I’m wishing you the best, and praying that Braid will be a financial success for you.

    P.S. ignore all the ignorant people who do not understand about being passionate about something. You put your heart, soul, and very fiber of your being in this game in order to make it to your expectation. I hope that God will bless you in this endeavor and I know that the game will pay off for you.

    Thank you for trying to make games that aren’t just for multiplayer and are for experiences.

    Thank you,
    Keydran Little

  107. Jonathan Blow,

    As word gets out about Braid, I’m certain that the game will continue to sell as well as it is selling, if not better. At least from my own personal experience, my friends were all quite skeptical due to the 15$ price tag, but I took a leap of faith and purchased it outright solely based on the acclaim I had heard. Within a day after purchasing it, my own praises influenced nearly my entire circle of friends to buy the game, and none of us regret the paltry sum of cash we gave up. You’ve done a fantastic job showing that a big budget isn’t always necessary to produce a superb work of art.

  108. Just wanted to add my own praise the accumulating heap. Braid is possibly my most enjoyable gaming experience in quite some time. The final level was stunningly genius, so much so that I sat my wife down the next day, explained the story, and then played out the last level for her. She was stunned as well. The whole thing played as if I were reading a Paulo Coelho novel, and that’s high praise from me. Congratulations on a stunning piece of work and I wish you folks all the best. I’ll have no reservations about purchasing any of your future work, sight unseen. Keep it up.

  109. An update!
    Braid is currently in eighth place: it is skirting the trend of falling scores and going upwards, currently over Rock Band and Guitar Hero 3.
    At the level of score Braid’s at now, it really becomes less about how good the game is, and more about taste. I love GTA4, but I would rather have Braid, and I’m positive that I’m not alone in that. GTA4’s story is pretty bad. [But you can blow things up, and it’s shiny and free-world. Well … kind of free-world. Again, really not comparable.]
    Also, I wrote a little something on my [unread] blog about Braid, which you can click on the name to look at if you’re at all interested. It was burning in my mind, and I had to write something. 😛

  110. The spontaneous glowing praise I’m reading will probably make me buy your game, and I want to add that those ignorant about how hard “breaking even” actually is ought to try starting a business sometime. Retail products tend to have VERY tight margins.

  111. Hi there Jonathan,

    Here is an article I wrote recently:

    I downloaded the demo of this excellent game. The game is really unique, and seems worthy of the high praise being published all over the internets. I still haven’t bought it yet though – 1200 Microsoft Space Dollars seems a lot, considering some of the great games that exist at the 800 price point.

    The developer – Jonathan Blow has made some interesting comments in his blog, which give an interesting insight into just how much it takes to make some money making a quality game title as a lone developer.

    Specifically, he says that – “It’s just economy of scale; if only 60,000 people buy a game, and it costs $10, not enough money ends up in the developer’s hands to justify anything but making shovelware.”

    So I thought – ok, lets look at that – In NZ$ 1200 Microsoft points is approximately $19.80 – and @ 60,000 sales = $1,188,000.

    Now I would have automatically bought this game for 800 points, as that to me represents the premium XBLA game price point. And – I’m going to assume if would buy it for 800 points, so would heaps of others – Let’s say twice the amount of people would have bought this top rated XBLA arcade title.

    So again in NZ$ 800 Microsoft points is approximately $13.20 – and @ 120,000 sales = $1,584,000.

    Don’t get me wrong, Braid is an awesome game, and probably worth every one of the 1200 points, but by differentiating himself away from the pack of other good games which cost 800 points, I think is a risk – I wonder just how much more Mr Blow would have made if he priced it in line with the accepted price point. Like he said “It’s just economy of scale…”

    I’ve now bought the game, and love it like may other folks – I was wondering though re your pricing – what consideration did you make for the price point at 1200 points? Obviously the game is worth it, but in context of the XBLA platform – most games are at 800 points – so I’m assuming by placing the game at a higher than ‘usual’ price point – you made a conscious descision to maybe ‘highlight’ your game ahead of the pack? Or does Microsoft have stats which help you make this decision. My article obviously makes an assumption that you would sell more at 800 points because that’s what live users are used to – and was this factored into your decision? Would appreciate your comments re this, as it is quite topical at the moment. I suppose I’m asking – Are you pleased with the response in terms of sales at that price point? and did you consider placing it at 800 points, and if so, what made you decide against it.


  112. Me, like other Ps3 only owning (economical reason, mixed with a hint of fanboyism) persons are (atleast me) greatly happy for your succes with Braid ( except if it lessens the chans to come to the store) and are praying for it to come to the psn so we also can participate in what seems like an awesome game and therefore, I would like to ask. If theoretically speaking, the only thing stopping it going on psn, is the exclusivity doodad with microsoft. Could you please tell me/us aproximately when it would come, six months probbably moore. So atleast I (:P) can plan for having enough money on the day of its release.

  113. I’ve only played the trial so far, but let me just say that this is a work of genius. In a 2D side scroller you’ve managed to do what Timeshift or even Prince of Persia could only dream of – finding ingenious uses for time control. At first I was pretty skeptical, it seemed so simplistic, but then I was baffled about certain puzzle pieces I saw.

    Without giving anything away it took me playing further areas and realizing the scope of some of the choices you get to make before I suddenly understood what was intended. Now I’ve got all the trial version pieces and am feeling addicted. Hopefully there are lots more levels to play in the full version, and maybe even bonus levels to come? A game like this deserves to be continued in expansions.

    Thank you for your contribution to gaming history. I will never forget that this was the first game where time control was flawlessly introduced.

  114. Jimhead: If Braid comes to the PS3 — and that is very much an if that is dependant on a lot of things (Sony’s interest in the game being at least one major factor) — it’s unrealistic to expect that to happen less than a year from now.

  115. I thought, so but wanted just to hear it from you and thanks for answering my question.

    ( and I was extremely optimistic with the six months, I know. I shall try too be not too naive on its possibility to appearing on the PSN and hope, that Sony will pay you (very much i hope, it seems that you deserve it ) to bring it over to the dark side)

  116. I unfortunately fall into the 800 ms point camp… I refuse to pay more than $10 on a Downloadable Game… it’s just the way I feel… I would love to play this game someday… hopefully next year it will be 800 points. Sorry Mr. Blow I just can’t justify $15 on DLC. A disc for $15 is different to me, which would have been impossible for you to do, I understand, I just can’t do it until it’s $10.

  117. @Ujn Hunter:
    Maybe it’s just a mindset thing, but what do you actually need a disc for? As a downloadable game you have no physical media to lose, and if you mistakenly delete it you can always replace it for free. If you haven’t tried the free demo yet, maybe that will convince you.

  118. I’m from the UK. If the google currency converter is correct then the game costs £7.90 approximately. This seems incredibly cheap for the hours of enjoyment I’ve had with the game. I played it through and was short one puzzle peice then learned about the stars so started again. I could pay more for a film on DVD or a night out at the cinema, or having a drink.

    Good value in my opinion.


  119. I’ve been hearing things about braid for a while and was mildly interested in it. Since I don’t own an Xbox360 I resigned myself to probably getting it on the PC at some point. With the reviews it’s been getting and as I learned more about it, the chances of me getting it has probably doubled, if not tripled, by now.

    One of the reasons I’m interested is of coarse that I wanna get in and understand what all the hubbub is about. Though I guess it IS a little ironic that a indie game is making me want to buy it , so that I can join all the cool kids who say “Braid? yeah I played it, it was awesome.”

    Here’s hoping I actually buy it, as well as see it through to the end. Good luck with the sales!

  120. Just finished this game and I have to say its the worst XBLA game I have ever played, it made me want to rape myself with nails and glass. I WANT MY MONEY BACK!!

  121. Now the trolls has starting to flood this site, a shame… Jonathan, probably you will need to implement a register/log-in system to control this.

  122. @Derek Quenneville: it definitely is a mindset thing… but knowing that doesn’t change anything… it’s the same reason I don’t purchase mp3’s… I buy CD’s & Vinyl then rip them to my HDD… I imported the Asian Blu-Ray for Siren instead of DLing it from the US PSN store…

    @GothOmega: trolls are okay… as long as they aren’t cave trolls… it’s the hobbits you need to worry about… like Tim 😉

  123. I hate to come in and be a big fanboi for Sony, but it just comes down to the fact that I don’t have an Xbox 360. I will buy this game SO fast if it is allowed to eventually hit the PSN store.

    I am very jealous of the 360 users out there playing this game, because it looks like SO MUCH FUN.

    I hope a lot of people buy this game, because it looks like a work of passion. Cudos to the entire team that worked on this fantastic masterpiece. Eventually I’ll be able to play it even if it doesn’t hit PSN because there is a PC version looming.

  124. Congratulations, friend.
    You must be really proud…

    …I just played the game myself, and I, in no way, disagree with these charts.
    Best game on the Xbox LIVE Arcade, and deserves it’s spot right up there with all the AAA titles.

    It could definately make it as a stand-alone solid title. IF it were twice as long.
    But for now, I’m happy. I can’t complain. I know it’s not easy to do, since… I myself attempted it at some point.

    Kudos to everyone in the development team. They’ve achieved the best game in the XBL Arcade.

  125. Hi,

    As a lot of people here, I simply wanted to congratul… actually, thank you for Braid and the spirit in which it was developped.

    To be completely honest I bought it for 2 reasons:
    – some close friends told me it was high up there in the list of games I should play
    – I don’t often have a chance to support indie dev, and from that point of view I didn’t even care to think if the price was more expensive than usual, so went on to buy Braid.

    So far, I love it, and it’s worth every penny – I still don’t understand how some people can complain over its price or longevity (any xbox live arcade game that can provide more than 2 hours of pure experience or fun is worth its pennies, period).

    Best wishes for your next adventure, and remember that selling the game is only one piece of the puzzle when it comes to making revenues from great ideas (that’s how the movie industry works, and you can probably recoup a lot of your costs just by doing more than simply a game with Braid – and I’m talking good things)

  126. Thank you Jonathan for proving that big money and multimillion dollar development studios don’t automatically make the best games. Some games consist of ten years of development, for multiples consoles, by teams of hundreds of people, with massive ridiculous hype, then still come out looking completely unfinished and like a steaming pile of 7/10, and then the studio head blames poor reviews on the people “just not getting it” (cough cough too human cough cough). Long winding sentences aside, too human still only plays twice as long as Braid and with worse gameplay.

    Hope that the sales keep coming (I’m buying it today, after playing most of it at a friends) and that your PC version is even more successfull.

    By the way, whats an extra 5 dollars for a game you would want otherwise? Will you plunge into homelessness because you wanted to play a game and plunked down small change to a VERY deserving developer? I’ve put more money to waste 25 seconds of my life on a rollercoaster.

  127. I am a PSP owner and so, I have not spent much time with this game, but I would gladly put down $20-30 for this masterpiece on UMD. Excellent game and good luck with that profits thing. You deserve it.

  128. Hey man. I didn’t expect to enjoy your game. I bought it because it was unspeakably gorgeous, but a childhood of pushing crates taught me to hate puzzle games. I have to reassess this opinion.
    Braid was a pure joy to play. It is in the same weight class as Portal, Geometry Wars, Pac-Man C.E. and muthafuggin Space Giraffe. So far it is the best game of great year for video games.

  129. I must honestly say, this is the greatest game I have ever played. It is the first game where I have actually had to think of the ending (in reverse) and not be sure who exactly is good or evil! Great job!

  130. when the deuce can we expect a pc release? I’m dying to play Braid and must wait since i never wanted to get a 360. I played the demo and was highly impressed with gameplay, art, and music. Thanks!

  131. Brilliant, enormous i was amaze by thoses innovations, the true magic of fun and challenging. I will pay even 20 box for this game. This is a true video game!
    Thunbs up Jonathan. Dont stop working for us, gamers.

  132. Jonathan,

    Braid inspires me to believe in indie games. Right after I played the ending, I used Braid as an example in one of my university essays to prove that the game world isn’t at a standstill in terms of meaningful content. ah…. The end is good. I’ve found two stars so far… but the speed run of the whole game escapes me. (must try harder…)

    Can’t wait for the next game, and I just wanted to say that for me, as one hoping to make it in games as a designer, you are one of my biggest influences. I hope to have my game on indie games in xbox live by summer 2010. But perhaps I’m being optimistic.

    Thank you for supporting us guys who believe in “meaning” within games.

  133. What takes the most time in development? I guess what I mean to ask is how does it take three years to make an XBLA game? I don’t mean to sound rude, bit curious about the development process. Is it the programming? I almost drove myself mad trying to make a game on RPG Maker so I can’t even imagine having to code something myself. Doubt you’ll read this and respond but it’s worth a shot.

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