Chris Benjaminsen · Entrepreneur, Developer, Workaholic.

Redefining goals for 2016

8 January 2016 #indiedev #nomadlife #goals #2016 #frvr #Indiegame #gamedev #developer #revenue #startup

By far the best thing I ever did for FRVR was to set, what was then, almost impossible goals for FRVR. By publicly declaring that I was going to make a company that would earn me $250000 / year in profit while only working a maximum of 24hours / week I forced myself to focus on what was actually important to grow the company. 

While I have yet to actually reach my revenue goal I am getting pretty close. Even better I have done so while working substantially less than 24 hours / week on average so far. 

However, I noticed that I spend the past months focusing on small improvements to the distribution of Solitaire and Hex, with the aim of simply bumping my revenue above the $821.92 average daily revenue I need to be able to declare that FRVR is a success. While distribution and tweaks of existing titles can be fun, it’s not the best use of my time, and definitely goes against the $200 work hour goal

With that in mind, it’s therefore time to redefine the FRVR goals as follows:

Just getting to a million dollars in revenue is going to be hard and getting a million in profit without a lot of overhead expenses is going to be impossible. I have therefore adjusted my daily revenue goal to $821.92 x 5 = $4109.60/day (1.5M/Year). 

Likewise building 12 games is not a small feat, it’s a new game on average per month. But I expect to be able to complete this by focusing on similar games and flavours of existing games. Think other solitaire flavours such as Spider Solitaire.

As for working a maximum of 24 hours a week I have that down to an art! 

Lastly, I have been traveling full time for half a year now, so running FRVR while traveling also seems to work very well.