SpeedRunners sells 600,000 units in Steam Early Access

tinyBuild Games announced that cut-throat competitive platformer, SpeedRunners, has  sold 600,000 units in Steam Early Access.

In addition, the developer estimates that by the full launch on PC and Xbox One, the game will have long surpassed that figure. And plenty of those players keep coming back every month — in fact, they’ve been recording more than 1 million play sessions a month since the end of 2014.

SpeedRunners sells 600,000 units in Steam Early Access

Here is what they had to say,

Throughout development of SpeedRunners we’ve been aiming to break “The Curse of the Multiplayer Indie Game”, and we’re now at the point where we can well and truly state that we’ve succeeded. Indeed,there are always hundreds of people playing SpeedRunners at any given time, and in the evenings concurrent player count peaks in the thousands.

Part of this success has been down to our interactions with the SpeedRunners community. Nearly 12,000 user-created levels are now live in-game, and the community has held multiple tournaments that we’ve been happy to provide prizes for.

So now what?

The final release for SpeedRunners is due out later this year on Steam and Xbox One, but the ongoing success of the game means that we’re able to focus on the bigger picture.

With the millions of dollars that have rolled in from SpeedRunners and No Time to Explain, we’ve been successfully publishing fellow indie developers and now have a dozen games under the tinyBuild name. Most recently we announced new title Party Hard live on-stage on the front page of Twitch, streamed direct from PAX East.

We credit tinyBuild’s rapid rise to, quite simply, being consistently ahead of the curve. tinyBuild has been working with YouTubers and Twitch streamers for years now, long before most developers began to take note of the movements, and now we’re regularly covered by big-name YouTubers and featured on the front page of Twitch. At the moment we’re deep into the eSports and Vine movements, exploring options that most indie studios are not yet considering.

With all this success under our belt we’re expanding in 2015, releasing multiple games for mobile and console, and bringing on new, notable hires. We just had our biggest presence at PAX East ever with four separate booths, while SpeedRunners picked up the “Gamer’s Voice Award” at SXSW earlier this month.

There’s so much more to this story — an expanded account can be found on our website — and we aim to be a force to be reckoned with by the time 2015 is through.

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Source: Press Release