End Dreams
End Dreams spent its first seven years on alternate reality games, online stories that unfolded across Facebook messages and other channels, and on virtual worlds, where it became one of the biggest global publishers on PlayStation Home. Patrick Alunik said that platform 'wasn't a platform that was going anywhere.' The team then saw the first Oculus headset and Sony's early prototype, and as Alunik put it, 'we just kind of went nuts over it.'
The studio ran a brainstorm-to-green-light process: ideas could come from anyone, were refined in group sessions, and then went through a review that estimated costs and likely sales. Prototyping gameplay came first, even when the visuals were rough, because the team believed fun gameplay was what would work in a new medium. Early experiments included Skydiving, a free demo that drew about two and a half million YouTube views, and Gunner, which launched at the start of Gear VR when few headsets existed.
Perfect Beach came from an experiment: would people pay for a relaxing audio-and-visual escape? Alunik said it was 'a very simple product that was very quick to make,' and it became the studio's biggest revenue generator. It launched on mobile at about $2.99 and on high-end headsets at about $7.99.
End Dreams sold through the digital stores where VR users already bought software: the Oculus Store, Google Play, Steam for Vive, and PlayStation Network. Alunik said the key was 'a relationship with those stores' and the people who run them, which the company spent about three years building. The studio also sold physical cards with download codes in some retail stores.
The company tracked units sold as its main metric, since free-to-play and service models were considered too early for VR. Across its titles it sold just under a quarter of a million units, with Perfect Beach responsible for roughly half. Alunik acknowledged that the market was hard to read because sales data was scarce. Some earlier titles, such as Gunner, performed poorly because the install base was small when they launched.
End Dreams was not yet profitable but expected to be by the end of the year. It projected about $2 million in revenue for its upcoming financial year and roughly $6 to $7 million the year after. The studio planned about six launches between March and December, including The Assembly on Xbox One and PlayStation 4.
- •Perfect Beach succeeded because it was a low-cost, quick-to-build experience that matched a clear everyday need (stress relief), which made it an easy purchase at a low price point.
- •By focusing on platform storefronts and maintaining relationships with store operators, End Dreams gained distribution in a market where it had few other discovery channels.
- •Early investment in VR, before the market existed, gave the studio a head start on learning the medium, which helped it adapt its gameplay and genre choices faster than competitors.
- •Rapid prototyping and multiple small releases each year let the team test many ideas cheaply and double down on what sold, reducing the risk of relying on a single hit.
- 1.Pick a platform where your target users already buy software, and invest early in relationships with its store operators.
- 2.Prototype the core gameplay or product loop first, even with rough visuals, and test whether people will pay before polishing.
- 3.Launch small, low-cost experiments frequently and track a simple metric like units sold to identify which ones to scale.
- 4.Price low for entry-level audiences on the most accessible platform, and price higher for premium versions on higher-end hardware.
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