Half a Million Copies of 'Papers, Please' Sold To-Date

March 14, 2014 - GamePolitics Staff

According to CVG, indie darling Papers, Please has sold half a million units to-date. The game recently won a BAFTA for Best Strategy and Simulation Game. In a recent BBC profile, Lucas Pope, the game's creator said that the game had sold 500,000 units. Some of those sales can be attributed to recent Steam sales, but the game has gotten plenty of positive press for its unique gameplay and it subject matter. Pope is a seasoned veteran who left Uncharted developer Naughty Dog to make the kinds of games he wanted to make. That decision seems to be paying off.

"I had no idea it would get as popular as it did. It wasn't a game that I was making in order for it to be popular," Pope told the BBC.

Pope went on to say that the sales are particularly great because the cost to develop the game were pretty minimal.

"As far as what it cost me, it's hard to pin down. I could say nothing, literally - I bought a few pieces of software, but it was mostly just my time working on it.

"So, cost wise it was a pretty cheap project. The return's been pretty fantastic."

Papers, Please was released in August of last year. The game is set in Arstotzka, a communist state bordering Kolechia, a country it was at war with for six years. As an immigration inspector on the border of these two states, players must control the flow of people entering the Arstotzkan side of the border town Grestin from Kolechia. Players must ferret out the smugglers, spies, and terrorists amongst the crowds of regular people crossing the border using only a primitive "inspect, search, and fingerprint" system and papers provided by travelers.

Pope calls his game a "Dystopian Document Thriller."

You can learn more about it here.

Source: CVG


Comments

Re: Half a Million Copies of 'Papers, Please' Sold To-Date

As the game progressed, the art critic in me appreciated the way the game's difficulty really placed me in the mindset of the player character.  It really hammered in the hopelessness and desperation of my situation, and forced me to choose between doing a good honest job, or protecting my family.  But the gamer in me was still screaming "Screw you!  This is impossible!"

 
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