There was no way to predict the combination of hard work, luck, and meta trends surrounding Amnesia that would help us sell, well, way more than 24,000 units, and put Frictional on the map of reputable game developers. Anything less and we would not have enough funds to properly sustain the company.“ ~Thomas in Amnesia: Post Mortem, 2011Īt the beginning of 2010, Frictional Games was five guys who had made a mildly successful game, working off quickly dwindling resources.Īt the end of the decade, Frictional Games had grown to be 25 people across two projects, supported by steady income from a cult hit and an indie darling.
“Early on, we had decided that if did not sell 24,000 units during the first two months we would close down Frictional Games.