Cuphead Rolls the Dice and Sells Over 1 Million Copies in Two Weeks

It didn't take a deal with the devil for StudioMDHR to crush a sales milestone.

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Who knew that old-timey animation would be such a draw for a video game? StudioMDHR certainly did, as the indie developer studio bet on itself (not against King Dice and the Devil, of course) and appear to have come out winners, announcing that Cuphead has sold over one million copies in just under two weeks.

"Cuphead has only been out for two weeks and we never could have dreamed of the reception we've received from our amazing fans!" the StudioMDHR website stated. "Today, we wanted to take a moment to thank each and every one of you for your support and we're excited to share that Cuphead has gone platinum with over 1 million units sold!"

Cuphead released at the end of September to near-universal acclaim (including a high score from Shacknews), garnering praise for its art style, solid platforming mechanics, and crushing difficulty that felt completely masochistic without feeling unfair. It's also found a home with Twitch streamers and speedrunners, with the game's insane difficulty providing a wholesome challenge.

Senior Editor

Ozzie has been playing video games since picking up his first NES controller at age 5. He has been into games ever since, only briefly stepping away during his college years. But he was pulled back in after spending years in QA circles for both THQ and Activision, mostly spending time helping to push forward the Guitar Hero series at its peak. Ozzie has become a big fan of platformers, puzzle games, shooters, and RPGs, just to name a few genres, but he’s also a huge sucker for anything with a good, compelling narrative behind it. Because what are video games if you can't enjoy a good story with a fresh Cherry Coke?

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  • reply
    October 15, 2017 9:00 AM

    Ozzie Mejia posted a new article, Cuphead Rolls the Dice and Sells Over 1 Million Copies in Two Weeks

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      October 15, 2017 9:01 AM

      Well, they dealt with the devil.

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      October 15, 2017 4:50 PM

      Awesome, I was really hoping their finish product hit it out of the park, given the love that went into the project and the massive risk they took to self-finance it.

      "“We realized that there were a lot of people out there that wanted what we were doing,” says Chad. “My brother and I quit our jobs, remortgaged our houses and began expanding the team. This was our chance to actually deliver the game we wanted to make all along, rather than the cut-scope game we originally planned with a three person team.”"

      http://www.gamesradar.com/we-quit-our-jobs-remortgaged-our-houses-how-relentless-passion-made-cuphead-a-reality/

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      October 15, 2017 5:06 PM

      [deleted]

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      October 15, 2017 5:06 PM

      mug man 4 lyfe

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      October 15, 2017 5:06 PM

      [deleted]

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        October 15, 2017 6:34 PM

        The first island is easy peasy

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        October 15, 2017 7:11 PM

        I think it comes down to how angry games make you. If I feel like I'm dying because I fucked up and not because of random bullshit then I'll generally not get very angry (hell, I have a tendency to start laughing at my own expense when I die in Super Meat Boy because every time I die it feels like my fuck up and my fuck up alone).

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        October 15, 2017 7:22 PM

        it's not actually that hard. It took me maybe 5 hours to beat the whole thing. You could sink it in an afternoon, easily.

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      October 15, 2017 5:54 PM

      Good for them

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      October 15, 2017 6:30 PM

      And that’s without DRM. If your game is good, people will pay. Genius.

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      October 15, 2017 6:45 PM

      I'll definitely buy it sometime in the next 3 months. Gotta finish divinity and Other games first.

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      October 15, 2017 7:02 PM

      I am so glad this is doing well. MS desperately needed an exclusive hit. Maybe this will be the beginning of a roll of good new exclusive IP. As an Xbox owner it's becoming harder and harder to find a reason to turn on my Xbone.

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