I can't speak to it in general, that's just my 2c on the matter/issue without really knowing too terribly much about the game (or game development in generally, really, I'm just a consumer here! XD). <3 :'))))
A price of $3 may be an impulse buy for some people, while a price of $9.99 may be a pause to evaluate that against other purchases.
Customers with higher disposable incomes can be targeted with additional content (DLC) or digital merchandise.
Additionally, and perhaps perversely, much of a games sale volume tends to be generated during seasonal promotions (Steam Summer/Winter Sale, etc).
Pricing a game at $3 doesn't give you anywhere to go in terms of a discount.
That’s what every customer wants. But game companies that sell at $3.99 don’t tend to release many high-quality sequels.
The point is, 2.99 is a "no think" price tag, while 9.99 is a "wishlist and consider when discounted" price tag.
Bu that's only my tl;dr of this blog post: https://howtomarketagame.com/2022/01/31/vampire-survivors-su...
Games going on sale at launch also makes me assume its just because no one is buying it, but apparently more people buy games at launch if it says they're on sale. I don't get it.
If your product isn’t selling, (paradoxical though it may sound) raising the price can be a much better idea than lowering it and potentially both tarnishing your brand and making less profit at the same time.
And this is without even considering the notion of Veblen goods, which is an even more extreme example.
It’s not that the high(er) price itself makes the product desirable — it just happens to help tell the right story about the product.
As somebody who has released several games and apps where some did well and others were crickets it seems like a combination of randomness/timing, visibility (related to the previous), and simply - is it good or not? If your game is amazing people will jump through hoops to try to play it. You can sell a great game for $40 or $60, and a very great game for $60 then $15/month to keep playing.
But you can't raise the price on a low-quality product and expect a great sales response. A lot of investor types say this out of hopes, or because they want that racehorse to run faster, but IME it's: Is it good? Charge market. Otherwise, free or freemium, you might even have to give away the code to get developer interest to help.
Well… obviously.
My point wasn’t that raising the price is always a good idea; it was that it sometimes is. It’s worth mentioning because even the idea that it’s sometimes sensible is surprising to many.
But I’m talking about products you’d buy regularly rather than one-time purchases like games or music.