Nope! It will be 100% free.
Great news for cheapskates like me
but just out of curiosity ~ why go this route? The project looks professional and your team has logged so much time, why not explore the e-commerce side of platforms like Steam and make a few bucks off of it? Might bridge you into a rewarding new career.
- Because monetizing your hobbies is the best way to guarantee that you'll end up hating them. I've always drawn a line between what I do to pay the bills, and what I do because I love it. The day I have to force myself to spend 12 hours coding in order to meet a deadline is the day my interest in game development will die.
- Because money is not the only reward for something into which you've put effort, passion and time. Getting paid for a gig was always nice because it meant free pizza and weed, but it never compared to people walking up to me and saying that my music had touched and inspired them in some way.
- Because I don't need the money (although that's not quite the case anymore now that I'm unemployed, but whatever) but many other indie devs do. This way, our game won't take away from other studios' potential earnings, as people won't have to choose whether to spend their money on IOAWN4T or something else. They can have both!
- Because it gives me the chance to be like "oh, you didn't like it? Alright, here's your money ba... OH WAIT LOL". I'm just mean like that.
(j/k)Note that this is only *my* position and that Thomas actually believed we should release it on a pay-what-you-want basis (which is not really possible anyway because of the NC-CC licensed music I've used), so if/when we do another game together it probably won't be free despite my reservations. But fair is fair, and since we've gone my way on this occasion, I'm willing to do it his way next.