Two months went by. Here is what’s next for Agent Horny. (Post Updated)

10/01/2025 · Release · Agent Horny - Season 1

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Post updated on April 10th 2025. Scroll down to check out the original post for more context.
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As of today, Season One has sold 4,415 copies and has 9.4K outstanding wishlists. The 4.4K figure is, sadly, well below the 7–7.5K goal for Plan A. When I wrote the original post, my calculations estimated 5.5–6K on the low end and 8–8.5K on the high end. Reaching 7K in the first six months after release would have meant that the long-term income from the game would have matched the income from my last day job and essentially allowed me to develop AH full time.

As I mentioned in the original post, if I have to go with plan B the development of Season 2 won’t begin in April and won’t progress at the same pace as Plan A since I won’t be able to work on it full time. With the current numbers, the best I can do is give the game five more months (until the end of August) to see whether the copies sold per month stabilize, increase or decline further.

Plan A – If the sales reach 10K copies by the end of August, then I will go with Plan A and work on the game full time: eight to ten hours a day, five to six days a week starting from September 1st.

Plan B – If the sales reach 7.5K copies by the end of August, then I will go with Plan B and work on the game part-time: four hours a day, five days a week, starting from September 1st.

Plan C – If the numbers are between 6K and 7.5K copies, I will treat this as a hobby, which means that I will be able to work on the next season for six hours every weekend. In that scenario, I will have to adjust my plans by reducing the scale and scope of both the action scenes and the story, focusing more on the lewds, since they are arguably the easiest part of the game. As with plans A and B, development will start on September 1st.

If the number of sold copies gets stuck between 5K and 6K, then I’m sorry, but there will be no point in developing this further. As much as I don't want to throw away all the work I have done so far, I also don’t want this to become a sunk cost fallacy for me. I will update this post on September 1st with the results from the next five months.

P.S.

It’s completely normal for sales to go down after release, but I have the feeling that some people, after reading the original post, thought to themselves, “Well, he will develop it anyway, even if it’s slower/part-time, so why should I buy it now when I can just wishlist it and wait to buy it during a bigger sale when the next season is out?” Or alternately, “I don’t know if he will be able to develop S2, so it’s safer for me not to buy it until the next season is out.“

The “wait-and-see” approach makes some sense since everyone is trying to get the best deal for themselves while taking as little risk as possible, but when enough people think like that, the trajectory goes hard in only one direction. On that note I want to thank everyone who have bought the game so far and supported my work.


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Original post from January 10th 2025.
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I want to thank everyone who purchased the first season. It feels good to see that there are thousands of people who enjoyed my game. As I mentioned in the previous post (read it if you still haven't), future development will depend on the early sales of Season 1. The post also covers my future plans in terms of seasons and content.

https://store.steampowered.com/news/app/3111240/view/4485115394663645392

So far, the game has sold 3,587 copies and has 9,368 outstanding wishlists. Most games make the majority of their sales in the first year after release. As a result, the early sales act as data points for projecting future sales. Currently, I have two plans depending on the number of copies the game sells in the next three months.

Agent Horny is quite a complicated game to make (many characters, environments, props, and effects). It will take 18 to 20 months to make Season 2, which will contain 5,000 renders, while working on it full time.

Plan A (Full Time): 7,000 - 7,500 copies sold by April 11th.

If that happens, the income from all copies of Season 1, which will be sold before the release of Season 2, will be close to what I used to make at my full-time job. After accounting for the Steam cut, localized pricing, taxes, and software expenses, what’s left will be my salary while I develop Season 2. This means that on April 11th, the development of Season 2 can begin. If the sales target is reached before this date, then development can start earlier.

The release date is set for late August to early September 2026 at the earliest, and mid-November 2026 as the worst-case scenario, depending on how big the season ends up being and whether I will be able to begin development before April 11th.

Plan B (Backup): What happens if the sales are below the target by April?

Way too much effort and resources went into the first season to just give up on the project. However, I’m no longer in my mid-20s, and I can’t afford to work full-time on the game for low pay. I also need to have time for a balanced lifestyle, so working a day job while making a game is something I’m no longer willing to do.
With that in mind, I have a few different backup plans if the target is not reached. The common factor among all of them is that they include income streams outside of the game, and no matter which option I choose, the development of Agent Horny won’t begin in April and won’t move at the same speed as Plan A. The game already takes a while to make, and this will only slow things down further.

I did what I could to polish the first season as much as possible before releasing it on Steam, improving the writing, adding music, a sex gallery, and a hidden gallery. My work is done; the rest is up to you as players (the market). If enough people find the premise of the game unique and cool enough to buy it, then things will go in the right direction. If not, then plan B it is.

Steam Sales - Discounts

I won’t be offering discounts larger than 20% before the release of Season 2. My target for long-term sales is set with that discount in mind.

Some of you may ask:

Why don’t you just sell the game on platforms similar to Steam to increase your income? Why don’t you use the early access option on Steam for the next season?

- No other platform can compare to Steam in terms of income. At best, they could provide a small bonus supplementing the income here. The game will be available in other stores, but I won't be relying on them.

- As for early access, it’s just not a good idea since many players expect a super low price for an early access game, judging it based on the content it has when it goes into early access and not on the content it will have once the season is fully released. Considering that most sales will happen before the game reaches full release, this approach just makes no sense financially and will likely doom the project.

Two sites I’m considering offering the game on are:

Kinguin: a platform for selling Steam keys, which should be useful for users from Germany who can’t access adult games on Steam.

Subscribestar: a site similar to Patreon, but with fewer restrictions on fetishes. This is for people who want to contribute extra and can afford to do so.

The release date will always be the same across all platforms.