Zombie Survival Game Break-Even Analysis: Month 13 Target
The zombie survival game reaches break-even in Month 13, after a Year 1 EBITDA loss of -$376k and minimum cash need of $447k in Month 12 Here’s the quick math: Year 1 sales are 15,000 base copies at $60 and 5,000 deluxe copies at $80, creating $13M in revenue Variable expenses total 19%, so contribution margin is about 81% With listed payroll and overhead near $106k/month, break-even revenue is about $131k/month before launch timing and cash reserves
Fixed costs$106.1K/mo
Monthly burn base
Contribution margin81%
After variable spend
Break-even revenue$131K/mo
Monthly revenue target
Break-even timingMonth 13
Base-case payback
Break-even calculator
Use this to test monthly revenue, variable expenses, and fixed costs against break-even for the studio.
Money available to cover fixed costs$705,500
$850,000 revenue - $144,500 variable expenses
Margin ratio
83%
Covers fixed costs
Yes
Break-even chart Revenue Total costs
Which game studio expenses are fixed, and which move with sales?
Cost classification
Break-even depends on putting each expense in the right bucket. With break-even at Month 13, misclassifying royalties, launch marketing, or payroll can make the studio look profitable before cash risk is actually gone.
Expense
Cost
Break-Even Treatment
Common Mistake
Studio Rent
Fixed
Include the $12,000 monthly rent in baseline burn from Month 1.
Treating lease space as optional after hiring.
Software Subscriptions
Fixed
Include the $3,500 monthly subscription spend in fixed overhead.
Forgetting tool seats can rise with team size.
Utilities and High Speed Internet
Fixed
Include the $1,800 monthly amount in studio overhead.
Underbudgeting bandwidth-heavy builds and uploads.
Insurance and Legal Retainer
Fixed
Include the $2,500 monthly retainer in fixed monthly burn.
Treating legal support as one-time only.
Game Engine Royalties
Variable
Apply 5% of revenue each year before break-even testing.
Treating royalty expense like payroll.
Server Hosting and Cloud Infrastructure
Variable
Apply 2% to 3% of revenue based on the model year.
Missing peak launch load when sales spike.
Digital Marketing and Influencer Spend
Variable
Apply 5% to 10% of revenue, with the highest rate in Year 2.
Treating launch spend as fixed overhead.
Payroll
Semi-fixed
Model salaries by full-time equivalent plan and milestone timing.
Hiring before milestone proof supports the added burn.
How does break-even change from a lean launch to a base case and a fuller content year?
Scenario table
Lean year 1 is still under water because fixed studio burn outruns contribution. By year 2, scale clears that burn and flips the model solidly profitable; year 3 stays well above break-even, even as revenue normalizes.
Planning assumptions only; actual sales, fees, and burn can move the break-even point.
Scenario
Monthly Revenue
Variable Costs
Fixed Costs
CM Ratio
Operating Profit
Break-Even Signal
Lean launch year 1
$108.3k
$20.6k
$119.1k
81%
-$31.3k
Still below break-even; fixed burn is heavier than contribution.
Base launch year 2
$1.78m
$356.7k
$131.9k
80%
$1.29m
Break-even is cleared with a wide cushion, so launch scale covers fixed burn.
Full content year 3
$850.0k
$144.5k
$104.6k
83%
$600.9k
Break-even stays clear, and DLC sales help keep the margin strong.
What breaks the zombie game's break-even plan fastest?
Stress test
Weak deluxe conversion, small cost creep, and one more QA hire widen the gap fastest. Here’s the quick math: Year 1 already sits about $464k below break-even, so even modest launch slippage matters.
Stress Case
Changed Assumption
Break-Even Revenue
Revenue Gap
Risk Signal
Current plan
No change.
$1.76M
$464k gap
Year 1 revenue still sits below the break-even line.
Revenue shortfall
Lose all 5,000 Year 1 digital deluxe sales, cutting $400k of revenue.
$1.76M
$864k gap
Weak launch conversion makes the hole much larger.
Fixed-cost increase
Add one QA tester at $50k annual payroll.
$1.83M
$526k gap
One hire needs stronger sales just to hold the line.
Margin pressure
Raise Year 1 variable expenses from 19% to 20% of revenue.
$1.79M
$486k gap
A 1-point cost drift cuts about $13k of Year 1 contribution.
Combined pressure
Lose deluxe sales, lift variable expenses to 20%, and add one QA tester.
$1.85M
$949k gap
Lower conversion, cost creep, and extra QA can push breakeven out.
What should you verify before funding this zombie survival game launch?
Founder checklist
Before you commit, prove that Year 1 can sell 20,000 units and still carry about $106K a month in fixed burn. The plan only works if the $447K Month 12 cash low, $60 base price, and $80 deluxe price all still hold.
1Launch Demand20,000 units
Verify the first-year sell-through target is real before you scale paid marketing, because 15,000 base games and 5,000 deluxe units are the demand proof behind break-even.
2Fixed Burn$106K/mo
Check that rent, tools, utilities, insurance, hardware, community tools, and 11 Year 1 FTEs can stay inside this monthly burn without blowing the runway.
3Margin Mix81% CM
Keep Year 1 variable costs near 19% of sales so about 81% contribution margin is left to cover overhead and get to break-even.
4Price Lock$60 / $80
Hold the base game at $60 and the deluxe edition at $80 unless testing shows a better split, because price cuts hit every unit sold.
5Build Capacity11 FTE + $152K
Lock scope before you hire the full Year 1 team and stage the $152K equipment spend across workstations, kits, audio gear, motion capture, furniture, and local servers.
6Cash Floor$447K / 2-3%
Keep the Month 12 cash low intact, stress-test server hosting at 2% to 3% of revenue, and delay release if performance, localization, or community readiness slips.
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