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Janx_uwu
Janx_uwu
Rivals makes good money on their skins and taunts.
KneeOfJustice99
KneeOfJustice99
I think you could totally make good money on skins and taunts. It's worth noting that, if your fighting game isn't IP-driven to a certain extent (ie, not a continuation of an ongoing series or somehow an IP-related project), it'll be difficult to get people interested in new characters beyond a mechanical or basic design level. (Like, "look how this character's mechanics make them unique to the rest of the cast" kind of thing.)

If anything, releasing them for free as ongoing updates is probably a good way to get more people invested... and it's probably going to be seen by a lot of people as a sign of developer goodwill. On a smaller scale, doing similar kinds of things with stages could work too, if you wanted to take that route. Then, if you did want to go the crossover route... indie developers could be a good bunch to look to! (Though, be warned - after doing a crossover character, it might become even more difficult to keep up interest in OCs. It'd be recommended to keep crossover picks toward the end of the game's lifespan.)

Plus, like Janx said, cosmetics like skins and taunts are a decent way to make money. You could probably also do so with other "extraneous" stuff too if you wanted, like additional music tracks and the like. For instance, I think there's a couple of indie games that've done DLC "packs" that give you 8-bit styled remixes of the game's main music, which wouldn't be too taxing compared to making something like entirely new alternate character themes.
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