The whole Forbes article (from December 2018) makes interesting reading. Here's the part on GiG's financials -
"Star Citizen’s six-year development—longer than the standard three-to-four years for many games—and missed release deadlines have sparked doubts from some of the 2 million fans that donated to the project, including the plaintiff in a recent small claims lawsuit demanding a refund. On Thursday, Cloud Imperium released financial data that shows the company using up most of its cash every year, thanks to a ballooning workforce.
By the end of 2017, the company brought in a total of $207 million and had spent $193 million since 2012. Capital on hand at the end of 2017 fell 26% to $14 million from the prior year. Total income—made up from fan pledges, its subscription pass and fan events like its annual CitizenCon event—has been consistent the past three years, with the company bringing in $44 million in 2017.
The majority comes from fan pledges. Backers can no longer directly donate to the company; they now receive something in return, be it the early-access version of the multiplayer for $45 or purchasing in-game assets like starships whose costs can rise into the hundreds of dollars. This year, the company matched 2017’s $35 million, calling December its best ever month for pledges.
The highest expenditure is on its staff, of which 85% were developers last year. With a headcount of 464 across five studios in 2017, salaries cost the company $30 million. Staff size has since grown to over 500. Other costs associated with development made up the second-largest line item, at $10 million."
"Star Citizen’s six-year development—longer than the standard three-to-four years for many games—and missed release deadlines have sparked doubts from some of the 2 million fans that donated to the project, including the plaintiff in a recent small claims lawsuit demanding a refund. On Thursday, Cloud Imperium released financial data that shows the company using up most of its cash every year, thanks to a ballooning workforce.
By the end of 2017, the company brought in a total of $207 million and had spent $193 million since 2012. Capital on hand at the end of 2017 fell 26% to $14 million from the prior year. Total income—made up from fan pledges, its subscription pass and fan events like its annual CitizenCon event—has been consistent the past three years, with the company bringing in $44 million in 2017.
The majority comes from fan pledges. Backers can no longer directly donate to the company; they now receive something in return, be it the early-access version of the multiplayer for $45 or purchasing in-game assets like starships whose costs can rise into the hundreds of dollars. This year, the company matched 2017’s $35 million, calling December its best ever month for pledges.
The highest expenditure is on its staff, of which 85% were developers last year. With a headcount of 464 across five studios in 2017, salaries cost the company $30 million. Staff size has since grown to over 500. Other costs associated with development made up the second-largest line item, at $10 million."