Billy Idol
Legend
Most games launches have the exact same curve, you make a huge amount of money in the first initial weeks, and then drop off to essentially nothing (at least compared to those first few days/weeks) On most platforms, that's it. The difference with Steam, is that it does these constant sales and promotion slots, and the people tend to buy in droves. That gives you a much nice tail for the 2years post launch, and allows you to generate a bunch of extra revenue that you couldn't otherwise. As a concrete example: * We had launched 5mths ago, and sales were down to around $1000/mth. * We decided to do a 1week, 60% off sale, in the Steam Admin Console ($5 to $2) * Steam featured us for 3 days in the "Weekly Sales" section, but the sale lasted for 7 days. Results: $11,000 in extra revenue! For the time it took to click a few dropdown menus and submit a form. And no other platform _really_ offers a similar ability to boost your own sales. So that's pretty damn cool. We have another sale schedule for a couple months down the road. If we add Workshop support we may be able to get featured again on the front page, and that would be huge. I figure at the end of the day, we'll probably make about 50% of our money post-launch on Steam, which is crazy compared to other platforms. I can only imagine what bigger titles are able to do. Must be nice![]()
Thank you very much for your infos, very appreciated and very informative...and congratulations to you and your team!