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!