I keep reading comments that Linux gaming is pretty much stagnating and not worth investing in because it is still at around 1% in the Steam Hardware Survey. So I decided to try and find some numbers. Unfortunately, there isn't all that much data publicly available, if you have additional or better data, I'll be happy to add them. Also, if you find any mistakes please let me know.
In order to quantify the state of Linux gaming, I tried to find answers to the following:
How many Linux gamers are there, how much do they buy, what kind of growth do we see in Linux gamers and games?
Steam
Steam has the most data available and also the largest number of games and gamers, so I'll look at this in most detail. The Steam survey gives a good starting point for how many Linux gamers there are.
How reliable is the Steam survey?
Valve hasn't published their methodology, so it's hard to tell. I often read Linux users claim the survey is less likely to appear on Linux, because it only ever shows up when they boot into their Windows partition. I've read similar complaints unrelated to Linux. I suspect that you are more likely to get the survey if you log in on a system that hasn't been connected to Steam in a while (or never). I haven't had a survey on my Ubuntu PC in some time, but a while ago I logged in from my Fedora laptop which I don't usually use for gaming and the survey popped up. Other users here have reported the same behaviour. This might also explain the initially larger Linux shares around March 2013 when many Linux users used Steam for the first time on their Linux boxes and were thus more likely to receive the survey.
What we do know though is that the hardware survey doesn't show up in Big Picture Mode so SteamOS is currently excluded. It is hard to estimate how much of a dent that makes since there is no data on how many people run Steam Machines in BPM.
Assuming that the 1% Linux share is roughly correct, the total number of Linux gamers has grown quite significantly since 2012 simply because the total number of Steam users has grown significantly as shown in the figure below (Note: Some of the sites talk about registered accounts, but as far as I know Valve reports active accounts.).
You can find the links I used at the end of the article. Additional older data can be found here.
The first time Linux appeared in a survey was in January 2013. At the time, Steam had about 54 million users, meaning there were about 540,000 Linux gamers. The most recent number of Steam accounts I could find was for February 2015, at which point there were 125 million active accounts, thus 1.25 million Linux users. I did some fitting and extrapolation of the data, and come up with 160 - 190 million accounts as of March 2016. Take this with a huge grain of salt though, this kind of growth can't continue indefinitely. Whatever the real number, the number of Linux users on Steam has kept up with the overall growth, and should at this point be larger than 1.5 million unless Steam stopped growing at all.
Also shown in the above graph is the number of Linux compatible games on Steam. This number is growing at a comparable rate to the number of users, even slightly faster. Overall it seems Linux on Steam is in a fairly decent state; no mas migration from Windows, but a steady growth in games and gamers.
GOG
Unfortunately, GOG.com has, to my knowledge, never released any data on user or OS numbers. Looking at the GoL survey retailer statistics, about 90% of participants buy games on Steam. That means there are about 10% who only buy on GOG, Humble or other stores.
Total
Combining the above information, I would estimate the total number of Linux gamers at 1.6 - 2 million not counting SteamOS in BPM.
Probably more important for developers is how many games Linux users buy.
Humble Bundle sales
Cheese has a very nice collection of Humble Bundle sales data from May 2010 to February 2016. Looking at the combined results, Linux accounts for 4.7% of purchases and 6.9% of payments. Note that this data goes back to before Steam or GOG supported Linux, and Humble helped bring many games to Linux.
Sales data from developers
A number of developers have shared their sales data. I used the data I could find here on GOL, and combined it in one plot:
( Some notes: For Democracy 3 the revenue is plotted rather than sales; for Trine 2 the revenue was given as 4.2% while the sales are at 1.9%; the value for Awesomenauts is over 4 months; Defenders Quests gives 7% for lifetime sales from their website.)
Based on these data, the average share of Linux sales is (3.2 +/- 0.4)%. The median is 2.7%.
Plotting the same data as a histogram
shows that the maximum is between 1 and 2%. One thing to keep in mind is that for many games the Windows version has a head-start, for example Dust: An Elysian Tail was 9 months late on Linux.
Both the Humble data and the data from developers shows that on average, Linux users buy more games than the 1% that the Steam survey would suggest. This does not necessarily mean that the Steam survey is wrong though, it could simply be that since fewer games are available on Linux, Linux gamers are more likely to buy the games that are available. In addition, I suspect that Linux users are relatively more likely to buy from DRM-free stores than Windows gamers, meaning that the Linux share on GOG, Humble, and developers' websites would be higher - as shown by the Humble Bundle statistics and seems to be the case for Defenders Quest.
All in all, looking at these numbers, Linux gaming has undergone an impressive growth over the last years, it's anything but stagnating.
References
https://en.wikipedia.org/wiki/Steam_(software)
http://store.steampowered.com/news/3390/
http://store.steampowered.com/news/4502/
http://www.pcgamer.com/steam-is-doing-quite-well-100-sales-increase-40-million-registered-accounts/
http://www.pcgamesn.com/steam-has-50-million-users-5-million-playing-concurrently
http://www.engadget.com/2013/10/30/steam-surpasses-65-million-users/
http://www.engadget.com/2014/01/15/steam-has-75-million-active-users-valve-announces-at-dev-days/
http://www.gamespot.com/articles/steam-reaches-100-million-users-and-3-700-games/1100-6422489/
http://kotaku.com/there-are-over-125-million-steam-accounts-1687820875
Linux games on Steam
http://www.geek.com/games/steam-has-15-linux-compatible-games-so-far-1520713/
http://www.pcgamer.com/steam-begins-listing-linux-system-requirements-on-some-game-pages/
http://www.pcworld.com/article/2098972/steams-linux-game-count-explodes-in-one-year-big-publishers-still-absent.html
http://www.cupoflinux.com/SBB/index.php?topic=714.0
http://fullcirclemagazine.org/2014/06/09/steam-hits-the-big-500-for-linux-games/
http://www.pcworld.com/article/2824526/steam-for-linux-tops-700-games-as-big-name-games-increasingly-call-it-home.html
http://www.phoronix.com/scan.php?page=news_item&px=SteamOS-Linux-Games-1K
http://news.softpedia.com/news/steam-for-linux-now-has-more-than-1300-games-487629.shtml
http://gameranx.com/updates/id/29889/article/steam-has-1-400-linux-ready-games-two-months-before-steam-machines-launch/
http://news.softpedia.com/news/1-in-4-games-on-steam-now-have-linux-support-490087.shtml
https://www.phoronix.com/scan.php?page=article&item=steam-1500-linux&num=1
http://www.phoronix.com/scan.php?page=news_item&px=Steam-Linux-Beta-Three
https://www.phoronix.com/scan.php?page=news_item&px=Steam-Linux-1700
http://www.linuxtoday.com/high_performance/steam-on-linux-hits-1800-games-available.html
https://www.gamingonlinux.com/articles/no-linux-is-not-at-1900-games-on-steam-we-didnt-get-100-games-in-nine-days.6573
The sampling bug that I'd reported years ago was about people who had previously declined not being selected to participate again, limiting the pool. When this was corrected, there was a significant shift in the ratios shown (I didn't think to archive the data, but I recall shifts in CPU, graphics card, screen resolution in the tens of percentage points).
I can't find the original source, but I had seen developers who'd spoken about seeing Android purchases in their sales data (mentioned in this reply to that article).
I wouldn't panic too much.
To be honest I doubt many non-gamers all of a sudden install Steam and start gaming because of an indie game they've heard of.
That's a interesting theory. Some transformation from Xbox to PC gaming may have taken place, but at the same time the huge success of the PS4 is very likely a lot of former Xbox owners who jumped platform. Numbers from Sony indicates the same, with a large share being users who's not owned a Playstation earlier.
Still, the jump is puzzling because it is so enormous - if at all true.
Last edited by Beamboom on 15 March 2016 at 9:25 am UTC
I seem to remember reading that mobile goes automatically to Windows, but I can't find that quote, so I may have misremembered. But according to Aspyr_Blair on Reddit mobile purchases default to Windows of they aren't played on Linux. So it's: "Don't buy on mobile unless you're sure you'll play the game on Linux during the first week."
I don't think it's a sudden jump, Steam has been growing exponentially for years. If you look at the link to some older data that I posted, gamasutra is noticing already in 2013 that the growth is exponential. They used numbers from 2005 to 2013. I looked at data from 2007 to 2015, and the exponential growth continues.
[img=450x300]http://i.imgur.com/jgur3Ea.png[/img]
It may have accelerated a bit since gamasutra predicted 130 million by the end of 2016, while Steam reached 125 million in early 2015. But that may also be fit uncertainty.
We don't have any data later than Feb. 2015, so it's anybody's guess whether this trend is holding. There are only so many people in the world who have PCs...
I think there are two separate concerns being conflated here.
Steam has an automated payment calculation system so that when multiple publishers are involved in a game (which is how Aspyr's business model works - they become the publisher for the Linux ports of the games they make), the right people get paid. Because SteamPlay allows people to play across a bunch of platforms, working out who a sale "belongs to" is a bit more convoluted - this is where the first week of playtime thing that everybody is crazy fixated on comes in. For developers who're self publishing their Linux ports (which I'm pretty confident makes up the vast majority of Linux titles on Steam), this stuff is irrelevant.
The understanding I've gotten from speaking with other developers (unfortunately, I have no first hand knowledge - I don't have permission to view this stuff for any of the games I'm have Steam partner access for) is that this is done separately to the actual sales and playtime data. Whether platform specific publishers can see data that's not for their platform, I don't know.
There are a couple of different ways that developers can view data, and no guarantee that a given developer is going to care enough to look at all of them. If a developer cares more about play time than sales (which I know Valve have promoted - no idea if that's more prominent in the partner site though) and it turns out a hundred thousand Linux users have bought the game but hardly play it, then they're not going to feel supported by us - and it's not going to matter what platform they purchased it on.
Yes. Don't use the stable distro for workstations. Use "testing".
Yes, but that number could imply something else, which I think is actually more likely: This Steam 1% number is too low. And there are several reasons for that
- Counting wine-users as Windows-users
- Biased distribution of survey
- SteamOS not being counted
- Linux users not using Steam (because of DRM? Anyway, Humble Bundle's 4.7% Linux users seems to imply that).
Furthermore, on Steam, due to the way sales are counted, a lot of sales that would actually be Linux sales get counted as Windows sales. And the above ~3% number is not from Valve, but individual publishers.
Going from the actual ratio of Linux sales vs. payments, you'd get a ratio of 1:1.468, implying Linux users might be able to pay for 46.8% more games than the average Windows user. Which would mean, for an average of 3.2% sales for Linux, an actual population of around 2.2% Linux users would be responsible. And this I consider the much more likely correct number than Valves 1%.
Last edited by Seegras on 17 March 2016 at 11:35 am UTC