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Slime Rancher is a damn cute game, it's high on my list to play hours of when it has some fleshed out content to it. It has hit over 300K sales so I caught up with the developer on the Linux side of it.

I spoke to Nick, the main developer behind Slime Rancher with two simple, but interesting questions I wanted to know.

GOL: How easy was it for you to support Linux with Slime Rancher?

Nick: "Since we’re using Unity, supporting linux basically ‘just works,’ or at least it works enough for us to get a great start on it. Had we built our own 3d engine (and as a two person team, this would have been insane) it would have been far more difficult. With Unity, it has mostly been a matter of resolving graphical issues. Fortunately the linux audience seems to expect these things and they’ve been very patient and helpful when these issues arise."

GOL: Have the sales for the Linux version been enough for you to be happy with it?

Nick: "This is where we’re a bit more conflicted. Linux sales represent a tiny fraction of Slime Rancher sales, less than 0.5% overall (for reference, Mac sales are about 10%). So it’s difficult to say if it has been worth the trouble. Given that Slime Rancher has been very successful for us, 0.5% of all the revenue we’ve generated is a nice figure, but had we instead spent those resources improving the game as a whole; would we have made more revenue as a result? It’s a tough call."

You can find Slime Rancher on GOG, Steam or buy it directly.

I think it's a very cool game, you can see my previous failure in it here.

The Mac->Linux difference is sales is probably one of the biggest differences I've ever seen from talking to developers. I wonder why that is?

Thanks for speaking to me Nick!

Article taken from GamingOnLinux.com.
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I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly.
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34 comments
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Cybolic Aug 4, 2016
For me, it's the Early Access tag that has kept me from purchasing it. $20 for a finished game with good reviews is something I'll consider (even if I find it slightly expensive), but that amount for an unfinished game, which may not be completed and may lack behind on its Linux support is just not something I'll even look at very often (some Kickstarters have been too enticing not to, though).
Beamboom Aug 4, 2016
I've even filtered out early access games from my Steam front page.

I'll purchase it when it's ready. This looks like a great game to play with my kids!


Last edited by Beamboom on 4 August 2016 at 9:23 pm UTC
flammenbringer Aug 4, 2016
When it hit the GOG floor as an "in dev" title, it was an insta-buy for me. Can understand Steam users however, the curation there is abysmal.
ripper Aug 4, 2016
This article is again missing the early access tag. Please make it possible for readers to avoid reading about unfinished games, I just don't consider it worth the time. Thanks.
Mblackwell Aug 4, 2016
I only very rarely buy anything that's early access. Even if I'm very interested generally I'll just wishlist it and check back when it's done. It sounds like from the comments here and on Reddit that most people using Linux are the same way.
Ratman Aug 4, 2016
I'm with the majority of commenters here. I avoid early access games unless they come in a bundle with other games I want. The exception has been Master of Orion which I really like. I'll look at this game again after it is released.
scaine Aug 4, 2016
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Given the common theme, I think we have our answer, and I'm with the majority - looks like a lot of us won't touch Early Access.

Been looking forward to playing this though, I was excited by the announcement and it's the kind of game I like. I'll buy on release.
coryrj19951 Aug 5, 2016
I almost bought this one several times on Steam. Then it was released on GOG, almost bought it several more times... I've been really trying to wait for a full release though.
Shmerl Aug 5, 2016
It's not really useful to measure any purchasing potential with pre-release versions of games. The audience which buys them is a small percentage of the final audience, therefore any numbers and ratios can be completely skewed and random. There is no point to break your head on analyzing why numbers fall a certain way for alpha / beta versions. After the release - that's another story.
fabertawe Aug 5, 2016
This is one I've definitely got my eye on... but just to reiterate many others' point - not until a full release.
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