Check out our Monthly Survey Page to see what our users are running.
We do often include affiliate links to earn us some pennies. See more here.

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.
0 Likes
About the author -
author picture
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.
See more from me
The comments on this article are closed.
34 comments
Page: «3/4»
  Go to:

tmtvl Aug 5, 2016
Even when the full release comes out, Linux is gonna be a very small fraction of sales, and probably not worth it.
Way I see it you support Linux for the ideology, not for profit margins.
micha Aug 5, 2016
I bought it in the Humble Store very early during development since it also comes DRM free and it included a future Steam key. I hope it got tracked as a Linux sale.
Guest Aug 5, 2016
I bought it, found out it requires pulseaudio, then got a refund. I like the look of the game, but not enough to switch to pulse.
numasan Aug 5, 2016
QuoteSince we’re using Unity, supporting linux basically ‘just works,’ or at least it works enough for us to get a great start on it.
...
So it’s difficult to say if it has been worth the trouble.
So about $30000 so far is potentially not worth the 'trouble'? That's a pretty sad mentality... If they spend 6+ months banging their heads against Linux specific issues, ok fair enough, but somehow I doubt that.

The problem with Linux gamers occupying such a low marketshare currently, and the record number of games we have available now, is that the potential sales are divided up even further. Years ago I bought all games that supported Linux just to reward the developers/publishers, even if I never actually played the games. Now I have many choices, so I buy only games I want to spend time and money on. I really appreciate game developers supporting Linux, as it helps the chicken & egg situation, but I hope they don't expect a huge ROI right away.

Also like many others here, I never consider Greenlit/Early Access games.
tuubi Aug 5, 2016
View PC info
  • Supporter Plus
Quoting: tmtvlWay I see it you support Linux for the ideology, not for profit margins.
I guess companies like Feral and Aspyr are really big on ideology then. ;)
Nanobang Aug 5, 2016
View PC info
  • Supporter
I occasionally purchase Early Access games. Sometimes I'll do it just to show support for someone who's supporting Linux. Other times I'll purchase Early Access games that look like fun in their unfinished form. Always, though, the price must be low enough to offset the sense of "risky purchase" associated with the Early Access tag.

With the exception of Victor Vran, and one or two others, I don't play the Early Access titles I've purchased until they're either released from, or die in, Early Access.

Slime Rancher went on my wishlist as soon as I saw it was available for Linux, but, as others have said here, the price hasn't gone low enough to warrant my purchasing it in its unfinished state. I've little doubt I will buy it someday, just not yet.
Beamboom Aug 5, 2016
Quoting: valczirI bought it, found out it requires pulseaudio, then got a refund. I like the look of the game, but not enough to switch to pulse.

What sound architecture do you use for these kind of mainstream applications then? And do most game also support other architectures? Even Steam itself?
I thought pulse on alsa was more or less the desktop standard for anything but apps specially for audio work (ergo on Jack)?
Guest Aug 5, 2016
Quoting: Beamboom
Quoting: valczirI bought it, found out it requires pulseaudio, then got a refund. I like the look of the game, but not enough to switch to pulse.

What sound architecture do you use for these kind of mainstream applications then? And do most game also support other architectures? Even Steam itself?
I thought pulse on alsa was more or less the desktop standard for anything but apps specially for audio work (ergo on Jack)?

I use straight alsa. It works out of the box on funtoo/gentoo, while pulse requires a fair bit of configuration; and I have no need for any of the features pulse has over alsa. Steam and most games use either SDL or openal for audio, both of which can use either pulse or alsa as a backend. As long as a game doesn't have a direct dependency on pulse, things usually work fine.

I think certain versions of Unity 5 had a direct dependency on a running pulse daemon, and this game was built with one of those versions. It may have changed since I tried, though.
Shugyousha Aug 5, 2016
According to those numbers, Linux sales have amounted to about 30'000 dollars currently.

If they think that was not worth it, they must have spent more time on Linux-specific issues than I would have expected. *Or* their standards of something being worth it are different from mine.
echazarenc Aug 5, 2016
Just buying now, one more linux user


Last edited by echazarenc on 5 August 2016 at 4:33 pm UTC
While you're here, please consider supporting GamingOnLinux on:

Reward Tiers: Patreon. Plain Donations: PayPal.

This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!

You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
The comments on this article are closed.