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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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dmantione Aug 5, 2016
Quoting: BeamboomWhat sound architecture do you use for these kind of mainstream applications then? And do most game also support other architectures?

Everytime I try Pulseaudio it simply doesn't work, always some audio problems, on whatever computer I try it. Uninstalling it always solves the problem. It also serves no usefull purpose, ALSA itself does the job just fine.

I also use a Soundblaster Audigy in my main desktop, which supports hardware mixing, which allthough rare anno 2016 in computers, I still consider a very convenient feature that ensures audio alway just works optimally. Pulseaudio abstracts all features of your soundcard away, which you don't want with an advanced sound card. Again, ALSA alone does the job, and all that what you need/want.

Unless game developers get confused of course and support the wrong stuff, but that's really rare. In fact, there are still more applications that support ALSA natively than that support Pulseaudio natively.


Last edited by dmantione on 5 August 2016 at 5:05 pm UTC
Mountain Man Aug 5, 2016
Quoting: aldyMaybe linux users don't have the habit of buying unfinished games.
As many times as Linux users have been burned by second-rate support and last-minute cancellations, this is a valid theory
Mountain Man Aug 5, 2016
Quoting: EndeavourAccuracySometimes it's difficult to stay optimistic for us Linux gamers.
Unfortunately, I have to agree, which is ironic because things are better than they have ever been for Linux gamers, but it sometimes feels like it could easily collapse and disappear.
chimpy Aug 6, 2016
Hey Liam how about adding "how many green light games did you buy this month?" in the GOL survey, or something of the sort. I know this only applies to steam, but if there are devs paying attention to GOL then maybe they will get the hint that Linux gamers don't buy green light/incomplete games.
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