Frictional Games, the developers of 'SOMA' [Official Site] have released their sales figures. The game sold about 450,000 copies of which 5,000 was from Linux gamers. So that's around 1.1%.
Update: It's worth noting that their overall figure includes PS4 sales. If it was comparing Linux against just PC systems it would have given Linux a higher mark.
Linux accounted for around 5000 direct sales.https://t.co/oZj39DROt9
— Frictional Games (@frictionalgames) September 23, 2016
That's completely in line with expectations given our market share on Steam it's about right.
They have said they will continue to support Linux, which is great to hear:
@jernejv @HeavyHDx Yes, idea is that future games will come to Linux too.
— Frictional Games (@frictionalgames) September 23, 2016
If you're interested, I spoke to a number of developers before [See Here] about their sales on Linux. You can see the latest entry here which links to the previous three before it too.
Linux represents probably more than 1.1% of the market share here, as SOMA has also been ported to PS4 which is included in the 450.000 copies figure. SteamSpy show 250.000 SOMA copies sold, where Linux would account for a 2% market share. The truth is probably between those two values (1.1% ~ 2.0%), which is not bad regarding Steam's surveys! :)
I hope Frictional will continue to deliver such high quality games on Linux (never played Amnesia nor Penumbra as I'm not that in horror games, but SOMA - with its story and realisation - is really on the very top of my gaming experience)! :)
Last edited by riusma on 24 September 2016 at 10:25 am UTC
Quoting: lejimsterOK I'm defo buying this just on principle now. Have to support devs who push out Linux games even though we are a minority right now.Don't forget to play it too, it's a really great game!
Quoting: riusmaLinux represents probably more than 1.1% of the market share here, as SOMA has also been ported to PS4 which is included in the 450.000 copies figure. SteamSpy show 250.000 SOMA copies sold, where Linux would account for a 2% market share. The truth is probably between those two values (1.1% ~ 2.0%), which is not bad regarding Steam's surveys! :)This is where their PC figures came from:
Quote@gamingonlinux Gog, humble and steam. Not counting humble monthly subscribers that use Linux.Source
I need to add it to the article.
Edit: Doh you're right they said that much further down in the article, so you're right.
Linux still counts for about 1.1% of overall sales though, that's across all platforms even against PS4 sales so it's actually quite good. If it was just PC sales it would be higher.
Last edited by Liam Dawe on 24 September 2016 at 10:06 am UTC
Quoting: riusmaFrictional's in-house game engine (HPL engine) runs on OpenGL, and SOMA has been ported on Mac and Linux by Aaaron Melcher from Knockout Games (Hyper Light Drifter, Darkest Dungeon, Sunless Sea, Shadow Warrior and some others). Previous ports seem to have been handled by Edward Rudd.
Thanks for the info! I wonder if it wouldn't be worth it to have their own Linux guy/girl. But still they probably care for compatibility from the beginning, which will make life easier for whoever makes it run on Linux. I bet they've got their in-house coding guidlines containing e.g. "* DO care for file name casing."...
Last edited by Eike on 24 September 2016 at 10:21 am UTC
Glad they are still wanting to support us.
I imagen they dont lose money on it, and dont gain to mutch eather.
They really got nothing more to lose then time.
And in the long run, this might be a smart move.
If valve will have there wishes fulfilled with the steam os.
Just look at feral and the relationship between linux and feral,
And devs that want to support linux get the same amount of love as feral do.
Soo to support linux from the start, the start I mean as when valve released there steam machines/steamos,
could create som good fan boys, saying this in a positive way.
Quoting: dmantioneBased on our Steam Survey market share, and the amount of games available on Linux, you would expect that a Steam game with Linux support would have approximately 3.5% sales on Linux. This is because we Linux gamers have less games to spread our money over.
With 2.500+ games available on Steam for Linux now I think it is no more the case, as the amount of games that are worth playing (I will say about 250 ~ 500 games looking at my library / wish-list) is already above the amount of games the average gamer has on its library (of course you will find many accounts with 1000+ games, but most of the Steam's accounts have less than 100 games in their library). :S:
Edit: according to SteamSpy (data from october 2015) only 1% of Steam accounts (representing 1.3 millions at that time) have more than 107 games in their library, and only 20% of Steam accounts has more than 4 games (source: Canard PC, october 15th 2015).
Last edited by riusma on 24 September 2016 at 1:18 pm UTC
Quoting: riusmaWith 2.500+ games available on Steam for Linux now I think it is no more the case, as the amount of games that are worth playing (I will say about 250 ~ 500 games looking at my library / wish-list) is already above the amount of games the average gamer has on its library (of course you will find many accounts with 1000+ games, but most of the Steam's accounts have less than 100 games in their library). :S:
I don't get your point. A Linux user buying 100 out of 2500 games compared to a Windows user buying 100 out of 8000 games, should still have the effect that those 2500 games should see considerably higher Linux sales than the Linux market share on Steam. Doing the math puts the expected sales at approximately 3.5%.
Quoting: dmantioneI don't get your point. A Linux user buying 100 out of 2500 games compared to a Windows user buying 100 out of 8000 games, should still have the effect that those 2500 games should see considerably higher Linux sales than the Linux market share on Steam. Doing the math puts the expected sales at approximately 3.5%.
Hmmm, ok I get your point, sorry! ^^ (note that now it's more 2500+ vs 10.000+ between Linux and Windows giving an even worst result)
Well, perhaps here we are a bit short data-wise for expecting to reach theoretical statistics (I mean, we have global sales which include an unknown amount of PS4, a partial look at the Linux sales which remain a tiny percent of global ones, and SOMA remains a game with a less wide audience than others which may leads to a "not enough randomize" sample). :S:
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