The developer of the game 'Steam Marines' [Official Site, Steam] has been talking about sales of the game, and Linux represented 2% of the total.
Here's a reminder on what the game is:
Direct Link
It's worth noting that Mac only hit 3%, considering their marketshare on Steam is a lot higher than ours, that's surprising.
Steam Marines 1 lifetime sales are (approximately) 3% Mac and 2% Linux.
— Steamed Buns Bums (@Worthless_Bums) November 8, 2016
So. It's generally not profitable for me to support them.
The developer did say that they will continue to support us, even if it's not financially sound for them to do so. That alone should be applauded.
The developer also noted that Linux users didn't generally need much help:
Linux users almost never contact me for tech support. And the 95% of Windows users represent less than 50% of my tech support issues.
— Steamed Buns Bums (@Worthless_Bums) November 8, 2016
One Tweet in particular caught my attention:
95% of the sales came from Windows users. This was despite Linux users arguing that lots would buy if a Linux version was made available.
— Steamed Buns Bums (@Worthless_Bums) November 8, 2016
I've said it before, and I will say it again, don't bug developers for a Linux version if you aren't personally interested and plan to buy it. It can create situations like this, but it's also worth noting that the developer may have overestimated how much they would make from Linux.
Linux only represents currently 0.89% of the Steam user-base, so 2% of your overall sales to have come from Linux is actually quite healthy. To me, that says the developer expected a little too much. That 2% figure is more than other developers have seen.
It's also worth noting that Steam Marines came to Linux around a year after the original Windows release. Games that don't get a day-1 Linux release often tend to see lower Linux sales as a result of many factors. The first being that Windows obviously had around a year extra to bring in sales, Linux as mentioned above is a smaller market, dual-booters often become impatient and buy a Windows copy, some people use Wine and so on. A day-1 Linux release is generally a must-do if you want to see good sales and support from Linux gamers.
Still, it's great to see developers speaking about this in the open and if you like the look of Steam Marines go pick up a copy and support an indie developer.
but 2% for linux even after being launched 1 year after the windows version is quite a good number actually.
Quoting: veccherhe said 3% of mac users represents 50% of his support issues, 2 options: he have a problem with his mac version or mac users are quite annoyng.
but 2% for linux even after being launched 1 year after the windows version is quite a good number actually.
I think he meant that 50% of the reported issues by Windows users are actually not issues but user caused problems. The other 50% are technical issues.
On a more serious note, the fact we're not so taxing on support should be another reason just for supporting us. And as for the other issue of people buying the windows version: don't buy the windows version. Then there's of course the group that has played through wine and lost interest altogether.
QuoteI've said it before, and I will say it again, don't bug developers for a Linux version if you aren't personally interested and plan to buy it. It can create situations like this, but it's also worth noting that the developer may have overestimated how much they would make from Linux.
Well, according Steamspy the game has sold more or less 100.000 units (on Steam, or activated or played on Steam) which leads to approximatively 2.000 units accounted for Linux players (which is not that bad for a 20€ game - not a cheap one - with mixed reviews). From Steam forum I would say that there is less than 2.000 Linux players who were asking for a Linux version. ^^
Quoting: raverrebelQuoting: veccherhe said 3% of mac users represents 50% of his support issues, 2 options: he have a problem with his mac version or mac users are quite annoyng.
but 2% for linux even after being launched 1 year after the windows version is quite a good number actually.
I think he meant that 50% of the reported issues by Windows users are actually not issues but user caused problems. The other 50% are technical issues.
QuoteAnd btw, that 3% of Mac users represents over 50% of my support issues. So extra bad for Mac.
Source
;)
If you believe steamspy, this got 111,707 ± 8,641 sales. Lets just imagine 111k players, of which 2% would be 2220 Linux players. Then lets assume a bizarre idea that they all got it for its lowest price on humble bundle (90% off), at 2eur, which I believe does not even count as Linux sale. It would be 4440Eur at that, which for such a simplistic and easy to port game should already be a tad less than extra money, ooor if we approximate and take 50% off (10eur), and get like 22,2k euros. I need about a couple years to earn this kind of money. And it came only from Linux. How long should it take to port to Linux, or how much should you pay Valve for this money to be dismissable? It really looks to me like 1-2 developers could easily spawn a game like this.
Edit: was typing too long lol, someone already tried imagining the money. But still, I find it very realistic, and I believe he just imagined overtaking Linux with a delayed port and bask in riches and fame.
Last edited by valgusk on 8 November 2016 at 4:17 pm UTC
Quoting: liamdaweThe thing about SteamSpy, is that you shouldn't entirely trust their data. I've seen multiple reports of it being way off. Just something to think about when quoting numbers :)
Well, for above 15.000 units it begins to give orders of magnitude (about +/- 50%) if you take data with a (large) pinch of salt (and know how Steamspy works), and above 100.000 it begins to be relatively accurate (about +/- 10%). Taking SOMA as example you find more or less what you can expect from the 450.000 units the dev' have sold (including PS4 units) in Steamspy. Note that in some cases dev' have pretended that Steamspy wasn't accurate... and some months later Steamspy was indeed right when dev' were forced to give actual numbers (that was the case for Kerbal Space Program). :)
Quoting: valguskWow either Valve or this guy is greedy.
Valve takes 30% of incomes. :)
Last edited by riusma on 8 November 2016 at 4:27 pm UTC
It partially comes from limited options, but still, if we reach 10℅ users publishers can expect sales of more than that.
Quoting: HoriStill, this is not the customer's problem or concern.
You're absolutely right, but I was more speaking from the dev' viewpoint here (i.e. he only gets 70% of 4000€ ~ 20.000€ depending on how optimistic you are toward Linux sales). :)
NB: just to be clear, I've really nothing against this dev' who seems to be a nice guy from what I could see on the Steam's forum where people were asking for a Linux port. :)
Steam Marines has been in a Humble Bundle -> The Return of Space Boy Bundle <- for $1
Published 14 months ago
I dont know if that time was a Linux Build Released or not
checking the Linux depot --> Last Update about a year ago (August 21, 2015 – 13:22:24 UTC)
So how sales are calculated ??? Based on Bundle purchases?? or from Purchases that were not in bundle?
So having in mind that this game was published in 2013 for Windows and maybe mac and in 2015 it was released for Linux gaining 2% profit for a 3 year old game just from Linux users I consider it very good.
Maybe some users have already bought the bundle as well and wanted a port to Linux since they already had the game for $1.
Everything is a bit confusing
If you want to show real stats you have to release your game in day 1 for all platforms and the last day before you bundle your game you push out sales stats. That will show you the real percentage of each platform sales.
Last edited by wolfyrion on 8 November 2016 at 5:22 pm UTC
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