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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:

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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.

So. It's generally not profitable for me to support them.

— Steamed Buns Bums (@Worthless_Bums) November 8, 2016


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.

Article taken from GamingOnLinux.com.
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77 comments
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Eike Nov 8, 2016
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Oh c'mon.You're just so used to begging developers.

If he is loving Linux and Mac community;then why he is complaining about sale percentage?

Why is he saying about game's profits?Why is he whining?

You're just so blind.

Develeopers need to buy bread, too.
m2mg2 Nov 8, 2016
Oh c'mon.You're just so used to begging developers.

If he is loving Linux and Mac community;then why he is complaining about sale percentage?

Why is he saying about game's profits?Why is he whining?

You're just so blind.

Polite conversions generate much better results. Calling people beggars, whiners and physically impaired isn't going to help anything.
Leopard Nov 8, 2016
Oh c'mon.You're just so used to begging developers.

If he is loving Linux and Mac community;then why he is complaining about sale percentage?

Why is he saying about game's profits?Why is he whining?

You're just so blind.

Develeopers need to buy bread, too.

I didn't say anything like he should give the game free or anything like that.Game is not free.

He simply say,it's not worth to make game compatible with Linux.Then so be it .

Look at the Steam user ratings.It's not a wortwhile game,rated by mostly(%95)Windows users.Ms users says it.
scaine Nov 8, 2016
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I paid $20 in August 2015 for Starmade in the Humble Space Boy Bundle and happened to get this with it. Looks alright, but I played Arcen's Bionic Dues to death just earlier that year and this looked too similar, so I haven't even installed this, let alone played it.

Agree with some of the above - great that he's supporting us, but disappointing to hear a Dev say that we're 'not worth it'... is that really true? What revenue was made against the port effort costs and tiny support burden?

And definitely odd that 2% of sales from 1% of Steam users is a bad result? What... was the expected outcome exactly?

Pretty weird attitude all round!
Leopard Nov 8, 2016
Oh c'mon.You're just so used to begging developers.

If he is loving Linux and Mac community;then why he is complaining about sale percentage?

Why is he saying about game's profits?Why is he whining?

You're just so blind.

Polite conversions generate much better results. Calling people beggars, whiners and physically impaired isn't going to help anything.

Dev literally said"Linux users are just want support,but when it comes to purchasing they're not such in a hurry."

What is that means?

I'll tell you.This means you're just some bunch of hypocirates Linux users.

You're way more innocent than Polyanna.That's usually a good thing,but someone pointed out you as two-face!!! you should get tempered,which is normal.
Eike Nov 8, 2016
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Develeopers need to buy bread, too.

I didn't say anything like he should give the game free or anything like that.Game is not free.

He needed to work to make the game run under Linux. He invested his time. There needs to be a fair return for him. He, says, the sales did not amount to a fair return - but that he still wants to support Linux. That's great and not to be blamed.

If you or me like the game is something completely different. I wouldn't buy it. But I don't debase people.
WorthlessBums Nov 8, 2016
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Developer here ;)

First, thanks to everyone who said some kind things! Second, I'd like to clarify a few things.

Mac Support

In my experience, and apparently in the experience of other devs who have tweeted me since, yes, Mac gamers seem to be less technically proficient overall. Some found no support issues but that Mac was still not worth the extra dev cost, and others found similar support issues.


Greedy Dev!

Someone tried to run the revenue numbers from Linux sales of Steam Marines 1, but it was both inaccurate and incomplete. I am under NDA as a Steam developer, but I can cast a bit of light on the whole issue.

I recently blogged that the game's entire development cost was $97,913.88 USD over a 30 month period. That comes out to an average of $3,263.90 a month of development cost. About 70% of that cost was spent paying myself to work on my game (i.e. not contracting for art, audio, et cetera). That brings the monthly cost down to about $2,284.73.

It took me about a 3 month span to port the game over to Linux, but part of that was not full time dev, so let's just say it took about 2 months. That's a total cost of $4,569.46 to get the first Linux build up and running. The person who tried to run the revenue numbers came up with a gross figure of €4,440 - so you can already see the problem.

Steam takes 30% of gross. I pay taxes that depend on situation and taxable income, but let's say for the sake of argument I net about 60% of my gross revenue. To break even on the initial $4,560.46 I need to gross $4,569.46/0.6 = $7,615.77. If I want to actually make a profit I need to earn more than that.

Additionally, adding support for a platform is just that - support. Linux tech support was very low, likely a combination of better-than-average tech savvy and relatively low sales numbers in general. But every build I push from that point on requires additional resources to 1) push to various distribution platforms, 2) test, and 3) provide tech support. None of those are costless. Points 1 and 2 also do not necessarily cost the same per platform; Testing and bug squashing requires time, energy, and the necessary hardware.

So no, Mac and Linux sales are nowhere near profit territory with regards to their associated costs: supporting those platforms for the game was a net loss. They are largely supported by Windows sales. Early on the numbers for Linux were actually much better. It's just that as time went on more Windows users bought the game and less Linux users did.

Linux users on average are willing to pay more per game. Unfortunately we're talking about bundles here, and an extra 25% sounds really good until you realize that's like 25 to 75 cents of the total price; adjusted by gross dollars as opposed to net unit sales does not change the math much. Linux users on Steam et al wait for sales like everyone else.


Estimating Linux Customers

There seems to be some commotion about whether distributors are accurately tracking what platform is associated with which sale. There's likely some wiggle room here, particularly regarding people who purchase a game on Windows, but play the game on Linux - or even Windows gamers who prefer to game on Linux if the option is available. I readily admit these numbers are subject to further scrutiny, but without extra data I couldn't say if there are really that much more Linux users I'm discounting. We can speculate but that's really all it would be.

Estimating is hard. I'd like to address the entire "2% is really good because we're 1% of the user base" argument. Not every game on Steam has Linux support. You'd expect the average number of Linux sales to be higher than the average percentage of Linux users, per game that does support Linux. If Linux was 10% of Steam's userbase but there was only 1 Steam game with Linux support you would not expect that game's userbase to be only 10% Linux users; the Linux users are simply flowing into fewer games than Windows users are. That said the Mac percentage numbers are low as well - maybe I'm missing something here.

Is 2% good or bad? If it's bad then there's presumably things I could do to get more Linux users. If it's good, what most people here seem to be saying, then that's actually really bad because that's a strong argument against supporting Linux in my games; they'd simply never even break even.

What did I expect? I didn't really have a round number in mind, truth be told. Steam Marines 1 sold quite a bit better than I expected overall and this was my first time porting any piece of software to Linux. If I had to do something similar in the future I expect that it would take me less time.


The Why and the What

I'm currently working [Steam Marines 2](http://www.steammarines2.com/), and the subject of Mac and Linux has already come up. This time there's no significant cost for porting because I'm making the game in Unity instead of Torque2D. That said I've already been performance testing on Mac and there are issues, and I have Linux-specific bugs a mile long. To support both those platforms is likely to result in yet another loss on the long run although not a foregone conclusion.

The main reason I'd like to continue supporting Mac and Linux in the future is that I grew up as a Mac kid. I appreciated companies like Blizzard who made their games for Windows and Mac. I'm still mildly bitter about Bungie and Halo. But it's fine. I make games for a living now which is pretty neat.


Last edited by WorthlessBums on 8 November 2016 at 7:56 pm UTC
Eike Nov 8, 2016
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Dev literally said"Linux users are just want support,but when it comes to purchasing they're not such in a hurry."

What is that means?

I'll tell you.This means you're just some bunch of hypocirates Linux users.

No, not at all.
Corben Nov 8, 2016
Hmm... how about people buying it on Windows, still wishing for a Linux version, and when made available play it on Linux then?
Those aren't counted as Linux, right?
As Windows having over 90% market share, this isn't unlikely. Valve should make available stats, which show how the percentages are where people are playing their games. This would be a much more accurate number for the devs, than only on which platform a game is bought.
Also there might be a significant percentage of players waiting for having enough games on Linux before they stop dualbooting. Those people might also buy their games primarily on Windows instead of Linux.
Of course this is just a guess, as there aren't any official numbers, and devs can only see on which platform their games are bought.
Leopard Nov 8, 2016
Develeopers need to buy bread, too.

I didn't say anything like he should give the game free or anything like that.Game is not free.

He needed to work to make the game run under Linux. He invested his time. There needs to be a fair return for him. He, says, the sales did not amount to a fair return - but that he still wants to support Linux. That's great and not to be blamed.

If you or me like the game is something completely different. I wouldn't buy it. But I don't debase people.

We're a small community.In all platforms,%3 Linux sale is not a bad thing.

What is he expecting?

%50 or something much higher?If we were achieved these amounts,we would not arguing about these devs.We would cursing Activision for space Cod,playing BF1,modding Skyrim and so much more
Eike Nov 8, 2016
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Is 2% good or bad? If it's bad then there's presumably things I could do to get more Linux users. If it's good, what most people here seem to be saying, then that's actually really bad because that's a strong argument against supporting Linux in my games; they'd simply never even break even.

Mathematically, there's 4 times the number of games for Windows compared to Linux, so you might expect 4 times the sales compared to the OS percentage. On the other hand, other effects will come into place. Maybe Linux users tend to certain genres. Who knows?

What did I expect? I didn't really have a round number in mind, truth be told. Steam Marines 1 sold quite a bit better than I expected overall and this was my first time porting any piece of software to Linux. If I had to do something similar in the future I expect that it would take me less time.

This sounds good and is to be expected. What doesn't sound good is the mentioned bug list for linux. I don't know how you are handling this, but restricting the official support to only one or two versions (Ubuntu & SteamOS) and strictly defined requiremnts might help.

Thanks for your open words!
Eike Nov 8, 2016
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We're a small community.In all platforms,%3 Linux sale is not a bad thing.

What is he expecting?

He expected less than 6%, it seems:
https://twitter.com/Worthless_Bums/status/485238498124124161
MaCroX95 Nov 8, 2016
@WorthlessBums

I see that you've taken the correct approach this time by developing a new game in Unity :) There you can literally just push compile and the game has a great chance of already working on all platforms, just avoid using platform specific middlewares and you should have no time or cost loss there :)

Secondly, the testing. Trust me when I say that www.gamingonlinux.com is one of the best and nicest communities in general, sure there are exceptions, but make this community your friend, all in all it is great and trust me that a lot of users would love to do majority of the testing for you as well and report the bugs for the linux platform so early access or beta could be a great Idea regarding Linux. Even some Linux youtubers would probably love to do a review of your games if you let them know about them and promoting it!

Not really sure about how Mac stands, a lot of devs say that it is much more profitable to support Mac eventhough I honestly think that this is just because of the commercialism, Majority of Apple's hardware cannot even run the newest AAA games and those that can cost so much money that only small portion of people can afford it... so percentage of marketshare for Mac can be really misleading as long as AAA gaming is concerned.

Best of luck on your new game and let us know when you finish it!
Voltage Nov 8, 2016
I didn't read what all wrote, but this is my opinion,
general video games news spoke few month ago about a CRASH from business:
There are so many indies and the market is saturated by games.

So linux buyers supported a lot independants studios, and I think this was a part of their popularity.
I add that: crowfunding system follow the donations to support, which came with linux, and open source mentality.

But now what we need on linux are AAA games, I'm sure about it.
Vulkan and wayland are very good news the future of linux gaming.

I have 170 games on my steam account and 90 support linux, I bought them especially since a year.
But I have no TIME to play them.

And I still buy some, mostly to support developers work.
I look indies with distance. I have so many arcade games which are waiting on my library.

It sounds familiar that linux gamer ask for indies about a linux version.
Me again ;), I don't buy indies which are not on linux, it's buying criteria, but I won't ask dev about it.
I think that should be in their process, like the subtitles for example.

2% of games sales can be a lot of money if they sold a lot.
No one is to blame

Long time I didn't wrote here, thx for your work guys


Last edited by Voltage on 8 November 2016 at 8:07 pm UTC
Leopard Nov 8, 2016
Is 2% good or bad? If it's bad then there's presumably things I could do to get more Linux users. If it's good, what most people here seem to be saying, then that's actually really bad because that's a strong argument against supporting Linux in my games; they'd simply never even break even.

Look at that answer...Wow.Just wow.

Come on sunshines.Enligten me up.

Come on,don't be shy.

We all know if Valve is not interested to develop SteamOS we wouldn't see so much game on Linux.Valve is simply pushing big developers and studios,because they want to compete with consoles with SteamMachines.And of course they're want to take precautions to Ms Uwp and Ms Store.

So don't waste your breath on devs like this.When Valve is succeded Linux succeded,when Valve is not Linux is not.
m2mg2 Nov 8, 2016
Developer here ;)

First, thanks to everyone who said some kind things! Second, I'd like to clarify a few things.

...

Someone tried to run the revenue numbers from Linux sales of Steam Marines 1, but it was both inaccurate and incomplete. I am under NDA as a Steam developer, but I can cast a bit of light on the whole issue.

I recently blogged that the game's entire development cost was $97,913.88 USD over a 30 month period. That comes out to an average of $3,263.90 a month of development cost. About 70% of that cost was spent paying myself to work on my game (i.e. not contracting for art, audio, et cetera). That brings the monthly cost down to about $2,284.73.

It took me about a 3 month span to port the game over to Linux, but part of that was not full time dev, so let's just say it took about 2 months. That's a total cost of $4,569.46 to get the first Linux build up and running. The person who tried to run the revenue numbers came up with a gross figure of €4,440 - so you can already see the problem.

.....

Is 2% good or bad? If it's bad then there's presumably things I could do to get more Linux users. If it's good, what most people here seem to be saying, then that's actually really bad because that's a strong argument against supporting Linux in my games; they'd simply never even break even.

.....

I'm currently working [Steam Marines 2](http://www.steammarines2.com/), and the subject of Mac and Linux has already come up. This time there's no significant cost for porting because I'm making the game in Unity instead of Torque2D. That said I've already been performance testing on Mac and there are issues, and I have Linux-specific bugs a mile long. To support both those platforms is likely to result in yet another loss on the long run although not a foregone conclusion.
+ Click to view long quote

Thanks for the additional detail and for supporting Linux! I honestly probably haven't and won't buy any of your games but I still appreciate your work. It's unfortunate to hear so many bugs on steam marines 2 using Unity, does this appear to be more work than it was with 1/no Unity? What version of Unity? Is it actually Unity or plugins/middleware that are the problem? Do you plan on releasing Mac/Linux day 1 with Windows? Comparing 3 years of Windows sales to 1 year of Linux sales doesn't seem very helpful. Would be interesting to see if the numbers are the same with simultaneous releases.
inlinuxdude Nov 8, 2016
1) I'd like to thank the dev for supporting Linux and also for his thoughtful post here on GoL..

2) Is there a way to ignore people like Leopard in the comment sections. His comments really make me sick.. They are singularly unhelpful in attaining our end goals of game parity with other platforms, as well as unappreciative and ungrateful.. :(
MayeulC Nov 8, 2016
Developer here ;)

[cut to keep the thread readable]

Thank you a lot for your feedback. I hope this will clear a few misconceptions.
As for your game, I am sorry to say that I didn't buy it until the Humble Bundle (I wasn't even sure it was in my library to begin with).
I however remember looking at it quite a lot of times and wondering wether to buy it, but it didn't appeal too much for me... Tastes, you know :) I guess it's the same about every game, platform or thing ever made. Some people don't like chocolate cakes, hey.

So, while I feel a bit guilty about not really purchasing your game (even though I put non-linux games at 0 in my humble bundle purchase), I think those figures are pretty accurate, expected, and, most of all, interesting. Thank you for sharing your thoughts on it, too.
I must say that given those figures, I was expecting a bit more hostility (à la Garry Newman :) ) towards this market. I however still have some hope that it will grow even more in the following years. Plus, being multi-platform is "future proofing", and has quite a lot of advantages that don't need to be detailed here. But that's very true that it's different from actually supporting a game. I guess that continuous integration with unit test would help, here, but that could be said of any project, and requires testing anyway.

I don't have any magic bullet for solving those issues, but now I have something to chew on for the next couple of days :)

P.S: On the plus side, you could now probably provide a Steam Marines build for the Raspberry [would be cool to see a steam-like store there], Smart TVs, car infotainment systems, the steam controller, and maybe some toaster out there. How cool is that? :D (and how useless, btw).


Last edited by MayeulC on 8 November 2016 at 8:47 pm UTC
scaine Nov 8, 2016
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Developer here ;)

First, thanks to everyone who said some kind things! Second, I'd like to clarify a few things.


Thanks for the detailed reply - superb stuff. Please do try to ignore a few bad apples in the basket... this is usually a very friendly community, honest guv. Thanks for setting me (specifically) straight too - I've always equated that 1% of steam users must mean 1% of direct sales, but clearly, it's not that simple. I hadn't, for example taken into account the overall game tally. That said, I still believe that a dev porting to Linux and expecting much more than one or two percent sales from us... particularly a year after Windows release is... optimistic.

I'm not a fan of the misconception that "if you build in Unity, you'll only have to hit the Export to Linux button to make it work", so while it's a shame you have a big list of Linux specific issues, I'm not at all surprised that it's not that simple. It's a tired line that "unity = Linux support" and that you must be lazy or incompetent to NOT support Linux.

I destroyed Bionic Dues, as I mentioned earlier, and loved it. So if you do manage to release on Linux (particularly if it's day one support), then I'll be very interested in Steam Marines 2.

Good luck.
Leopard Nov 8, 2016
1) I'd like to thank the dev for supporting Linux and also for his thoughtful post here on GoL..

2) Is there a way to ignore people like Leopard in the comment sections. His comments really make me sick.. They are singularly unhelpful in attaining our end goals of game parity with other platforms, as well as unappreciative and ungrateful.. :(

Yeah dude,you should block me.If there is a thing like that exists

So you're not sick about these Tweets and sick from my comments.

Excellent
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