SteamSpy - Approximate LTD sales for every game on Steam (Updated Daily)

The sales of Pillars has really slowed down on steam of late.
I guess they will hit another boom once the first discounts come.
I hope they will make it to 500 000 with half a year and some discounts.

It appreas that 300 000 is the magic number most decent games reach.
 
Fractured Space was free this weekend. The rules were different this time ("install it and keep it") so the number of owners only jumped by 700K and those are now actual owners of the game. Instead of usual 20M as it happened to every single game on a free weekend before.

I hope Valve with use this method in the future, even if it will not gift a game to everyone who cared enough to install it.

download
 
Lords of the Fallen is just at 200k with half a year on the PC market. It's a souls-like game with a third-party DRM that's yet to be cracked. What's interesting to note is that the PC version of the game didn't sell in ratio higher than other non-DRM multiplats. It's also doing poorly compared to how the actual Souls games are selling on Steam.

Conclusion being that heavy uncrackable DRM doesn't boost your sales?
 
Lords of the Fallen is just at 200k with half a year on the PC market. It's a souls-like game with a third-party DRM that's yet to be cracked. What's interesting to note is that the PC version of the game didn't sell in ratio higher than other non-DRM multiplats. It's also doing poorly compared to how the actual Souls games are selling on Steam.

Conclusion being that heavy uncrackable DRM doesn't boost your sales?

not seeing a correlation there, that assumption is a bit of a stretch.
 
I've changed the way geodata is displayed as it caused a lot of confusion.

Take Dota 2 for example. A lot of gamers from US tried it, but they aren't playing it.

You might want to add a note about how the players data is from just the last two weeks and not the total. It was confusing me how, for example, Cities: Skylines had 133K German owners but 149K players until I realised.
 
You might want to add a note about how the players data is from just the last two weeks and not the total. It was confusing me how, for example, Cities: Skylines had 133K German owners but 149K players until I realised.
Yes, I will. I already saw a lot of confusion on Twitter :)
 
not seeing a correlation there, that assumption is a bit of a stretch.

It's hard to come to a bulletproof conclusion since it's just one game, but if said game is compared to how other multiplat games are selling in ratio between platforms, then LOTF isn't enjoying higher-than-average ratio despite being DRM-protected.
 
It's hard to come to a bulletproof conclusion since it's just one game, but if said game is compared to how other multiplat games are selling in ratio between platforms, then LOTF isn't enjoying higher-than-average ratio despite being DRM-protected.

Sure but LOTF is also incredibly mediocre and a new IP to boot.
 
How the hell there's more players than owners in some countries?
Family sharing?

Its in relationship to ALL players. For example, a higher-than-average amount of polish owners also play it, thus contributing higher on player percentage. It certainly does not mean that, in absolute numbers, more polish accounts play it then having it. I doubt that family sharing is prevalent enough to influence these numbers, but I can only guess.
 
Lords of the Fallen is just at 200k with half a year on the PC market. It's a souls-like game with a third-party DRM that's yet to be cracked. What's interesting to note is that the PC version of the game didn't sell in ratio higher than other non-DRM multiplats. It's also doing poorly compared to how the actual Souls games are selling on Steam.

Conclusion being that heavy uncrackable DRM doesn't boost your sales?

It's possible. But it's hard to compare game titles with lopsided marketing campaigns/word of mouth presence.
 
Fractured Space was free this weekend. The rules were different this time ("install it and keep it") so the number of owners only jumped by 700K and those are now actual owners of the game. Instead of usual 20M as it happened to every single game on a free weekend before.

I hope Valve with use this method in the future, even if it will not gift a game to everyone who cared enough to install it.

I don't see why they would

NoCost is generally used for temporarily free things (add from page).
FreeOnDemand is used for permanently free (install from page, doesn't show in library unless DLC is owned)
AutoGrant is used for free weekends.

Has been this way long time. Don't see why they'd change and two next free weekends still use old (Grimoire: Manastorm & Skyrim)

Its in relationship to ALL players. For example, a higher-than-average amount of polish owners also play it, thus contributing higher on player percentage. It certainly does not mean that, in absolute numbers, more polish accounts play it then having it. I doubt that family sharing is prevalent enough to influence these numbers, but I can only guess.

I believe only GetOwnedGames api is used, which doesn't return family shared games, even if played.

(afaik, GetRecentlyPlayedGames api would return family shared games if played within two weeks).
 
How the hell there's more players than owners in some countries?
Family sharing?

It's share of total.

So if 100K own the game and 20K happen to be from US, then US share of owners is 20%.

Then only 50K played the game in the last two weeks and 15K of those happened to be from US. So US share of players in 30%.
 
Is there a possibility to see the Owners data graph of a game since the start rather than the last 30 days?
It will be useful when you want to track a game's progression through its lifetime.
 
How does this work? Is it accurate? Also can someone see how much the stalker franchise has sold on Steam?
All of this can be found through the site (or reading the thread):
Technology

Start by reading original post by Kyle Orland where he compares this approach to political surveys and then come back to learn more about this technology's limitations.
How accurate is this data?

Your usual political surveys are pretty correct mostly because you don't have much choice. It's going to be candidate A, B or maybe C in some countries, so margin of error less than 0.1% should be good enough. After all is it really important if final result for candidate A is going to be 34.5% or 34.4%?

It doesn't work this way with Steam. Imagine users as voters, but instead of voting for one of three candidates, they're voting for several games from tens of thousands available in Steam catalog. Even the most popular paid games are reaching maybe 5% of this audience and most are in realms of 0.1% or even less.

So 0.1% margin of error for a game with 0.1% of Steam audience would produce results that are mostly useless. That's why Steam Spy has to gather millions points of data daily to predict games sales and audience. And that's why Steam Spy is often wrong. Not by much, but still wrong.

For your convenience on every game page you can see a margin of error for this game converted to actual users. It will look this way: Owners: 7,000,000 ±200,000. Please, take this margin into consideration every time you're using Steam Spy's data.

http://steamspy.com/app/4500 SoC owners ~830K
http://steamspy.com/app/41700 CoP owners ~600K
http://steamspy.com/app/20510 CS owners ~450K

And for the people I've personally polled or heard from have all said that the data is usually within margin for titles that have over 10K owners, but there have also been games that aren't quite within the margin.
 
Is there a possibility to see the Owners data graph of a game since the start rather than the last 30 days?
It will be useful when you want to track a game's progression through its lifetime.
Yes, I just haven't added a range selection yet. :)
 
Galyonkin, is it possible to see more data by countries? I want to see how many steam user from Indonesia but I can't find it.
 
None of the Double Fine games look great, really.
Broken Age at about 240k is pretty much their best selling game. Hack 'n' Slash at 110k and Spacebase DF-9 at 130k might be ok for them. Massive Chalice looks like it bombed so far, but it's still in Early Access.

I also expected more from Escape Goat 2 (published by DF), because even after some bundles it's only at 30k. Which is a shame, because that game is pretty good.

So Broken Age (complete edition) has been out for a week and a half, and is basically showing 0 new sales from a month ago (estimate was 261k owners on 4/6 and 260k on 5/6. Did the release of part 2 totally bomb that bad, or are new sales somehow not counting in with the original SKU. The numbers look bleak for DF...

 
So Broken Age (complete edition) has been out for a week and a half, and is basically showing 0 new sales from a month ago (estimate was 261k owners on 4/6 and 260k on 5/6. Did the release of part 2 totally bomb that bad, or are new sales somehow not counting in with the original SKU. The numbers look bleak for DF...

I mean, who exactly was interested in Broken Age enough to pay full price for it but not to buy it already, in advance of Part 2?
 
So Broken Age (complete edition) has been out for a week and a half, and is basically showing 0 new sales from a month ago (estimate was 261k owners on 4/6 and 260k on 5/6. Did the release of part 2 totally bomb that bad, or are new sales somehow not counting in with the original SKU. The numbers look bleak for DF...

But check out "Audience in two weeks" tab. People are playing it.

It just that Broken Age Act 1 was basically a demo bundled with preorder for a full game.

And now that we've got us a full version that we've paid for two years ago, so there is no point in buying it again.

I actually bought it again for iPad. I love classic quests on iPad and you can transfer your Steam saves there.
 
So Broken Age (complete edition) has been out for a week and a half, and is basically showing 0 new sales from a month ago (estimate was 261k owners on 4/6 and 260k on 5/6. Did the release of part 2 totally bomb that bad, or are new sales somehow not counting in with the original SKU. The numbers look bleak for DF...

Something is a bit weird. It didn't storm the charts, but it did sell some copies.
But a problem for them is that Steam didn't treat it as a release, just an update, so it got pretty much zero exposure on the store page.
 
Something is a bit weird. It didn't storm the charts, but it did sell some copies.
But a problem for them is that Steam didn't treat it as a release, just an update, so it got pretty much zero exposure on the store page.
BTW, Apple put Broken Age on a front page and it gave the game a boost. It sold around 10K copies in a week on iOS, bringing it to total of 70K copies.

Still not much, compared to PC sales.
 
BTW, Apple put Broken Age on a front page and it gave the game a boost. It sold around 10K copies in a week on iOS, bringing it to total of 70K copies.

Still not much, compared to PC sales.

I think that all sales combined for them will turn up quite nicely in the long run, with Steam sales, iOS, Android and PS4/Vita giving them some revenue, even though it will not have set the charts on fire.

It's going to be interesting to see what numbers Steamspy gives it after the summer sale, if they can get a good spot there.
 
The owner figures for crowdfunded games are interesting, if for nothing else than seeing how much more sales on top of the initial funding can be expected. Broken Age had 88k backers and is owned by 260k (3x), Pillars of Eternity had 74k backers and is owned by 330k (4,5x). Considering Broken Age is also available on other platforms (galyonkin said above it's around 70k sales on iOS), it should be well above the 4x total owners/backers ratio too.
 
I think that all sales combined for them will turn up quite nicely in the long run, with Steam sales, iOS, Android and PS4/Vita giving them some revenue, even though it will not have set the charts on fire.

It's going to be interesting to see what numbers Steamspy gives it after the summer sale, if they can get a good spot there.

Well, I did some digging and it seems to me that Broken Age made less than $2M outside Kickstarter.

While it's still impressive, it means that Double Fine was right to go Kickstarter, because Broken Age makes no financial sense without backers support. So if it weren't for Kickstarter, Broken Age wouldn't exist, because it wouldn't look profitable enough for publishers to fund it.
 
Just wondering what happened to Ys VI? It seems to have dropped 2k+ over the last day and has the "free weekend/old game"(it came out a week ago) label attached to it now, which it hasn't had either of which.
 
There was always a curiosity in Early Access games fully releasing and seeing what impact it has on sales. Do people wait for the 1.0 version? Does the majority already buy it in EA?

With Broken Age you also have the split to 2 parts. Will people wait for the whole thing before buying or get it for Act 1 and then wait for the continuation? So it should be interesting to at Broken Age, Broken Sword 5, Dreamfall Chapters and generally at Early Access -> full release transitions.
 
The owner figures for crowdfunded games are interesting, if for nothing else than seeing how much more sales on top of the initial funding can be expected. Broken Age had 88k backers and is owned by 260k (3x), Pillars of Eternity had 74k backers and is owned by 330k (4,5x). Considering Broken Age is also available on other platforms (galyonkin said above it's around 70k sales on iOS), it should be well above the 4x total owners/backers ratio too.

Volgarr the Viking had 1,608 backers and is at 185,782 ± 11,059 owners. :P
 
It's very accurate for our game.

Official data: Lifetime total units: 32,450
Steamspy: Owners: 33,120
 
Isn't that also going to cut into their number of "active" Steam accounts? They have kind of established a tradition of announcing higher and higher numbers every few months. What was the last one, 125 million?
 
Isn't that also going to cut into their number of "active" Steam accounts? They have kind of established a tradition of announcing higher and higher numbers every few months. What was the last one, 125 million?

"cut into" meaning decrease? No, it will just increase at a much slower rate.
 
I mean, who exactly was interested in Broken Age enough to pay full price for it but not to buy it already, in advance of Part 2?

Well, unfortunately for Double FIne, you are totally right. I thought there would have been some people who wanted to wait for the whole game before they bought it, plus a group that may have missed it the first time, but heard about it with the recent round of press and reviews. I was guessing Broken Age was going to do another 50k in sales, but looks like they will be extremely lucky if they can do 5k. Maybe there is some pent up demand at $5 during the steam summer sale.
 
Isn't that also going to cut into their number of "active" Steam accounts? They have kind of established a tradition of announcing higher and higher numbers every few months. What was the last one, 125 million?

Not necessarily, and, frankly, I don't see Valve applying "A retail key or gift activation does not count as a purchase" to its active account definition as any change for the sake of accuracy would give the impression that Steam's growth is slowing since the current definition is misleadingly broad: at least one purchase or been online in the past 90 days. Case in point: my original account, which hasn't been used in about a decade, is now considered "active" even though it's inactive in every reasonable sense of the word.

The reason Valve changed the definition of an active account is so it would include people who just play F2P games, but what Valve should have done is dropped the "At least one purchase" component entirely and left it at "Been online in the past 90 days".
 
I can't find detailed numbers on the active users, or is it not possible?
To see that 90% of our account is made for Dota 2 is kinda disheartening to be honest.
Well, there are roughly 2.66M users from Indonesia, it's #20 in the list of countries by number of users on Steam.

But as it's #102 country in the world by GDP per capita, people aren't exactly buying a lot of games for obvious reasons.
 
BTW, Apple put Broken Age on a front page and it gave the game a boost. It sold around 10K copies in a week on iOS, bringing it to total of 70K copies.

Still not much, compared to PC sales.

Wait a second, how do we know about 10,000 copies being sold. Geniune curiosity.
 
Oh snapplecakes, when did Steamspy get added to EnhancedSteam? I'm probably going to follow the store link rather than search directly on SteamSpy now, heh.
 
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