http://www.coldbeamgames.com/3/post/2012/11/november-26th-2012.html
Some pertinent quotes:
Some pertinent quotes:
My little Indie game has grossed $2,000,000! Im completely blown away! Thank you so much to all those players out there that bought the game!.
Im a 1 man indie developer. I was made redundant a few years ago after 15 years working for main stream studios. At that point I wanted to give indie development a go. So far its gone amazingly well!
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So here we have the revenue for each platform. We have Steam, XBLIG, PS3 and iOS.
The first thing that jumps out is how Steam just kicks ass! Not only does the Steam version dwarf the income from other platforms, it keeps coming back to life like some lovable cash making zombie. Lets look at how Valve helps developers make that happen:
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Each spike on the Steam chart relates to a significant event:
(a) I added an iTunes support DLC a few months after the game came out. This was an at cost DLC needed for the aac licence required to allow players to play iTunes files. Even though the add-on itself made no profit, you can see that the extra exposure gave the game a good kick.
(b) Beat Hazard was on sale during the Steam Xmas sale 2010. It was 50% off with one day at 70%. Also, Valve were giving away prizes for collecting special Xmas achievements. I added a survival achievement especially for the sale and thats where a lot of the sales came from. Huge numbers of players bought the game at 70% off just to get the special achievement. (And a lot of those players went on to become true fans of the game)
(c) To get the game approved for PSN I had to add extra features to the game (new modes, enemies, perks, weapons etc). I released these changes as the Ultra DLC on Steam. Just after this Valve had a summer sale where I added a Gold Ship to the game as a special sale prize. The Gold Ship was hugely popular and generated a lot of sales.
(d) Another special Xmas sale involving collecting achievements to unlock prizes. This time I added an achievement where you had to survive 5 minutes while playing to Christmas music (Mwhahaha!) I think it drove some players up the wall with that one.
(e) The last summer sale. This was just a normal discount sale without special prizes etc.
Whats amazing it just how successful Steam sales are. They are just awesome. With a little extra work and a special version, Valve turns a normal sale into a buying and playing frenzy which everyone can enjoy. An important thing to note is that sales after a sale arent affected, if anything they go up due to the extra exposure.
Conclusions
Of course this is data from just one game, so Id say dont assume my data is general.
Its easy to see how successful you can be if you get on Steam. Steam sales are not just the only thing Value do well though; I feel that a big part of their success is how well they treat their developers. For those that dont know, Steam has an excellent API which is very easy to work with, they dont have a certification process and you can upload new version any time you want. They treat you with respect and youre allowed to make your own mistakes (and are free to sort it out when you do).
Console holders really need to take a leaf out of their book. They should lighten up and allow developers to more easily interact and respond to their community of players.