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

Meanwhile in the land of milk, honey, and crowdfunding:

Wasteland 2 - 440k

There's no way inXile isn't pleased with this result and it bodes well for Torment 2. Also it's a fun game.

Pillars of Eternity - 260k

A strong showing out of the gate for PoE, this is one which I expect will have long legs so I expect it's lifetime showing to be much higher.
 
Heh, I bought the first 4 Blackwell episodes for $3 and Resonance for $2 on GOG, then I bought a bundle on Groupees comprising pretty much all WJE games at the time for $5, then I went on to buy Epiphany on release day on the dev's site, same with Golden Wake. So yeah, not every sale is equal. Happy to see that the small-ish group of dedicated fans is enough to keep them afloat. I'll definitely buy Shardlight and Technobabylon when they come out. :)

Hi all. Dave from Wadjet Eye here. I've been lurking on this forum for AGES and never popped in to say hi. So... hi!

Szaromir: That's exactly the point of bundles. Most of the games on those bundles/sales were very old by that point and not earning much money anyway, so there was no harm in strip-mining them for easy cash. The additional hope is that, in the process, you convert a decent percentage to loyal fans who will purchase your next game at launch/full price. Obviously, it worked on you. :D

As I wrote in that blog post, I am still very conflicted about this Steam Spy thing. More and more indies are being transparent about giving their data away but I was never one of them. Maybe one day that will change, but I'm not quite there yet. I decided to "charge ahead" and talk about it publicly to head off the speculation that we were going out of business or that our games were flopping. I was getting lots of concerned emails and even some angry ones calling me a liar. :) Since the data was public anyway, I figured what the heck. I wasn't terribly happy about doing it, but if you can't beat 'em join'em, etc. Ignoring it won't make it go away. Unless of course it does. In which case I'll feel incredibly silly.
 
As I wrote in that blog post, I am still very conflicted about this Steam Spy thing. More and more indies are being transparent about giving their data away but I was never one of them. Maybe one day that will change, but I'm not quite there yet. I decided to "charge ahead" and talk about it publicly to head off the speculation that we were going out of business or that our games were flopping. I was getting lots of concerned emails and even some angry ones calling me a liar. :) Since the data was public anyway, I figured what the heck. I wasn't terribly happy about doing it, but if you can't beat 'em join'em, etc. Ignoring it won't make it go away. Unless of course it does. In which case I'll feel incredibly silly.
Hi

It was never my intention to hurt someone's business or to force to reveal his financials.

Sorry if I harmed or wronged you, I never meant to do so.

Steam Spy is meant as a tool to research market, so I'm not actively pursuing tracking local pricing or gross revenue.
 
Does SteamSpy archive the top sellers list? More than any specific game, I'd be interested in seeing what the typical volume is for the top sellers list during different periods. Some games come out during 'dead zones' and top the list, but you don't know if it's selling 6000 or 60,000 or 600,000 copies.

Hi all. Dave from Wadjet Eye here. I've been lurking on this forum for AGES and never popped in to say hi. So... hi!

Szaromir: That's exactly the point of bundles. Most of the games on those bundles/sales were very old by that point and not earning much money anyway, so there was no harm in strip-mining them for easy cash. The additional hope is that, in the process, you convert a decent percentage to loyal fans who will purchase your next game at launch/full price. Obviously, it worked on you. :D

As I wrote in that blog post, I am still very conflicted about this Steam Spy thing. More and more indies are being transparent about giving their data away but I was never one of them. Maybe one day that will change, but I'm not quite there yet. I decided to "charge ahead" and talk about it publicly to head off the speculation that we were going out of business or that our games were flopping. I was getting lots of concerned emails and even some angry ones calling me a liar. :) Since the data was public anyway, I figured what the heck. I wasn't terribly happy about doing it, but if you can't beat 'em join'em, etc. Ignoring it won't make it go away. Unless of course it does. In which case I'll feel incredibly silly.
Also, big fan here, you make awesome games.
 
One change I'd like to see (maybe it's already implemented?) is having disclaimers next to owners data with recently released games, like there is with free weekend games. There's going to be a LOT of people using this tool for launch games who won't know about the imprecise data for launch games.
 
I got a request from a researcher to check if people playing specific games own some other games and if their habits in those games are different from your average gamer.

I've created a personalized report for him, but I thought you might want to have this information as well, so here it is. Check for a new tab "Also Own" on any game's page.

Of course, games from free weekends are messing up results here as well.

 
Hi

It was never my intention to hurt someone's business or to force to reveal his financials.

Sorry if I harmed or wronged you, I never meant to do so.

Steam Spy is meant as a tool to research market, so I'm not actively pursuing tracking local pricing or gross revenue.

Oh lord don't worry about it. Nobody forced me to do anything. Ironically, I've probably brought MORE attention to my Steam Spy stats by blogging about them. :)
 
I got a request from a researcher to check if people playing specific games own some other games and if their habits in those games are different from your average gamer.

I've created a personalized report for him, but I thought you might want to have this information as well, so here it is. Check for a new tab "Also Own" on any game's page.

Of course, games from free weekends are messing up results here as well.
That is really, really useful for me and other developers. Thank you!

EDIT: Though it's quite obvious that DOTA2, TF2, Skyrim and other super popular games will make it a bit harder to distinguish the core audience, but still really useful. It'd be nice to expand that to Top20 or something because of those kinds of games though.
 
EDIT: Though it's quite obvious that DOTA2, TF2, Skyrim and other super popular games will make it a bit harder to distinguish the core audience, but still really useful. It'd be nice to expand that to Top20 or something because of those kinds of games though.
I made it top20 originally, but it really messes up the design :( I'll try again now :)
 
I made it top20 originally, but it really messes up the design :( I'll try again now :)
Awesome, much appreciated. Looking at some reference for hard-core strategy games others and seeing DOTA2, Skyrim, TF2 and others constantly topping the lists doesn't exactly make it easy :)
 
This site is pretty neat.

NEKOPARA Vol.1 - 45k
WORLD END ECONOMiCA episode.01 - 45k

If you ask me, there's a pretty vast untapped market for VNs outside of Japan. They're probably going to make a (relative) killing on Clannad and Higurashi and then the floodgates will open as everyone tries to cash in on old VNs which have been untranslated forever.

Ehh I wouldn't really say that shows much. WEE was a humble bundle game for Valentines, and Nekopara...well, let's just say the fact that it's really easy to patch probably has something to do with it's sales (the screenshots likely aren't hurting it either). I'd say there's a market for a certain kind of VN, time will tell if the same can be said for the more normal ones that don't end up as throw aways in bundles.
 
Ehh I wouldn't really say that shows much. WEE was a humble bundle game for Valentines, and Nekopara...well, let's just say the fact that it's really easy to patch probably has something to do with it's sales (the screenshots likely aren't hurting it either). I'd say there's a market for a certain kind of VN, time will tell if the same can be said for the more normal ones that don't end up as throw aways in bundles.

I think for a VN to do well on Steam it has to have high enough quality art (at least in terms of your typical VN) or appropriate hype to set it apart from the competition.

Just dropping it on the platform won't do it... I browsed through some VNs yesterday, and while I don't mind the anime aesthetic, you'd have to hold a gun to my head to pay the price after seeing what those games looked like in terms of presentation. Regardless of the content of Nekopara (cough) at least the game looks good.
 
Totally missed this thread. Quite honestly, I see the information in Steamspy being more valuable than even Metacritic (for PC market).

Developers/Marketing now have more realistic information on what kind of gamers to target (by looking into their preferred genres), in which countries they should spend their marketing budget the most, anticipate what titles would be worthwhile to port, tendencies, etc.

Gamers from several 3rd world/low income countries owns quite a decent amount of titles. Which does not necessarily means that they purchase at full price, but still something worth to notice.
 
I think for a VN to do well on Steam it has to have high enough quality art (at least in terms of your typical VN) or appropriate hype to set it apart from the competition.

Just dropping it on the platform won't do it... I browsed through some VNs yesterday, and while I don't mind the anime aesthetic, you'd have to hold a gun to my head to pay the price after seeing what those games looked like in terms of presentation. Regardless of the content of Nekopara (cough) at least the game looks good.

Price is definitely key with them. Sure, you could argue that including paths, some of those VNs go for 30-50 hours. People don't look at that though when deciding on if it's worth it to get or not. It's the problem with opening them up to a wider audience that doesn't value the medium for it's stories, the same way they value the gameplay aspect.

I personally am fairly new to VNs, even though I've known about them for years. It's hard for me to look at them and think "yeah, that is worth the $25-35 they are asking for it" no matter how good the art is or how long it may be. Now put a $5-15 tag on them and they start to look far more appealing to me. I'd assume it's the same with most people in the West, it's a new type of game to them and they aren't about to experiment with the same amount of money that they could get something they're used to with.
 
Looks like Pillars crossed 300k, multiply that by $40 or so and it looks like Obsidian have themselves a fuckton of money.
 
Looks like Pillars crossed 300k, multiply that by $40 or so and it looks like Obsidian have themselves a fuckton of money.

Well multiplying it by $40 might be a tad misleading. Firstly it was available half that on Nuuvem. In addition during the Kickstarter campaign copies were available for $20-$25 to the about 75k backers they gathered. Still an awesome showing for Obsidian.
 
Well multiplying it by $40 might be a tad misleading. Firstly it was available half that on Nuuvem. In addition during the Kickstarter campaign copies were available for $20-$25 to the about 75k backers they gathered. Still an awesome showing for Obsidian.
Yeah, not to mention that they would get close to 30$ per copy from Steam
 
Looks like Pillars crossed 300k, multiply that by $40 or so and it looks like Obsidian have themselves a fuckton of money.

This is exactly the type of extrapolation that the creator of Steamspy warned against :). You have to remember that Steam takes a 30% cut, so Obsidian only gets ~$30 for each $45 purchase. Additionally, 50k copies were sold on Kickstarter at $20 or $25, and KS gets a cut of those sales as well. Still, hopefully Obsidian is making money off this game, especially since the GoG version is probably selling decently.
 
This is exactly the type of extrapolation that the creator of Steamspy warned against :). You have to remember that Steam takes a 30% cut, so Obsidian only gets ~$30 for each $45 purchase. Additionally, 50k copies were sold on Kickstarter at $20 or $25, and KS gets a cut of those sales as well.

There ARE also higher priced SKU's though. I purchased two of the $80 ones for friends and fmaily, for example. Doubt theya re the majority, btu still, it's hard to decide how much money they've made between who gets a cut fo what and what version was sold and where.
 
This is exactly the type of extrapolation that the creator of Steamspy warned against :). You have to remember that Steam takes a 30% cut, so Obsidian only gets ~$30 for each $45 purchase. Additionally, 50k copies were sold on Kickstarter at $20 or $25, and KS gets a cut of those sales as well. Still, hopefully Obsidian is making money off this game, especially since the GoG version is probably selling decently.

And you're not even favoring in Paradox's cut.
 
Sales data of games developed by companies based in Finland. I gathered it mostly as something to refer in future to know how the sales have developed. As a whole it seems that Steam has been pretty good for Finnish gaming industry.

Almost Human

Legend of Grimrock | 850,821 ± 50,130
Legend of Grimrock 2 | 95,824 ± 16,851

This is terrible. Grimrock 2 is so much better than the first, I hope they were all full price sales at least.
 
This is exactly the type of extrapolation that the creator of Steamspy warned against :). You have to remember that Steam takes a 30% cut,

This distinction is meaningless. It's like going to NPD threads to always remind readers of the retailer and platform holder cuts. That's the nature of this and doesn't make NPD's reporting look inadequate or something. Even when in the console retail side the gap between the 60$ and the portion that goes to the pub\dev is larger than your typical Steam release.
 
Correct me if I'm wrong but the PoE kickstarter had the average backer price at around $45 I believe, due to all the high spenders. Though I definitely forgot about the Nuuvem copies. Even so accounting for all the people buying the Champion and Hero editions, and the fact that the game is actually $45 not $40 I'd say it'll be around that ballpark (not including Valves cut).

And you're not even favoring in Paradox's cut.

Paradox's cut would be pretty low, Obsidian went into this keeping the PoE brand very close to their chest.
 
This distinction is meaningless. It's like going to NPD threads to always remind readers of the retailer and platform holder cuts. That's the nature of this and doesn't make NPD's reporting look inadequate or something. Even when in the console retail side the gap between the 60$ and the portion that goes to the pub\dev is larger than your typical Steam release.

A typical retail sale see's 29% of a $60 purchase going to the publisher/developer.
 
Paradox's cut would be pretty low, Obsidian went into this keeping the PoE brand very close to their chest.

You're making assumptions that I'm not sure we have have the knowledge to make. And keeping the brand close to their chest doesn't really have much to do with this, no one said they signed the IP rights away.
 
Looks like Pillars crossed 300k, multiply that by $40 or so and it looks like Obsidian have themselves a fuckton of money.

Just remember to substract the 70k ?? people who obtained a Steam key in the Kickstarter/Obsidian funding system (they paid money for the game, but that money is already spent in the development), and then subtract the 30%.

Still it's almost $6.5M of profits, so not bad at all!
 
You're making assumptions that I'm not sure we have have the knowledge to make. And keeping the brand close to their chest doesn't really have much to do with this, no one said they signed the IP rights away.

IIRC paradox was mostly needed for (physical) distribution since Obsidian doesn't have the infrastructure for that. I think assuming that Paradoxes cut being lower than usual is a safe assumption. It's not like they had to fund development either.
 
You're making assumptions that I'm not sure we have have the knowledge to make. And keeping the brand close to their chest doesn't really have much to do with this, no one said they signed the IP rights away.

Paradox did say that they were getting far less off POE than they would with a normal game they funded like Cities: Skylines.

Paradox CEO Fredrik Wester stated that, “It’s great fun. Hadn’t Cities: Skylines already broken all our records, then Pillars of Eternity certainly would have. One can certainly say this has been a crazy March. For us the deal with Obsidian is about a long-term commitment. It’s a prestigious assignment with a studio we’ve long wanted to work with.
“And I think we’ve shown that we’ve coped with the task well. I do profit off of this, but it obviously isn’t anywhere near the earnings we’ve gotten from Cities: Skylines. On the other hand, profit was never the main point: this shows that we have the competence to publish really big game titles in the genres we work with.”

Read more at http://gamingbolt.com/pillars-of-et...-5-million-in-three-weeks#YUOPUBdxwr3XfkDb.99
 
Just remember to substract the 70k ?? people who obtained a Steam key in the Kickstarter/Obsidian funding system (they paid money for the game, but that money is already spent in the development), and then subtract the 30%.

Still it's almost $6.5M of profits, so not bad at all!

That's also excluding GOG (and the four folk who might have bought it on Origin) and the physical copies in Poland and Germany. It's sold well enough physically in Poland for a second run of manufacturing to be needed.
 
Well multiplying it by $40 might be a tad misleading. Firstly it was available half that on Nuuvem. In addition during the Kickstarter campaign copies were available for $20-$25 to the about 75k backers they gathered. Still an awesome showing for Obsidian.

I would be very surprised if even 5% of digital sales for any game are coming from Nuuvem.
 
Meier's Pirates! - 425k

And this isn't counting the Xbox version. We can't get a sequel?

Because the majority of that revenue has to come from the initial fiscal its launched in. Otherwise companies will re prioritize content releases for the next year or two to maintain revenue.

Long tale successes aren't something a company will see or turn back around into new product for awhile. And that's usually when there is a new hook or market shift that makes that investment worth it if it didn't hit goals the first few months.
 
Just remember to substract the 70k ?? people who obtained a Steam key in the Kickstarter/Obsidian funding system (they paid money for the game, but that money is already spent in the development), and then subtract the 30%.

Still it's almost $6.5M of profits, so not bad at all!

Assuming worst case scenario:

267,006 rounded down to 267,000. Backer Achievement is 16% but will assume 20% for achievements that havent activated. That makes 213,600 Steam keys sold. Assuming all purchases are at the lowest price with Hero edition of $45 that means $9,612,000, Take away 30% for Valves cut and assuming that Paradox also takes 30% would leave Obsidian with $3,844,800. Assuming worst case scenario and only counting Steam copies sold would put them at an amount $100k shy of what they raised from the Kickstarter. Even at its worst its a great scenario thats only going to get better as time goes on.

edit:
Looks like its even better than that cause i used the total players numbers (284,238 ± 17,232) to base my calculation off of and not owner numbers of 300,909.
 
Assuming worst case scenario:

267,006 rounded down to 267,000. Backer Achievement is 16% but will assume 20% for achievements that havent activated. That makes 213,600 Steam keys sold. Assuming all purchases are at the lowest price with Hero edition of $45 that means $9,612,000, Take away 30% for Valves cut and assuming that Paradox also takes 30% would leave Obsidian with $3,844,800. Assuming worst case scenario and only counting Steam copies sold would put them at an amount $100k shy of what they raised from the Kickstarter. Even at its worst its a great scenario thats only going to get better as time goes on.

edit:
Looks like its even better than that cause i used the total players numbers (284,238 ± 17,232) to base my calculation off of and not owner numbers of 300,909.

AFAIK Paradox only takes cut from retail box copies, not copies sold on Steam or digitally.
Are the retail copies using Steamworks ?
 
AFAIK Paradox only takes cut from retail box copies, not copies sold on Steam or digitally.
Are the retail copies using Steamworks ?

I don't think anyone outside Paradox and Obsidian knows it, but I imagine Paradox takes a cut of every sale - they provided marketing dollars after all and that affected sales of digital copies as well.
 
I wouldn't discount Kickstarter keys- the companies made good money on them, even with Kickstarter's cut, (and Steam doesn't take a cut of those keys). You probably make more revenue per unit on Kickstarter backers than you do on Steam due to Steam sales.
 
I wouldn't discount Kickstarter keys- the companies made good money on them, even with Kickstarter's cut, (and Steam doesn't take a cut of those keys). You probably make more revenue per unit on Kickstarter backers than you do on Steam due to Steam sales.

But Kickstarter money was used for development itself. That's not profit after the release.
 
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