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TIGSource ForumsDeveloperBusinessPricing our Game on Steam
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Author Topic: Pricing our Game on Steam  (Read 2517 times)
oldblood
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« Reply #20 on: August 20, 2015, 05:03:30 PM »

Now that your game is also out on Linux and Mac it would be very helpful to have soon some information on the sales ratio between windows and those platforms, just to see how viable Linux and Mac is.

"Viable" will be up to the developer. If you're using a multi-platform engine like Unity its very viable. If proprietary, maybe not. Also, what %'s are worth the effort of testing and QA I'm sure have some impact. For my last game on Steam the %'s are:

88.4% Windows
6.5% Mac
5.1% Linux

But as far as my current game's demo goes its:

80% Windows
16% Mac
4% Linux

I'm sure genre can factor in but I think Windows controlling 80-90% of the lifetime sales is likely pretty standard. Is an additional 10-20% in sales worth it? Likely-- but really depends on the developer and how good or bad the sales volume actually is... If you dont sell many copies it could be a huge bust in effort to port and test across multiple-platforms. There are so many variables to sales.
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