FreshWomen and its 9 digits units sold on Steam.
Being 1,110th seller on Steam
(see below), a platform that have
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, he's on the top 0.5%, standing among professionals and AAA games. He is a lucky exception and at no time reflect the reality.
i haven't focused on any game at all. i've always spoken generally.
Like wanabe devs don't focus on any game when they come and tell that they'll make tons of money, thanks to their revolutionary game. But, like them, it's not because you don't focus on a particular game, that you aren't forgetting the not this successful majority.
devs make more money on steam.
According to what or who?
Count Morado and me, we are saying that we don't see rational reasons for this to be actually true, especially in the proportion you present. At the opposite you claim that it's an undeniable truth. So give proof of this, or at least explain your reasoning better than with "there's more public", and "ask devs".
Because sorry, but "there's more public" isn't an argument. The number of users for the platform do not translate literally into a number of "users" for the game.
In 2021 Patreon had
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, against over
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. It's a 33% increase.
In 2021,
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had 81,791 patrons, against now 98,104. It's an increase around 20%.
As for the "ask devs", I'll address it below.
you dont make money on steam just one year, you keep getting sales year after year.
I never said the opposite; I limited to one year the Patreon income, but never said that the sales on Steam would take place in a single year.
And, obviously, saying that you keep getting sales year after year on Steam is forgetting that you keep getting pledges month after month on Patreon. But the difference isn't this.
The difference is that, by being a subscription, with Patreon your gains will rise over the time even if your number of players stagnate. You'll reach your peak with 30 patrons at US$ 5/month, and they'll still be there the following years, still giving your US$ 5/month.
At the opposite, Steam is a one time sale. For your gains to rise over the time, you need to find new players. You'll reach your peak with 120 buyers at US$ 15, and the instant you've reached it, it's finished. Whatever if you need one month or three years to reach this peak, you'll not earn more than this. They'll be as faithful players as your patrons on Patreon, sticking with you for years, but you'll not earn more due to this.
after a few years, your monthly steam income may be lower than your mothly patreon income, but then you release a new game/season and you make a lot more on steam again while patreon remains relatively the same.
The average game need 4 years to be finished. Sticking to my 30 patrons at US$ 5, you'll need to find 480 buyers on Steam to equalize the income. It's 16 times the numbers of patrons.
As I said above, Patreons have 8 millions users, this while Steam have
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. It's 16 times the numbers for Patreon.
Looks like the difference isn't this big after all. You've potentially 16 times more players on Steam, and it's what you'll need to earn the same than through Patreon during the game development time.
Of course, as dev, you'll be happy.
You'll look at your Steam income and see that you sold 20 games that month, getting US$ 300
(minus the fees). Then you'll look at Patreon and see that the same month you only earned US$ 150
(still minus the fees).
But the next month, when you'll only sold 3 copies on Steam, you'll not acknowledge that you earned more on Patreon. And, when you'll retire, X years later, you'll not look back and compare both incomes, seeing that you finally earned more from Patreon that from Steam.
What, once again, doesn't mean that you can not earn more from Steam. But those earnings have to be weighted for all the game lifetime, not just instantly.
After, yes, your game will still be available on Steam even after the end of its development. But it will be one among
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. So, unless it get an exceptional rating
(that are even more messed than here), or if you regularly promote it, don't expect to get more than one sale once in a while.
In the end, yes, some lucky guys will be really successful thanks to Steam. But the majority will earn globaly the same from Patreon than from Steam.
it's not just my opinion. ask devs.
What dev?
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, who have 225 followers, with an alltime peak at 2 simulatneous players, for a game released in 2020?
[It's a random dev, 25th in the 70th page, so globally the one that stand more or less in the middle of the
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]
Or
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, who have 97,2634 followers, an alltime peak at 3,383 simulatneous players, and rank 1,110th seller, for a game released in 2022?
Something tell me that I'll not get the same answer depending on which one I'll ask...
Even
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wouldn't be as enthousiast as
OppaiMan, being only ranked 1,456th seller, despite his game being released in 2020 and him having an alltime peak at 5,709 simultaneous players.
As I said, you look at the top of the charts, and assume that everyone else perform as well. But this is just an assumption that absolutely nothing can back up, especially not the facts.
It doesn't mean that devs shouldn't have their game available on Steam. Any income is a welcomed income. But unlike what you claim, Steam is
not a miracle solution that will make you earn tons of money. Like for Patreon, only the lucky ones achieve this.