For whatever it's worth, I have seen what a lot of devs make on steam vs patreon/substar. Let's just say I've yet to see any dev, regardless of size, say that they made more from subscriptions over Steam sales.
Thanks, and that's the site I started at. But they don't track/estimate data on sales, revenue, etc. It's mostly # of players currently playing and player peaks. That's why they link to other sites, like the one I ended up on to gather the revenue data I did get at Gamalytic.I know i dont really post here that often and you might already know the tag for it but do you want steam data?
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-----------------------------Again, as I said, analogs. Unless you ask a whole lot of devs that would be a proper sample representative of all adult games listed on steam, you aren't getting accurate or even predictive data.
Looking at Steam DB, the distribution of popularity (reviews, peak players, etc) is similar to that of paid subs on Patreon: over half have single-digit player peaks, with about 1000 doing well and only the top 100 or so of the 5000 listed in Steam DB doing gang busters. Many are <$10 and appear to often be on sale for 50% or more off. That's a 1 time retail sale. Whereas the average Patreon adult game paid sub is somewhere between $2.50 and $5.00 each month
I am not saying you are incorrect. I am not saying you are correct. I am saying that you don't have the data to support your opinion at this time.
And I am not disputing that - and I haven't at all. At the start of this I said that one cannot make a proper prediction without knowing the data. And after doing a quick look at one site gathering the data - In fact, I stated:For whatever it's worth, I have seen what a lot of devs make on steam vs patreon/substar. Let's just say I've yet to see any dev, regardless of size, say that they made more from subscriptions over Steam sales.
However, at the same time:listing an adult game on Steam does show that it has the potential of earning double per month on that platform, on average, than that a person might see if they only used Patreon as their funding platform.
And the screenshots of the data showing the median adult game developer revenue estimates bares both of those statements I made.I think the quick look at the data also shows it's not as lucrative as presented - unless you got in when adult games started appearing on Steam in the early years (pre-2020). The median adult game developer is still not going to be able to earn a living simply by listing their game on Steam, singularly or in combination with other platforms.
Not saying you did. Just making a general statement as someone who has seen devs talking about it.And I am not disputing that - and I haven't at all. At the start of this I said that one cannot make a proper prediction without knowing the data. And after doing a quick look at one site gathering the data - In fact, I stated:However, at the same time:And the screenshots of the data showing the median adult game developer revenue estimates bares both of those statements I made.
Nor did I said that you did.i havent said anything about freshwomen! or any other game, top earning or not
I attribute it to you because you are the one claiming that "devs generally make more on steam than on patreon", while this mostly apply to the top earning games. Especially since you clearly don't acknowledge that, while it's true that Steam sales accumulate with the time, Patreon pledges do too.i havent looked at the top. you're the one bring up the top. why you attribute this to me, i have no idea.
Yeah, you've "seen numbers from a lot of f95 devs who are both on patreon and steam"... But it doesn't mean much.as for what i base what i say on, see my previous reply to morado.
says who? not me. that's your words, not mine. i dont think so. the devs i've seen and are talking about are from all ranges of earnings. you're wrongly attributing it to me.I attribute it to you because you are the one claiming that "devs generally make more on steam than on patreon", while this mostly apply to the top earning games.
yeah, i did too. look where it got meNot saying you did. Just making a general statement as someone who has seen devs talking about it.
This is pretty interesting to see, thanks for taking the time to run this all.FIFY
EDIT 1: A quick look at the median game listed on Steam with the tags "sexual content" AND "nudity" AND "mature" that have been released up through today, there are 4220 listed on Gamalytic with estimated revenues. There are other sites, but the ones I looked at required creating an account, etc. This was a quick look up. Of the 4220, about 120 or so have no sales/no price. So that leaves about 4100 that Gamalytic has to work from.
The median game has an estimated revenue of $6.5k. Some of those games making that estimated revenue were released this year. Some of those games were released over 5 years ago. But the median is $6.5k USD.
View attachment 5019336
That is before Steam's 30% cut. Taking that out, that makes it $4.6k USD median. For a game released this year - that's over $700 per month. For a game released at the end of 2019, that's about $70 per month.
EDIT 2:
Release Year Median Estimated Lifetime Revenue
(after Steam cut)Appr Avg/Mth Screenshot 2025 $422 $140 2024 $2,660 $222 2023 $2,450 $102 2022 $1,680 $47 2021 $4,200 $88 2020 $9,660 $161 2019 $17,220 $239 2018 $44,170 $525
So, based upon this data, I would say listing an adult game on Steam does show that it has the potential of earning double per month on that platform, on average, than that a person might see if they only used Patreon as their funding platform.
We are still comparing apples to oranges, however, due to comparing a far higher number of completed games on Steam when considering that Patreon is primarily a funding platform used by developers while building their games. Yes, there are similar games on Steam - but not to the extent seen on Patreon. This is similar to when people compare "Japanese games" to "Western games" on here when talking about abandoned and completion rates - the conditions at which games find themselves on the market are different between the two and thus, aren't proper comparisons. Similar can be said about comparing Steam revenues to Patreon revenues.
Anyway. I think the quick look at the data also shows it's not as lucrative as presented - unless you got in when adult games started appearing on Steam in the early years (pre-2020). The median adult game developer is still not going to be able to earn a living simply by listing their game on Steam, singularly or in combination with other platforms.
As I stated many times - without proper deeper look at the data - a reasonable comparison is not possible to give a better prediction or opinion. And that deeper look still has yet to be done. This is only a quick glance - but it is something to start from.
Gamalytics Median | 35 sales per review | Listed on their methodology page. I assume this is what they use as a base. |
Half-Demon Shinobi | 147 sales per review | 2025-01-19: 619 reviews on store page. On the next day, a post was made celebrating 90k sales. |
Isekai Sex Boutique | 219 sales per review | 2025-07-03: A post was made celebrating 50k+ copies. SteamDB listed 228 cumulative reviews on that day. |
Mirai's Midnight Stream | 190 sales per review | 2025-07-07 (today): A post was made celebrating 60k+ copies. Right now, the Steam store page says it has 315 reviews. |
Read their about... In it they admit that on individual games they may under/over estimate, they offer the percentages, too. But in the aggregate, they have found 99% accuracy.This is pretty interesting to see, thanks for taking the time to run this all.
I think the Gamalytics data is underestimating sales figures for NSFW games, though, possibly vastly.
From the Gamalytic's estimation methodology page (You must be registered to see the links), it seems they use a weighted combination of four estimation methods, but I think 2 or 3 of them are skewing the estimate way lower for NSFW games.
The first estimation they use is review scores, where they say the median sales-to-reviews ratio is 35 sales per review.
This ratio should be higher for NSFW games, since people are incentivized to not review 18+ games. Due to general shame, but probably mostly because you can buy games privately on Steam, but you can't review them anonymously - the review is always publicly associated with your account and displayed in your activity feed.
I've bought a lot of Mango Party's recent releases, and they're been making celebratory news posts when they hit a sales milestone (e.g. 30k sales). When I check the number of reviews after seeing these, I get much higher numbers.
Gamalytics Median 35 sales per review Listed on their methodology page. I assume this is what they use as a base. Half-Demon Shinobi 147 sales per review 2024-01-19: 619 reviews on store page. On the next day, a post was made celebrating 90k sales. Isekai Sex Boutique 219 sales per review 2024-07-03: A post was made celebrating 50k+ copies. SteamDB listed 228 cumulative reviews on that day. Mirai's Midnight Stream 219 sales per review 2024-07-07 (today): A post was made celebrating 60k+ copies. Right now, the Steam store page says it has 315 reviews.
...Actually, somehow SteamDB lists the cumulative review count for Mirai's Midnight Stream on July 7 as 351, so SteamDB might not be totally accurate? I'm assuming the actual Steam page is perfectly accurate. Maybe there's some deleted reviews?
Anyway, a ratio for adult games could be estimated by checking all Mango Party games with such a post, and running the number against reviews at the time of the post. Though that number may be biased, since it's all from one publisher and it's all only sampling games that manage to reach a sales figure worth celebrating.
But the point is: The typical ratio is way higher for adult games. Gamealytics mentions that they adjust their ratio using various metrics ("release dates, price, review scores, etc") but neither their methodology page nor their reference pages mention taking into account whether or not the game is pornographic.
In addition to review ratios, Gamealytic also checks public Steam profiles to estimate game ownership/sales. But naturally, people buying 18+ games are most likely going to be buying them privately or even turning their entire profile private, so this method is likely significantly underestimating adult game sales by way of comparison.
And they also use the number of concurrent players and average playtime to estimate the playerbase/game sales.
For average playtime, they rely on things like public profiles and public reviews. In this case that shouldn't result in a sales underestimate for NSFW games; it would be accurate but imprecise, due to fewer data points.
However for the number of concurrent players on Steam: I don't know whether Steam counts players for this number even if said player has their profile or game privated, but if not, then this estimation method would also be underestimating sales for adult games.
So, 2 or maybe 3 of their 4 estimation techniques are likely skewed for adult games, yielding lower sales figures than the reality.
Also, the leaked dataset that they use to test their aggregation method is from summer 2018, and Steam only began allowing porn games in fall 2018 from a quick check, so their test set for their estimation method doesn't have any adult games in it. (well, maybe it has unofficially adult games, e.g. offsite-patch-needed games).