![]() You get influencers constantly playing the game, especially thanks to new patches, paid DLC and levels, and even IAP. ![]() This has completely changed the long-term revenue curve for some games - as I’ve seen first-hand with Descenders. 1 horror game? You’re competing with everything Behaviour Interactive made leading up to the game’s 2016 launch, but also the five years worth of post-release content (patches, intriguing DLC, and more.) Not to mention a continued, active user-base as a multiplayer game. The issue here is evident: to win a buying decision over Dead By Daylight, if you want to make a 4 vs. And if you look at the top-grossing Steam SKUs worldwide at any given time, you’ll see plenty of titles - we spotted games such as Dead By Daylight and Raft in there - that continue to shine, years after the release. When a player makes a buying decision, it’s not as if he has to pick a game that just came out for the first time last week. ‘Long in post-release’ games can monetize better and better ![]() And Steam’s continued evolution is keeping it ahead of the competition for now. But in many ways, that’s still selling access to Steam - just via third parties. You may juice things by selling Steam keys on Humble (the ‘established’ resale place), or Green Man Gaming or Fanatical (the sharkier ‘big discounts now!’ crowd), or any number of other resale sites. Obviously, the above may not be your final revenue %s per store. (I mentioned in Friday’s Plus newsletter that Inscryption chose to debut on Steam and GOG but not on EGS, if that gives you a general idea.) And while free giveaways and select exclusive launches still do great, simultaneous debuts on Steam and EGS really show Epic as lacking ‘regular buyer’ punch. But the crossover from Fortnite players to paying EGS ones hasn’t been as strong as most people thought. (BTW: Itch.io is great for artier, experimental games, short horror titles, game jam titles & so on, but doesn’t monetize more seriously.)ĮGS seems to work for much larger, graphically intensive games. But all the data I’m seeing is that for most non-AAA, non-F2P titles, Steam is at least 90% of total revenue for ‘regular’ platform sales. Or perhaps I thought one of the other stores like GOG or even Kartridge would have stepped up. Steam is still blowing away the competition for PC ‘platform of choice’.įrankly, at this point I figured Epic Games Store would be more of a competitor than it’s currently proving to be. And it potentially aids bootstrapped teams who can launch on PC, see if a game does well, and then target console conversions - UI and controls permitting - later. But I do think it’s a bit of a sea change for funders who are trying to calculate the multi-platform return for games. It’s not surprising that the PC market would gravitate towards games with greater depth, more complex controls, and a PC-centric UI. And that’s because a lot of recent breakout PC games - from ‘lumberpunk’ building sim Timberborn to alchemist sim Potion Craft and beyond - feel like they were built for the PC market first. And this did work for some games: the Overcooked series, for example, or a bunch of PC/Switch crossover hits like Stardew Valley.Īnd while Chucklefish proved it was still possible with Eastward just recently, these titles feel few and far-between nowadays. ![]() Sign up for GameDiscoverCo Plus now! The 5 big trends in PC game discovery for 2021įor a while, I felt like devs and publishers were trying to do the ‘this game works just as well on PC and console, and will sell just as well on both’ dance. If you don’t have a paid sub, help us out, click the below button, and you can read it too: It’s filled with charts & analysis, but took on as its lead story something of interest to all of you: why did Daniel Mullins’ & Devolver’s Inscryption blow up to such a big hit on Steam launch last week? Why? We think the world of PC premium game discovery is getting - well - ever more complex.īefore kicking off, wanted to plug our GameDiscoverCo Plus newsletter last Friday, which you can access now as a paid subscriber. As well as follow-up and link round-ups, we’re going to be trying to sum up broader trends for our lead story in this Monday (free) GameDiscoverCo newsletter. Welcome back to a brand-new week in the world of game discovery, folks. ![]()
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