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Do you specific recent sources that back that up? The source I originally linked as well as this writeup[1] suggests that the review to sale ratio has shrunk over the years and is shrinking for games with lower sales. The sales & owner estimates that steamDB offers also generally pegs the games I listed has having a 10:1 - 30:1 ratio. Here's deadeye deepfake simulacrum as an example:

https://steamdb.info/app/1545990/charts/

Note that many of the highly rated games I shared had sub 300 reviews, so even if you were to have a great 60:1 ratio for a game with 300 reviews priced at $15 you're looking at a $185k gross after steams cut and before taxes for potentially 3+ years of development and support.

I really hope I'm wrong here because I would love a meritocratic indie game scene to keep flourishing, but the greater trend I see is a bifurcation between indie games that synergize with streaming and social media to become breakout hits and excellent games that prove more difficult to market that struggle to tread water.

[1] - https://vginsights.com/insights/article/further-analysis-int...



In your link, look at the median data he offers for literally every single thing except date. I think the following matches your overall selection of games pretty well:

---

Indie - 65:1 sales:reviews

$10-$20 - 65:1

>90% (review positive) - 51:1

250-1000 reviews - 89:1

Casual (genre) - ~70:1

---

The only thing that contradicts my 60:1 claim is the date datum, but I would take it with a grain of salt due to a endless quite obvious biases. For instance that article is based on the data 'leaked' up to 2018, but that leak was closed in June 2018. So you not only are missing half the year's data, but the two most critical holidays. There's also lots of different demographics that will have different purchasing/reviewing trends. For instance many people don't buy new releases, or buy them and only play/review them much later, and so on. There's just lot of biases in date alone.

On this site we often get a very unrealistic sampling of economic reality, because a lot of tech stuff is based in locations with extremely high local inflation both in costs and in compensation. For the US as a whole, median personal income is $41k, about $55k exclusively for full time workers. [1] $185k with ongoing passive income is doing wayyyy better than average even in America. And of course with independent development, you're not tied to any location. You could move to anywhere in the other 95% of the world where $185k would spend much closer to something like a million dollars. Places like San Francisco and Seattle are absolutely pricing out small scale entrepreneurship of all forms, but all that means is that we'll instead see things coming disproportionately more frequently from the other 95% of the world.

[1] - https://en.wikipedia.org/wiki/Personal_income_in_the_United_...


Since our convo I learned a lot of gamedevs use this website to get scraped revenue estimates, so I thought I'd share it here.

https://games-stats.com




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