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Session Name:

How Steam Worked for an Indie


One year on from winning Best Australian Game at Freeplay, Australian indie developer Brawsome transparently shares a year's worth of net sales revenue from its first commercial game - Jolly Rover (PC/Mac). Showing, by using exact sales numbers from over 10 different distributors, how Steam accounts for the vast majority of sales, the massive impact of Steam sale periods, how Mac sales stack up (or don't) to PC, and how the Mac App store ain't the iOS App store. We show how casual game distributors were not worth the paperwork, and how late reviews and awards do nothing enough to boost sales. We openly discuss our relationship with Steam and show the direct impact price reductions have on sales, using actual data. And how we will avoid making same mistakes on our next title - MacGuffin's Curse.

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  • GDC 2012
  • Andrew Goulding
  • Brawsome
  • free content
  • Production
  • Production