500 games launched per day on iOS last year (and other digital sales facts)

You need PR but even still it looks like PC is better to fail on then Mobile.

It does look like it but it’s really hard to judge unless you correlate this with budget and production value.
To caricature but hopefully getting the point across, I suspect that there are many less flappy bird clones on PC, and in general fewer twitch games.

Well PC seems better – less competition and you can actually sell indie games for $20 a pop – unlike mobile where its 99 cents. If your on low end tier – its lets say 1k - 10k units at $10 a pop thats $10k-$100k but on mobile your looking at 0-$2000 and thats with no pr

That’s so great!

That is a little hard put an accurate perspective on. What does “low-end”, etc actually mean? Is that a simple fixed percent, based on developers, or sales? Is it the same values across platforms? I mean if “low-end” on the PC is 90% of games, and low-end on mobile is 50% that is a very different picture than if it were the other way or equal.

Also, is that “PC” sales or “Steam” sales. That makes a big difference. You still have be approved/greenlit to publish on Steam, correct? So mobile sales would include every developer, Steam (and some of the others) include those that pass a certain bar. If Apple/Google were selective in what they published, it would be a lot less than 500 a day. :wink:

Yeah but for now if you can get your game on steam and it fails (IE no pr it seems better then to get on mobile). If steam opened up the floodgates (as it keeps promising) it would probably change

What the heck? Some games are deemed failures on mobile if they only get downloads in the low millions…