I am interested to know, how much a publisher on asset store earns. I am looking for stats from real publishers. So, it will be great if anyone can share their revenue reports of asset store.
Here are my stats.
I published my first plugin in March, 2015 & it was free. It is a GUI animation plugin. It was getting around 200 downloads per month. Then I decided to make it paid at $5. I sold only 2 copies at this price. Then I decided to add some new features & increased the price to $10. I sold 4 copies at this price.
So, at the end of 15 months,(May 2016)
$5 x 2 = $10
$10 x 4 = $40
Total $50 in 15 months. Yeah, it made me very rich.
So, please share your reports & let everyone know the truth of asset store.
Thanks.
Depends if stuff is in demand, I’ve made 1500 dollars in about 5 hours before. But other and most times I’ve made more like 30/60 dollars a month. I guess if some things are useful, they outlive their usefulness, because from 1500 a day to 200 a month down to 99 a month and now down to around 30 a month is a pretty clear sign for me that it’s outlived most of the omg hype lol.
Isn’t it like publishing games? Top earners have a good income and most others don’t? I don’t think it’s a good choice to base your main income on, or else I’d probably have tried to do it.
It depends. I sell a couple very niche assets. I could create / list a ton more random things, more complex, but I don’t want to spend all my free time supporting them. My time is worth money too.
I’ve made $60 one month. $42 this month. 2+ years, total like $600. Not enough to live on. In fact, all the money just sits in my paypal account until a rainy day or something.
I am sure the numbers are all over the board. Depends how valuable / useful / interesting / new / hyped / on-sale / promoted your asset it. I don’t think I could make assets and sell them as a full time job. I just feel like there’s a saturation point for Unity, and once you’ve sold to X percentage of users, you need a new asset to keep going.
it’s our main activity for the past 3 years. Live in California. If you’re an artist, you need to have a big library of quality content. if you’re a developer you need to fill a hole with a quality, well documented, easy to use tool / script / add-on, editor extension, shader.
Edit: Don’t create a model and just sit there thinking it’s going to get you wealthy. It’s really hard work, tons of extra hours compared to a 9/ 5er, a lot of support hours for developers creating extensions, scripts tools. Basically you can’t do the switch until you know it can bring you enough to live, till then you need to keep at it and keep your day job or whatever brings the biggest part of your income.
Asset store is a great source of income.
Just make sure it’s not your only source of income.
Unless you have something truly needed by the community that’s really going to sell don’t expect much from the AssetStore. Although it can make enough to cover cost of buying assets; that way you don’t have to fork over money which was earned during your 9-5 grind.
Its pretty much comparing apples and oranges, it depends 90% on what you made, how much demand is (a common or uncommon thing in games) how much time did you put in it and the size of it, … Which means that even though you would get 100 asset store submiters to post you stats, the main question you need to ask: and what did you made to get those numbers. Or perhaps you should specify in question what kind of concept are you looking from publishers to compare the numbers for.
Between $1,000 - $2000 on normal months for us, after Unity takes their 30%. If we get featured in a sale, that month could be $5,000 - $9,000. But we’ve spent probably thousands of hours on our main 2 plugins and they’ve been out for more than 3 years each.
And no, I couldn’t live off this alone. Don’t expect to ever get to that point on Asset Store sales alone.
Revenue alone isn’t enough to give you an accurate picture for the store you also need to know at what rank the company usually stays at.
I can only give you a bullet point for my particular data but in general if I average the last 6 months or so I average around $1000 USD per month and average around the 250th most popular publisher. Hopefully those with both higher and lower stats can give you more data, but my informal guess is probably only the top 25-50 publishers make enough money to even contemplate doing only this for their only modest income (and only if there is only a solo person running the publisher). Striking lightning in a bottle with the right asset is just as difficult as doing so with a game. Gaia’s, Text Mesh Pro’s, Playmaker’s, Shader Forge’s, and Easy Movie Texture’s don’t just grow on trees and require a lot of effort, skilled execution, and some level of guessing correctly or lucking into what the market wants.
Unlike a game though when you hit a home run it tends to make you 6 figures not 7 figures. That being said the market currently is a lot less saturated so if you are doing it part time it will at least give you some decent income, whereas a part time game that is good/average will make you almost no income.
You said, you stays around 250th most popular publisher. Can you please tell me, how you got that rank ?
I am interested to know, what will be my rank ?
I wonder if at some point art becomes a better product? I always thought that it was much more difficult to make money with art, but there are only so many niches you can fill with scripts/tools, that often need long-term support and plenty of iteration, while people like Manufactura K4 can knock out potentially an endless amount of high quality art packages that don’t need to be supported (unless a mistake was made of course).
Not to mention that art packages are not engine specific, and can be sold on turbosquid/unreal marketplace/etc as well.
It’s good point to sell your art work everywhere. But for me, art work really pain.
Because, I don’t know it. But if you can make art work like Manufactura K4, then you can make living from asset store alone. Because, I believe he must be making at least $10,000 per month.
These numbers may be because your assets looks too specific. It may be useful to only some people who is looking for those functionalities in their games.
And yeah, congratulations for making a world record of 55 days of wait after asset submission. In return to your patience, Unity should promote any of your asset in 24 hour sale.