How much money the Asset Store can provide to you?

I obviously can’t give exact amounts as that may get me into trouble but the range is very large. In particular the assets with an eye catching front page, high quality screenshots and structured, informative information generally wield more sales than Publisher’s who do not put as much work. Presentation is certainly important folks!

10 Likes

The ability to charge for upgrades is actually a fairly recent addition to the asset store. It didn’t used to be possible.

This for sure… even though I’m very active on the forums, I spend a lot of time researching what people are saying about my asset. I ran across a comment on a reddit thread that linked to it but said “It hasn’t been updated in almost a year so not sure how active the developer is”. There can definitely be a perception issue if no updates are made, even if they aren’t necessary.

I have a $2 low poly pack that contains hundreds of models and I believe the quality is acceptable. It made 3 sales in February, and I keep updating the package with new models. And in this month, I’m struggling to make new sales from it. I think people are more interested in scripts rather than art, as we know that people don’t like to see their games to have the same art with other games, and to top it, the Asset Store is gobbled with art assets. I should try to upload a script package to see if it sells more.

EDIT:
Or… is it that my package just doesn’t have enough exposure?

my guess would be a combination of things. Especially at $2, lots of people will buy that just for prototyping. Another thing is, if it has hundreds of models, maybe the $2 price take is too low so people question the quality.

At one point I cut the price of my asset in half and it did not make a significant change to sales.

Improve the quality, and charge more :slight_smile:

I make about $20 a month on my assets, and they’re an editor extension and a scripting asset
I might be making a third asset (scripting) and I will report back if i do

@toilet_designer does you asset fill a niche, or is it advertised in anyway? Back in Unity 4.6 when i first posted one of my assets i was getting about $300 of sales per month on it. That was because at the time it was one of a tiny amount of assets that worked with the new UI system. Now im lucky if i make even 2 or 3 sales a month on this asset since what it does is now included in other products.

Unless you have a niche your product will just get buried.

Not necessarily. I compete with other JSON assets, some of which are free, and now Unity’s built in JsonUtility. What I try to build my reputation on is support, support, support. At one point I was averaging I think about $2,700 / month, but that dwindled down after JsonUtility was added. Still, it’s around $1,100 to $1,200 / month (after Unity takes their cut) but keep in mind that more sales also means more support time. I spend a considerable amount of time each month answering usage questions and often they’re for complex scenarios that aren’t immediately obvious from documentation.

That’s somewhat surprising because those are both super useful assets. The build automator especially would be helpful for my asset testing… then again, Unity’s payment processor since they changed it has been an absolute trainwreck. I just tried to purchase both of your assets with two different paypal accounts, one of which is the same one Unity pays me to for my own asset sales, and was greeted with this awesome error message every time… and given the number of people that are posting with problems buying assets I think this kind of thing is happening a lot more than we’re hearing about. Note how the error mentions a credit card, but I didn’t chose credit card… I chose paypal.
2989190--222468--unitypaymentfailure.PNG

1 Like

True, I bought yours for ease of use, since it supports more types than json utility and is easier to install from your package and have work on all platforms than it would be to do so from source or nuget.

Also familiarity I also work with .Net and xamarin for other projects and use json dot net for those as well.

The price is worth not having to mess about to make it work on il2cpp platforms like iOS

1 Like

Wow, I’m glad you thought they’d be useful :slight_smile: Didn’t think they would turn out that useful to people, but I guess it’s more likely an issue with getting exposure? What do you think?

(Btw, if you still can’t purchase them for whatever reason, PM me)

Exposure is hard. put them in your forum signature, that helps a ton. I have Google analytics setup and I get lots of traffic from random forum threads and you’re very active.

I’m going to try the asset store again tonight. If PayPal doesn’t work I’ll just use my credit card, but thanks!

It worked this time. :slight_smile: I’m a ways of from testing the object Pooler but I’ll try out build automator tomorrow or Sunday. I have a bug fix to push out soon so this will save me a bunch of time on testing. Thanks!

Well, I improve the quality but charge the same price :hushed:

@passerbycmc I didn’t have my product advertised excessively, I only made a thread about the asset, share it on reddit, on Google+, tell some friends. But I think it’s okay, this package is meant for tight-budget developers. And I will try to upload a new asset to the Asset Store. It seems that the more asset you have for sale, the more you get. But still, quality over quantity :wink:

yeah having multiple assets helps a lot, if there is something i need from the asset store, i am more likely to to buy from a dev or artist i already had a good experience with if they offer what i want. I think things are a lot harder for artists since people are often looking for some pretty exact things.

The problem is that up to a point, people associate price with quality. 300 of anything for $2 just seems like you don’t consider it to be worth anything at all.

Free is different, because there can be many reasons for something being free (such as advertisement) but once you slap on a price, that price tells people a lot about what you consider your work to be worth.

Lastly, don’t take this the wrong way but I think there’s a lot you could do to improve the package. You have to consider that when someone is making a game that probably takes weeks or months of their own time (equating to thousands of dollars of lost earnings), they are probably going to be willing to pay $20 for a package that looks really great, to make sure their game sells well. Most people have at least a few hundred dollars to spend on development, and most of that is going to be for artwork. You need to angle for at least the middle of the bunch.

Anyway, that’s the way I see it.

1 Like

Also, QUANTITY. When you increase the size of a package, people don’t see this as you adding value to the package. They see it as you thinking - indeed, knowing - that the work you were selling wasn’t worth the price. They go “what, exactly, is wrong with his product… that he has to bribe me with this extra stuff?”

I’m not sure I agree. Some packages such as universal sound fx have grown massively in size for relatively small increases in price. And once you have a package that’s selling well at a good price point, it’s easy to add things over time to make sure people are still looking for it.

But I can see how adding tons of stuff to a package at $2 price point definitely doesn’t come across well. When a potential customer can see a huge price deficit compared to the size of the content, and you’re still cramming it, I don’t think it looks good.

The way I see it, selling stuff is a bit like the economics of relationships. Everybody likes to have a friend for a low investment, but the lower the required investment they have to make relative to what they get from you, the lower they see your value. Sometimes it’s worth being ‘hard to get’, and require a high investment, to drive up your perceived (and experienced) value :wink: :smile:

1 Like

That’s social proof. Once it’s selling well, you don’t wonder what’s wrong with it, because it wouldn’t be selling that well if there was something wrong with it. Changes the whole equation. The rules really are different for successful people.

If you want people to appreciate what you do, stop doing it. :wink:

One thing to note, perceived quality definitely is influenced by the price of your asset. I started making more sales when I raised my prices from $5 and $2 to $10 and $5

1 Like