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> You have defined it to mean "high brow"

Both in

- "high brow"

- niche genres

categories (which I both gave as examples) you will likely find quite some games that that are excellent, but won't make a lot of money. But don't pick too much on these categories since my central point is "Making an excellent game takes quite different skills than creating a commercially successful game".



The main games in niche can easily sell 100k copies, that is a lot of money for a couple of indie devs.

And no those games are far from excellent, I play a lot of such niche games but they all suck quality wise compared to mainstream games with similar sales, I play them for new experiences but I never expect quality from them. So it is much easier to sell well enough to maintain an indie team by making niche games than by making mainstream games since the competition for niche markets is so much smaller.

Maybe you think that "100k" copies is a failure since it didn't sell millions, I have seen people thinking along those lines. But no, 100k copies is a massive success, even 10k copies is more than enough for a 1 person indie game, so those "indie gems" hardly failed at all.


> The main games in niche can easily sell 100k copies, that is a lot of money for a couple of indie devs.

I understand your point, but I hope people are seeing the irony of making such arguments under a post detaliing how the median game on steam can barely pay rent.

I don't think even if you filtered that data for "overwhelmingly positive games" that it'll suddenly average $500k+ revenue.

>Maybe you think that "100k" copies is a failure since it didn't sell millions, I have seen people thinking along those lines. But no, 100k copies is a massive success, even 10k copies is more than enough for a 1 person indie game, so those "indie gems" hardly failed at all.

really depends on team size. 100k is good, but divided among a team of 10 and after steam cuts, a $5 game is getting roughly 35k for a dev. You know, minmum wage in high COL areas. likewise for a solo game that made 10k sales.

My definition of success is as simple as "can the studio sustain itself from the sales of its games?". Maybe in a day where rent wasn't $3000+, but not these days in the US.




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