Steam Charts and Steam Spy (tools in evaluating Steam consumer spending and playing habits)
If anyone here doesn't know about Steam Charts, it's a cool tool for finding out how many players are playing a particular game.
http://steamcharts.com/
Steam Spy can be used to get a rough indication of sales (estimated based on a large sample of Steam user purchases).
http://steamspy.com
What I want to know is:
WTF happened to Super Time Force: http://steamcharts.com/app/250700 http://steamspy.com/app/250700 ???
There's no way I'd have guessed that it would have an average of 5 concurrent players just 3 months after launch, and that it would have a peak concurrent player value only a quarter that of Broforce. This alarms me because when sales figures come as this much of a surprise to me, it means something about my internal model of how sales are generated is broken. Any insight anyone has into this would be appreciated.
(I presume Super Time Force sold well on XBox, but I'm completely baffled by its Steam performance.)
[Edit: Super Time Force has done some sales since then, and their numbers look a *little* healthier, but still more insipid than I would have originally expected]
http://steamcharts.com/
Steam Spy can be used to get a rough indication of sales (estimated based on a large sample of Steam user purchases).
http://steamspy.com
What I want to know is:
WTF happened to Super Time Force: http://steamcharts.com/app/250700 http://steamspy.com/app/250700 ???
There's no way I'd have guessed that it would have an average of 5 concurrent players just 3 months after launch, and that it would have a peak concurrent player value only a quarter that of Broforce. This alarms me because when sales figures come as this much of a surprise to me, it means something about my internal model of how sales are generated is broken. Any insight anyone has into this would be appreciated.
(I presume Super Time Force sold well on XBox, but I'm completely baffled by its Steam performance.)
[Edit: Super Time Force has done some sales since then, and their numbers look a *little* healthier, but still more insipid than I would have originally expected]
Comments
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The Harvest
They've always had pretty good numbers for an indie game, but they've clearly been growing in popularity as the game has been developed (it's still in early access).
Whereas Towerfall, which I personally think is a better competitive platformer, has something like a quarter of the sales: http://steamcharts.com/app/251470
(The big difference as far as I can tell is the online multiplayer, and the side effect of the much greater adoption of Speed Runners by Youtubers)
Towerfall has far fewer players than I'd expect, whereas Speed Runners has many more. Again, I need to revise my internal models.
http://steamspy.com
(It samples a whole lot of random users, looks at their steam libraries, and then does some math to estimate sales for each game)
It provides some other useful information as well (like sales by region, avg playtime, discounts, and lists games based on a couple metrics). It's only been active a couple days (from what I can tell).
I guess the cat is out the bag on Steam sales data now (within a certain degree of accuracy).