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Missing from this imo is how drastically it all changes with the scale of the numbers involved. If you aren't likely to sell big numbers in the first place you're better off pricing out the people who only buy at low prices since they're also the ones who aggressively refund and write shit reviews

Derek Yu@mossmouth.bsky.social

Any advice Tom has on making indie games is worth listening to, but I really want to highlight his thoughts on price point - it's well explained. I do think that the movement to get indies to charge more mostly just hurt new indies - with fewer players, fewer/worse reviews, and lower sales.

42 reposts203 likes

Yeah, there’s a few things missing from the initial post

🎃 Prof Spooky 🦇@depresseddeveloper.bsky.social

So this video game price discourse can be explained with the labor theory of value. Tom correctly identifies the labor to produce a chair needs to be covered by the cost, but makes it sound like this shouldn’t count for games because the cost of materials delivered to the buyer is essentially 0?

Also missing: on Steam, your discounted price is your actual price point. The number of sales you get at a 50% discount during sales events is far more than 2x your number of full-price sales. If you drop your base price to that level, you don't get anywhere near 2x sales.

Respectfully: hard disagree from me on this whole line of thinking. I think there are plenty of good reasons to charge a higher price, but I don't think any games on Steam have a "mixed" review average and got their sales tanked because they priced too low.

Maybe I don’t understand your argument? There are tons of dirt cheap, niche games on steam with excellent reviews. But also: I’ve had a game that temporarily had a mixed review score. We fixed the issue causing the bad reviews, sales were impacted minimally. It wasn’t a death sentence.

It really do depend on a lot of stuff. I see more niche devs like Spiderweb Software and Winter Wolves and all the Specific Job Sim stuff be pretty steadfast in not lowering the prices to pennies in every sale and they seem to be trucking along just fine

Hm, I think that might depend a lot on *why* you're not likely to sell big numbers. Like, if it's a very niche game with a dedicated market who will show up, sure. But in most cases, adding a higher price point on top of the base challenges of marketing and visibility seems like a bad idea.

It seems like one, but Steam's review stuff changes the equation. I need good reviews, and I get them from people who are willing to pay good money. People who aren't are the nastiest, and it only takes a few to drop you down to Mixed and that's it forever, even if you climb right back up.

Is there an angle to price it at the price you think it's worth, but have it go on a sale often to have the chance of people buying it during specific periods?

Yeah that's a good idea as long as the sale isn't too low. Like I don't think anyone should price below 20 bucks, because you want to be no lower than 10 at your deepest discount and 50% off is Attractive

"you sell twice as many copies at half the price" is presumably true at some point but it assumes a level of visibility that the author may not realise is hard to get now, and Steam visibility is obliterated the second you go down to Mixed, which happens sooner the cheaper your game is

If you have a ton of avenues to press and a large following and so on I'm sure a lot of things are true that aren't true for the majority of devs, the same as Valve at one point were advising "actually the less you charge the more you make!" from their unexamined position as owners of the storefront

At some scale there's a flip: for ME, if I sell 1000 copies at 10 bucks each, that's worse than if I sell 500 at 20 bucks each. Neither number is enough to cascade into big bucks, but the 20 buck people are better customers. The worst reviews you ever get are the day you do your deepest discount

I think there are a lot of really successful indie devs who still think of themselves as small enough businesses for their advice to be super relevant because they genuinely aren't huge and don't realise they are in fact still operating in a completely different space to the folks they're advising

I'm not sure about lowering the price resulting in lower Steam scores. While it's true that people buying your game who aren't part of your niche are more likely to negatively review your game, on the other hand, people tend to be more forgiving of cheaper games.

I find the opposite is the case, especially the lower you go. You get down to a layer of really nasty, entitled, shitty people, possibly children to be fair. I always get my most forgiving reviews from the people buying the most expensive stuff at full price

I would wager that this is entirely dependent on the type pf game we are talking here. Grindy vulgar idle clicker pick-3 survivors stuff can absolutely thrive at very low pricepoibts, but story-based, more mechanically experimental, not easily taggable games should absolutely price higher.