Where can I sell my PC Indie game?

In an effort to increase our sales numbers we are looking into all the different places that we can sell Triangle Man. Before starting this research I had no idea that there were so many different online distribution channels for PC games. It has been really difficult to gather this info – there wasn’t a nice central location where I could find it all (though this blog post was amazingly helpful, and inspired mine).

 

So, I thought it would be a pretty good idea to share this info and save you all some time. This is for Windows PC games only, since that is what Triangle Man is. I didn’t cover sites like Kongregate or other browser based games sites. Someone did point me towards a site called Gumroad which lets users sell their products without a store. All they need to do is share a link with users. If we ever decide to sell from our website, then this is something we’d probably utilise. Update: I was also contacted by the developers from IndieGameStand which is a site that sells a different indie game every 4 days – they have a Pay What You Want model, plus a percentage of all sales is donated to charity.

 

If you are able to fill in any of the “unknown” sections in this, it would be greatly appreciated. Please also let me know if you know of any more pros or cons for any of the sites.

 

Also, the “daily visitors” numbers were taken from this site: http://www.statscrop.com. The numbers I received were obviously incorrect, however they do seem to be proportionally incorrect, if that makes sense. So, what I’m going to do is use those numbers and compare each site to Steam. So I will list a percentage for each site – for example, if the percentage is 30% that means the site gets 30% of the number of visitors that Steam does (please excuse my terrible grammar).

 

Someone also pointed out that most sites either pay quarterly or monthly – for those sites where I’ve written “no idea”, it’s probably a safe bet that they pay quarterly or monthly.

 

As someone pointed out on TIGSource, I really don’t have much idea what I’m on about when I’m talking about DRM or licensing. I’ll remove that section and just post my discoveries in the pro/con section.

 

I had a few comments telling me that I should be charging for this info! That doesn’t really sit right with me. However, please feel free to purchase our game if you feel the need to show your appreciation. I might be biased, but I think it’s pretty good. If you’re poor you can even download the demo for free!

 

Enjoy :)

  • Steam

    • Daily Visitors: 178, 500 (100%)
    • Number of games available: 5726
    • Revenue Split: Variable, guestimated to be around 60/40. (dev/steam)
    • Approval method: Via Greenlight for new developers
    • Monetisation methods: Outright sale +DLC. I don’t think IAP are supported (Update: apparently IAP are supported – my bad)
    • Payment details: I’ve no idea. Quarterly?
    • Pros: 
      • HUGE platform! Minimum of 2.5 million online users at any time.
      • Indie friendly
      • Quality control
      • Developers have control over price
      • Games periodically promoted in client, on website.
    • Cons:
      • WIP games not accepted
      • Gamers must have Steam client installed
      • Difficult and time-consuming to get onto platform.

Desura

 

    • Daily visitors: 13,440 (7.5%)
    • Number of games available: 957
    • Revenue split: 70/30
    • Approval method: Submit via web form, after registering. OR create game profile on IndieDB and/or ModDB and hit the “publish” button.
    • Monetisation: Outright sale
    • Payment details: Via PayPal, every 30 days, only if you make $500 or more (Update: Apparently you can ask the admins to pay you even if you didn’t meet the $500 requirement)
    • Pros:
      • Indie Friendly
      • WIP games accepted (under alpha funding)
      • Quality control
      • Developers have control over price
      • Admins are in our time zone (Australian Eastern Standard Time)
      • Admins are really patient (trust us, we tested!)
      • Developers have control over all marketing materials + news articles
      • Updates usually approved quickly (< 1 week)
    • Cons
      • Gamers must have Desura client installed (Update: apparently developers can decide to sell straight from Desura’s site with no need to go through the client)
      • Not as many users

IndieCity

 

    • Daily visitors: 1029 (0.6%)
    • Number of available games: 344
    • Revenue split: 75/25 or 85/15 if you use incorporate their SDK into your game
    • Approval Method: Peer approved to make sure games are functional (and that they’re games)
    • Monetisation: Outright sale
    • Game requirements: 
      • Listed here, though I’ll explain them a little:
      • Provide .exe and component data
      • Component data must be < 1gb in size
      • Need to indicate dependencies (which makes me think they will handle them)
      • If you provide a demo, it must not have links external to IndieCity
    • Marketing requirements:
      • game logo/cover – 253 x 118 (png or jpg)
      • 5 screenshots – 960 x 720 or 960 x 540
      • Installer image – 164 x 314 (bmp)
      • banner image – 150 x 57 (bmp)
      • at least one YouTube video
    • Payment details: Via paypal, paid per purchase with a 14 day delay.
    • Pros:
      • Low barrier to entry for getting your game on the platform
      • WIP games permitted
      • can set your own domain (ie. triangleman.indiecity.com)
    • Cons
      • Low site traffic
      • Gamers must have IndieCity client installed
      • They have the ability to reduce the price of your game by 10% without your consent (for sales purposes)
      • No quality control – as long as a game doesn’t break, it will be accepted
      • You need to implement your own copy protection – though using their SDK

IndieVania

 

    • Daily visitors: 1218 (0.7%)
    • Number of available games: 511
    • Revenue Split: 100/0
    • Approval method: Register to the site and submit game (via webform, I assume). The game must be approved by a moderator. (Update – seems the only way is actually via the generic “Contact Us” webform.
    • Monetisation: Outright sale
    • Game requirements: None
    • Marketing requirements:
      • YouTube video
      • Game Logo (not sure on size)
      • Cover image (not sure on size)
    • Payment details: Via PayPal, almost immediate.
    • Pros:
      • You keep all the profits
      • No additional client for gamers to download
      • WIP games accepted.
    • Cons:
      • It seems like the games (and updates) take a long, long time to be approved. There also seems to be little communication between the moderator(s) and the developers. There are some developers who have just written: “DON’T DOWNLOAD MY GAME FROM HERE” all over their pages since their updates are never approved :/
      • Developers are responsible for refunds
      • No copy protection
      • Poor site traffic
      • No quality control

LittleIndie

 

    • Daily visitors: 95 (0.05%)
    • Number of games available: 32
    • Revenue Split: 80/20
    • Approval method: Email game details to site admin.
    • Monetisation: Outright sale
    • Game requirements: 
      • Unsure about any requirements
    • Marketing requirements:
      • Game logo/cover (not sure about size)
    • Payment details: No info on this.
    • Pros:
      • WIP games accepted
      • Udated frequently which means the admins must be diligent
    • Cons:
      • Gamers must download the LittleIndie client
      • Very low site traffic

GamersGate

 

    • Daily visitors: 18,900 (10.1%)
    • Number of available games: 4,252
    • Revenue split: 70/30
    • Approval method: Email them your game info – the games are approved by the site admins.
    • Monetisation: Outright sale (everywhere), free to play with ad support (US, Canada, Sweden, Norway, Finland, Denmark ONLY so far).
    • Game Requirements: The game must be functional (though this rule is relaxed somewhat with WIP games) and doesn’t include explicit or overly offensive content.
    • Marketing requirements: 
      • Box art
      • Screenshots
      • Trailer
      • Large promo image for game page (no idea about sizes for any of these)
    • Payment details: Monthly, quarterly or 6-monthly as per the request of the developer. This is done via direct bank transfer. The developer must provide a VAT number or equivalent.
    • Pros:
      • Quality control
      • High traffic
      • Sells indie games
      • No client for the users to download
      • Supports WIP games
    • Cons:
      • I believe they might not be as friendly to “new/unproven” developers, however that’s just a guess based on the available games. (Update: I was contacted by Gamers Gate to say that they accept anyone and they try to get as many new/unproven devs as possible – hence why they have such a large catalogue!)
    • Other notes: Once a user owns a game they can download and install it on as many machines as they like. I’m not exactly sure how this works. (Update: The lovely Gamers Gate people also told me that DRM is optional and they can implement it with SecuROM if that is what the developer wishes. However if the game is already available DRM free elsewhere then Gamers Gate would like a DRM free version too (which is fair enough)).

Awomo

 

    • Daily Visitors: 378 (0.2%)
    • Number of games available: 165
    • Revenue split: no idea
    • Approval method: Send an email to initiate discussions.
    • Monetisation: outright sale
    • Game requirements: no idea
    • Marketing requirements: 
      • Box art
      • Trailer
    • Payment details: no idea
    • Pros:
      • based in Germany, so you’re hitting a different market
      • Users do not have to download the full game if they don’t want to – games can be streamed.
      • Cloud saves
    • Cons: 
      • Low traffic
      • Users must download the Awomo client
      • Your game needs to be in German and English
      • Doesn’t support WIP games
      • Not much info available

ImpulseDriven

 

    • Daily visitors: 9,240 (5%)
    • Number of games available: 1,871
    • Revenue split: 70/30
    • Approval method: Sign up to the website, then add your company and game. I imagine these need to be approved by their QA team.
    • Monetisation: Looks like outright sale + dlc
    • Game requirements: I’m unsure
    • Marketing requirements: 
      • Screenshots
      • Cover Image
      • Game Icon
    • Payment details: no idea
    • Pros: 
      • Looks like they have some quality control
      • Site admins are very active
      • Fair amount of site traffic
      • Indie games welcome
      • Owned by GameStop, so possible cross-promotion via their physical stores
    • Cons:
      • Looks like most games need players to download their client
      • Doesn’t support WIP games

BeamDog

 

    • Daily visitors: No information available
    • Number of games available: approx 500
    • Revenue split: Not specified
    • Approval method: Email them to begin negotiations
    • Monetisation: Outright sale
    • Game requirements: No idea
    • Marketing requirements:
      • Screenshots
      • Large background image
      • Game cover
    • Payment details: No idea
    • Pros:
      • Price is developer set – including sales
      • Release dates fully controlled by the developer
      • Very active forums
    • Cons:
      • Gamers must download their client to get the game
      • Not much information before contacting them..

GameHouse

 

    • Daily visitors: No information available
    • Number of games available: 1,953
    • Revenue split: 70/30 for 3rd party developers
    • Approval method: Create an account and then follow the info on the submissions page. However I could not create an account because I kept getting the error “Invalid CAPTCHA attempt” despite the fact there is no Captcha on the account creation page. Apparently the submission process works similar to Valve’s previous one – you can send them incomplete games as long as they are in late beta. They will review them and decide whether to publish the finished product.
    • Monetisation: outright sale and a monthly subscription for access to all the games. The players don’t technically “own” them, they must log in to GameHouse each time in order to play.
    • Game requirements: Long list incoming, sorry
      • game must not self-update or self-check (I guess if you have your own “drm”)
      • all dependencies must be included in the installer
      • must be 32 bit windows executable with .exe extension
      • must be uncompressed
      • .NET is not technically supported, but they say they do occasionally make exceptions
      • no built-in demo, they will handle that
      • default to full-screen
      • path names must be less than 80 characters
      • icon for vista games explorer must be included
      • game must run on vista “limited user” account
      • thumbs.db removed after installation
      • the .exe must be in the root folder for the game
      • game must not require additional software (ie direct x 10, MS c++ redistributable) – ok, this sounds insane, it would automatically rule out a crapload of games, there must be something here that I don’t understand
      • you need to be able to show a variety of their distribution logos (in game), so:
        • logos should be pulled from a branding folder ([game root]\branding\splash1.jpg)
        • game needs to be flexible in the number of logos to display
      • SOOO much localisation stuff, I am just going to link the file: https://partners.gamehouse.com/media/files/RealGames_LocalizationReqs_v2.0.pdf
      • Also, the hell?
      • Minimum requirements Pentium III, Windows XP, 256MB RAM, 32 MB VRAM, DirectX 7.
      • Max HD space to take up: 300MB
      • Game needs to recover from sleep/hibernate, ctrl+alt+delete, alt+tab, restore using windows key, windows+L
      • Game needs to handle F4
      • needs to launch under vista with user accounts control turned off
      • audio must cease to play if game is minimised
      • must not change desktop resolution in windowed mode
      • all clickable options in the game need mouse over highlights and sound effects
    • Marketing requirements:
      • Master Art file (.psd) which includes
        • game logo, 300 dpi
        • main characters
        • key background elements
      • minimum of 6 screenshots
      • jpg max quality
      • 800 x 600
      • naming convention screenshot_800x600_1.jpg
      • no “drop shadow” on screenshots
    • Licensing/DRM: Obviously available for users with a site subscription, not sure how it works for outright purchases since they don’t seem to have a client.
    • Payment details: No idea.
    • Pros:
      • They really do their best to promote your game
      • Possible options for physical distribution too
      • Looks like users don’t have to have a client if they just want to buy the game outright.
      • Good social network integration
    • Cons:
      • Caters to a casual audience, though apparently they are expanding to include others
      • Lots of restrictive game requirements

Green Man Gaming

 

    • Daily visitors: 3402  (1.9%)
    • Number of games available: 1,102
    • Revenue split: No idea.
    • Approval method: Send an email to the site admin for further communication.
    • Monetisation: Outright sales, DLC and bundles. It also seems that they sell games that require Steam accounts.
    • Game requirements: No idea.
    • Marketing requirements: 
      • Small game cover
      • Screenshots
      • Larger background image
      • Various other images that can be used on banners around the main site.
    • Payment details: No idea.
    • Pros:
      • Indie-friendly (including non-major indie games)
      • Very active user forums
    • Cons:
      • Very slow loading times while I was browsing their website
      • No WIP games accepted.
      • Not much information available.
      • Requires download of their client.
    • Other notes: Gamers are able to trade in their games – which suggests that Green Man will handle licensing in some way.

WildTangentGames

 

    • Daily visitors: 21,840 (12%)
    • Number of games available: Roughly 2,000
    • Revenue split: No idea
    • Approval method: Send them an email with an executable for your game as well as the things listed below in Marketing Requirements
    • Monetisation: outright sale, rental or ad supported, In-game purchases
    • Game requirements:
      • Game must run on Windows XP
      • Games must launch full screen
      • Games can have dependencies – let them know and include them in the submission if possible.
      • Games must not contain links to external sites
    • Marketing requirements:
      • Main background image – minimum 1600 wide
      • Main character assets
      • Box shot – minimum 1600 wide
      • 6 screenshots at the maximum resolution that you support
      • Game logo
      • Icon (optional) – 16×16, 32×32, 48×48 or 256×256
    • Payment details: No idea
    • Pros:
      • Wider market – lots of casual games, but also a few “hardcore” games.
      • Support a number of different game formats
      • Has dedicated store fronts for different countries
      • Ability to suggest price
    • Cons:
      • Gamers must download their client to be able to play
      • No WIP games accepted.

Good Old Games

    • Daily visitors: 23,940 (13.4%) 
    • Number of games available: 477
    • Revenue split: No solid idea – reportedly less than 70/30 (somewhat unreliable source)
    • Approval method: Fill in their web form to begin discussions
    • Monetisation: outright sale
    • Game requirements: No idea
    • Marketing requirements:
      • Box shot
      • Banner image
      • Screenshots
    • Payment details: No idea
    • Pros:
      • Gamers do not need to download a client (but they can if they want to)
      • Quality control
      • Very active forums
      • Few games to compete against
      • Indie friendly
      • In terms of revenue for developers, they are ranked 2nd behind Steam (see comment on Gamasutra)
    • Cons:
      • No WIP games accepted.
    • Other notes: Games MUST be DRM free

Rain Digital Games

    • Daily visitors: 210 (0.1%) 
    • Number of games available: 15
    • Revenue split: No idea – listed as “competetive”
    • Approval method: Fill in their web form to begin discussions
    • Monetisation: outright sale
    • Game requirements: No idea
    • Marketing requirements:
      • Background image
      • YouTube video
      • Company logo
      • Game icon
      • Small, rectangular game logo
      • Large promo banner for main site
      • Square promo advertisement for main site
    • Payment details: No idea
    • Pros:
      • Gamers do not need to download a client
      • Few games to compete against
      • Indie friendly – in fact, only indie games allowed
      • This site looks promising – it is apparently only 6 months old, so it will grow. It looks professional – perhaps it might be an idea to get on the platform now before it really takes off
    • Cons:
      • Not much info available without contacting them
      • Currently – low site views
      • No WIP games accepted.

Get Games Go

    • Daily visitors: 2,184 (1%)
    • Number of games available: 630
    • Revenue split: No idea (Update – I was contacted by Get Games Go who inform me that the revenue split is usually 70/30)
    • Approval method: I can only find their normal “contact us” web form. No specific developer contact form.
    • Monetisation: outright sale
    • Game requirements: No idea
    • Marketing requirements:
      • Box shot
      • Screenshots
      • YouTube Trailer
      • Large-ish game icon
    • Payment details: No idea
    • Pros:
      • Gamers do not need to download a client
      • Indie friendly
      • Developers DO control the price
    • Cons:
      • Not much info available without contacting them
      • No WIP games accepted.

Gametap

    • Daily site visits: No information.
    • Number of games available: 1,173
    • Revenue split: No idea.
    • Approval method: Email their licensing VP – details at the bottom of this site.
    • Monetisation: outright sale, “Unlimited play” which involves gamers subscribing to the site.
    • Game requirements: No idea
    • Marketing requirements:
      • Box shot
      • Screenshots
      • Banner
      • Large-ish game icon
    • Payment details: No idea
    • Pros:
      • Gamers do not need to download a client
      • Quality control
    • Cons:
      • There don’t seem to be many games from lesser known indies
      • No WIP games accepted.
    • Other notes: Gamers can download and install the games as many times as they like (they do need to activate each one via Gametap)

GameStreamer

    • Daily site visits: No information
    • Number of games available: Over 2,700
    • Revenue split: 25/75 as of 2009 (source)
    • Approval method: Fill in their online form.
    • Monetisation: outright sale, DLC
    • Game requirements: No idea
    • Marketing requirements:
      • Box shot
      • Screenshots
      • Small rectangular image for store front
    • Payment details: No idea
    • Pros:
      • Indie friendly
      • Active forums
    • Cons:
      • Gamers must use their client in order to download games
      • No WIP games accepted (I think)
      • Not much quality control

Gameolith

  • Daily site visits: No info available.
  • Number of games available: 42
  • Revenue split: 70/30 for games over $5 in price, 80/20 for games under $5 in price.
  • Approval method: Join their site (which takes about 2 seconds if you have a Google account) and add you game using their web form.
  • Monetisation: outright sale, pay what you want, subscription, free to play and donationware.
  • Game requirements: 
    • exe or MSI installer for Windows OR
    • a disc image in ISO or IMG formats OR
    • zip, tar (and by association, tar files compressed with gzip, bzip2 and lzma) and 7z containing the Game Files in either source code or as compiled executable files.
    • NO games for Windows Live
  • Marketing requirements
    • Two (2) “title images” – containing artwork used to market the Game, or the game’s logo. They must be in high-quality JPEG or PNG format. One title image should be scalable to a width of 535 pixels and a height of 272 pixels. The second title image should be scalable to a width of 856 pixels and a height of 337 pixels.
    • One (1) piece of case art – A high-resolution (scalable down to 180×279) copy of the case art for this game. It should only depict the front cover of the case, if possible. A mockup image is acceptable if the game is not being distributed physically.
    • One (1) icon – One icon, at a minimum size of 128×128 pixels (scalable to a size of 12×12 pixels). It must be in either SVG or PNG format. The icon will be used as the Game icon in Gameolith Packages.
  • Payment details: Any of the following – min payment of $200 US unless otherwise requested.
    • Posted cheque (Pounds Sterling only)
    • PayPal
    • Google Wallet (Pounds Sterling only)
    • Skrill
    • Wire transfer
    • Bank transfer (Pounds Sterling only)
    • UK Postal order (Pounds Sterling
  • Pros:
    • Indie friendly
    • Developers can set price
    • Accept WIP games
    • Doesn’t look like gamers need to download a client
    • Not many other games to compete against
  • Cons:
    • Smaller site – this is just guesswork, but I don’t think the site views would be amazing.
Posted in Bec's Blog, Blogs, Featured Blogs | 15 Comments

15 Comments

  1. Posted 14/11/2012 at 2:58 pm | Permalink

    Don’t forget BigFish!

     
    • Rebecca
      Posted 14/11/2012 at 8:39 pm | Permalink

      Hi Brock,
      I didn’t include BigFish because it fell so far out of our target demographic. It definitely seems to only sell casual games, and (since our game isn’t casual) we aren’t interested in selling via that platform.

       
  2. Posted 14/11/2012 at 7:32 pm | Permalink

    Hey, big thanks for mentioning! :D This extension helped me a lot! And your article is far more detailed than mine.

    But I found some details, that are not quite right:

    1. Desura pays out whenever you want. But you have to aks them, when you have less than $500. This info is not to be found on the website, they told me after I released the article on Gamasutra (you should, too!).

    2. GamersGate allows WIP games or alpha fund! This is an example of the indie game ENOLA: http://www.gamersgate.com/DD-ENOLA/enola-alpha I know the developer, that’s how I realized the alpha fund.

     
    • Rebecca
      Posted 14/11/2012 at 8:12 pm | Permalink

      Hi Jana,

      No worries about the mention – your article was super helpful!

      Oh, I didn’t know about that with Desura, we’d never thought to ask them! I think I’m going to make another post with additions and amendments. I guess I’ll revise my Pros and Cons for GamersGate too.

       
  3. Posted 14/11/2012 at 7:34 pm | Permalink

    Thanks so much for putting this together Bec! I run a little indie studio in Melbourne and really appreciate how generous and honest you are in sharing your research and experiences!

     
    • Rebecca
      Posted 14/11/2012 at 8:15 pm | Permalink

      Thanks Tim! Just so you know, I watched your Pozible video countless times while we were creating our Pozible campaign! I think you guys were the only other proper video games project on the site at the time.

       
  4. Posted 15/11/2012 at 6:28 pm | Permalink

    Hi Rebecca,
    Great post, I hope this helps any indie devs out there looking for info! Please do get in touch as I’d love to be able to update you on some of the GamersGate things – and make sure we provide all the relevant info clearly on our site!

     
  5. Posted 15/11/2012 at 8:21 pm | Permalink

    Great list, thanks so much for the effort you put into this.

     
  6. Posted 16/11/2012 at 1:46 am | Permalink

    This is such an epic list of useful information, Rebecca, thanks so much!

    I’ve shared your site on a few Linked In groups, crediting you, of course.

    You could easily charge for this information. At the least, you could ask for a like on FB!

     
  7. Posted 16/11/2012 at 3:51 am | Permalink

    Great article! Thanks.
    A few gems here I didn’t know about.

     
  8. googlemuch
    Posted 17/11/2012 at 8:04 pm | Permalink
     
  9. Lactose
    Posted 17/11/2012 at 11:45 pm | Permalink

    Your revenue split numbers seem to be formatted inconsistently — which part goes is yours, which part is the publisher’s?
    E.g. for IndieVania you’ve listed the revenue split as 100/0 — indicating the first number listed is your part. For other publishers, it looks like the first number is the publisher’s part.

    Additionally, GameStreamer’s revenue split is listed as 85/25. I believe you mean 75/25?

     
    • Rebecca
      Posted 18/11/2012 at 10:29 am | Permalink

      Hi Lactose,

      I just went through them all and they all seem to be in the right order (developer/distributor).
      Thanks for catching my maths fail, though – updated it to 75/25.

       
  10. Lactose
    Posted 18/11/2012 at 10:08 pm | Permalink

    Based on the linked source, it seems like GameStreamer’s share is 75% (of NET revenue — not gross revenue), which is what prompted my question. This might be an isolated case, as a lot of the commenters there seemed be surprised. Quote from source: “… they give 25% of net revenue.”

     
  11. Posted 21/11/2012 at 2:43 am | Permalink

    What about Indie Game Stand/?????

    http://www.indiegamestand.com

     
 

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