You would hopefully have seen my previous articles talking to multiple developers about their Linux sales, so to begin a new year we are talking to a few more about their sales.



You can see part 1, part 2, and part 3 at those links, so if you haven’t read them or didn’t know about them take a look at them first.



We’ve had many different responses and feelings over the last year from developers, so we decided to take another look and see what developers can currently expect to achieve with Linux.





Maia

Simon Roth, Maia Currently Linux is just under 2% of our sales data in the last 3-4 months. With Mac at 4%. (Although we have been releasing special Mac builds to fix Yosemite and Mavericks so the game has had more sales-generating coverage in that area).



Linux sales are coming from all over the world. With the US at 2% Linux, and most of Europe sitting at 0.5-4%.



I asked Simon how he felt about the sales, and how he felt about supporting Linux now, and with future games:

Simon Roth, Maia Linux support is pretty great. We have the flexibility to get things fixed when it doesn't work for users. Which is something we just don't have with Mac. Linux users, on the whole, are far better at seeking help and more useful when there are issues. The community have been quick to report system specific issues, which has allowed us to fix things promptly and reduced our testing workload.



The driver situation could certainly be better, but the game runs well on our test machines. Often 5-10% better than Mac and Windows due to lower CPU and GPU overheads.



Linux Mint has been going from strength to strength. It's been a solid development platform for me. I would like to see some more active development on Codeblocks, as it's starting to fall behind other IDE's feature-wise.



We'd certainly release on Linux in future. Even at our current 2% of sales, it would make solid financial sense and reach lots of players.



I've spoken to Simon a few times, and he's always great to speak to. Maia has come a long way in a short time, and it's only getting better with each release. It's a game I'm personally excited to see finished.





Rust





Rust has come a long way, and even in my smaller amounts of testing it seems to run pretty well, and that’s without getting into how beautiful it looks. It’s not my type of game, but I’ve heard a fair few people tell me how they’ve lost many hours to it.

It’s still sad to see such low numbers over an entire year for it. I thought we would be much closer to the Mac sales than we are for it.



For reference, the last time we spoke to the Rust developers in part 3, they had nearly 8K sales units from Linux, and in part 2 they had over 5K. We don’t know how long their reporting periods are though, so we don’t know if the most recent image they shared is over a shorter time (which would explain why it’s much lower, when it was previously growing).



When asking the Rust developers how they felt about supporting Linux, they simply said this:

@gamingonlinux Makes no money, but costs no money either. — Rust (@playrust) March 5, 2015



This is of course thanks to Unity!





Soul Axiom

1% Linux

8% Mac

91% Windows

Ben Tester, Wales Interactive One thing we found with supporting Linux is that the Linux gamers tend to be more supportive towards the development of the game, especially when getting involved with games on Early Access. Soul Axiom is our first game on Early Access and the support we’ve had from the Linux community has been pretty good. Technically speaking, developing for Linux is getting easier over time and if it continues on that path then I would think more devs would support it.



Our Samsai actually did a GOL Cast on Soul Axiom, so take a look to see what he thought.





Crea

Windows: 5797 (88.3%)

OS X: 575 (8.76%)

Linux: 191 (2.91%)

Total: 6563



The developer Jasson had this to share:

Quote Supporting Linux is both rewarding and demanding. It truly makes me happy to know that more people can enjoy Crea and many of Crea's most supportive fans are linux users which is fantastic. The one major downside to supporting multiple platforms during Early Access is that it slows down the process of iterating on the game which is what should be the focus while in Early Access. Sometimes instead of working on a new feature or adding more content I must fix platform specific bugs. Moving forward, I'll absolutely support Linux with my future games but likely hold off until official release.



I actually have access to Crea, and plan to take a proper look at it sometime, keep an eye out!





NEO Scavenger

Since NEO Scavenger's early access began (December 6, 2013), total revenue contributions are:

Linux 1.6%

Mac 7.6%



Since launch (December 15, 2014):

Linux 1.7%

Mac 8.5%



I asked Daniel how he felt about Linux, and he had these words to share:

Quote I think my feelings about Linux support are similar to last time: if it isn't too much of a headache to support, I will gladly support it.



NEO Scavenger's platform of choice (Flash) made Linux harder to support than I hoped, due to Adobe dropping Linux support years ago. However, I was able to maintain parity by freezing all platforms at the last-supported Linux distro (Flash 11.2). This cost me some modern performance and feature support, but has soured me on Adobe more than Linux.



Moving forward, I intend to make games using Haxe, with OpenFL and HaxeFlixel libraries. Since OpenFL is based on Flash, and HaxeFlixel on Flixel, the code should be relatively easy to port. And Haxe is built to support all platform targets as seamlessly as possible, including Linux.



As such, my hope is that I can support all platforms equally and without any extra work. Like I've said in the past, I prefer to spend my time writing game code, not platform code. As long as I can focus on the former, I'm happy to support users of any platform I can!



Note: Adobe dropping support of Air on Linux happened back in 2012, and it has been an issue for multiple games. It’s another reason to not use something so closed up.





Minecraft

The developers of Minecraft also shared this chart with us, this isn't a sales chart, but the percentage of people per platform that login and play since the start of the year:





With how popular Minecraft is, I actually expected us to remain very low on their login charts. It's probably more popular than a lot of AAA games on PC for Windows gamers.





LISA

Windows: 91.52%

OSX: 7.05%

Linux: 1.43%



The developer had these encouraging words to say about it:

Quote So altogether OSX and Linux have been treating us rather well, amounting to 1/12 of the total sales when combined. Considering official OSX and Linux support didn't start until three weeks after the game's initial release that's a very encouraging result.





4089

It’s worth noting that the 4089 developer actually uses Linux for development, so that’s pretty awesome.

@gamingonlinux linux accounted for 3.5% of sales, Mac 5.8%, the rest is Windows! — Real Phr00t (@phr00t_) March 9, 2015





Goscurry

Windows: 85%

Mac: 12%

Linux: 3%

Daniele Giardini I have to admit that I hoped Linux would go better, also considering that Goscurry runs well even on pretty old machines :P



Looks like they could use some love!



Also an honourable mention to Aspyr Media, who responded to my requests for comments. I spoke to Michael Blair from Aspyr about how they feel right now:

Michael Blair Thanks to the tremendous support of the amazing Linux community, our Linux sales have been tracking around 15% of Mac for The Pre-Sequel. This is actually quite good!



In short, our outlook on the future of Linux gaming is very optimistic (especially with Valve’s support on SteamOS and Steam Machines) and we are continuing to pitch Linux versions of every game we are to potentially publish.



Wrapping this up

So, it looks like for most developers they can realistically expect between 1-3% of their sales to come from Linux. Considering the Steam Hardware Survey puts Linux at around 1-2% of Steam’s user base, that sounds about right. Anything above 1% should be considered a win, since that’s above the general percentage of the user base.



I would like to thank everyone who replied, and hope Linux manages to grow significantly with Steam Machines, as let’s be honest, developers aren't going to make a living with Linux right now. I don’t mean to put a downer on it, but I’m being a realist here, we need to grow, and we need to keep buying those games. However, 3% extra actually shown as Linux sales are better than zero right? Especially as more recent engines like Unity and Unreal Engine 4 have made Linux support vastly easier. Not only that, but multiple developers have stated while sales have been low on Linux, the sales have exceeded what it costs to support us.



I am hopeful for the future of Linux gaming, more so than I ever have been before thanks to the great indie games we have, and porting houses like Aspyr Media and Feral Interactive bringing us some higher profile releases too. A deserved shout out to porters as well like Ethan Lee and Ryan Gordon.



I am still missing my favourite genre with games like Battlefield and Call of Duty, as their online modes are an absolute blast to play, but I hope we will get something closer to them in future. I mean, we are getting titles I never thought we would like Borderlands 2 and XCOM, so nothing is impossible.



I am sure I will have plenty more to be happy about when Feral Interactive unleash the collection of AAA games they've announced. I'm sure a lot of GOL readers are as excited as I am about our future.



Keep gaming on Linux (see what I did there?), and keep buying Linux games.