Looking at 6 months of early access sales on itch.io for Nowhere Prophet
For most people Early Access is synonymous with Steam. But with me being a solo-developer and Steam being such a big and important marketplace, I did not want to start with my game there. So instead, I launched Nowhere Prophet on itch.io.
Now, 6 months later I can say it was the right decision. So far I’ve made more than $10,000 in gross revenue on and a noticeable amount of that is from voluntary tips and the kickstarter-like rewards I offer, things that would not have been possible on Steam.
However Steam still plays a role, even when you’re selling elsewhere. Nowhere Prophet has been on Steam ever since the death of greenlight and a visible chunk of traffic and purchases comes from Steam, but more importantly: The sales spikes on itch.io correlate with increased wishlist additions, a key factor for launch success on Steam.
So, read on to find out what I did and how it all shakes out. Including all the interesting numbers for Nowhere Prophet. And as a little bonus: I’ve got some sales data from other itch.io titles for comparison, so you can look forward to even more graphs!