Are the bigger indie games making decent income? I didn't find any greenlight games on steamspy.
If they're still in the greenlight voting stage, then they're not actually being sold on steam yet.
One way to tell if they're making decent income is to look into the developers/studios of those games. Is this their first game? If so, who knows... If it's not their first game, then they must've made money on their earlier games or they'd have gone out of business :wink:
Again though, there's huge varience in sales. Some games are a hit and make back 10x their costs, other games don't break even.
I would even say that perhaps if your launching a game you need do dedicate time to the business side
Of course. Any company needs a decent director / executive / "business guy". Not just someone who calls themselves "CEO" for fun, but someone can actually make sure that you've got a solid business plan. Ideally a business shouldn't even start making a game before they know how they're going to sell it.
Most indie studios won't have a marketing expert on the team, which is where consulting firms like the ones that I linked can come into play.
You also need a good accountant so that if/when you do make money, you don't lose all of it to excessive taxes (or worse: get in legal trouble for running a business incorrectly) and you also need a lawyer.
It goes without saying that you also need to actually be a business, which may requiring filing paperwork with your country/state/city government.
In business in general, people talk about the Customer Acquisition Cost -- how much money you have to spend in order to get one customer to use your service / buy your product. In some industries where getting customers involves hiring a whole team of sales people, your CAC can be as high as thousands of dollars per customer -- meaning that even if you make a thousand dollars in profit from a customer, you've only just made enough to keep your sales staff paid...
In free-to-play mobile games, it generally costs a few dollars to acquire a customer, which means that your Average Revenue Per User also has to be a few dollars in order to pay for those advertising costs, let alone make any profits...
In PC gaming, AFAIK it costs more like $5 to $10 on average to acquire a customer via traditional advertising...
So for example, if a mid sized game spends $10M on development and $10M on marketing, they can expect to get $10M / $10CAC = 1M customers. If the digital price of their game is $60 and Steam takes 30%, they get ~$40 revenue per customer, bringing in $40M. Subtracting costs, that means they've spent $20M, gotten $40M in revenue, making $20M in profits, assuming everything went to plan...
That's the best case scenario -- making a 100%+ return on their investment.
They could also spend $20M on dev/marketing and only gotten $1M in revenue -- making a $19M loss for their business... It's likely that a company will see both situations -- one game might put several million dollars into their bank, and another game might simply drain their bank account...
Also note that I called this a mid-sized game :lol:
"Indie" these days covers games with budgets ranging from $0 up to several million dollars. Honestly, a $1M budget for any game is very low - and these ones often go into the same greenlight pile as the $0 hobbyist games.