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Benefits of supporting Linux if you are a small Indie Developer

Hi Giants!

Space Mercs launch week has come and gone and, for me, it was an outstanding success both financially (more on that later) and on a personal level. I want to take the opportunity and visibility I have right now to give back to the Linux community and to help other small independent developers.

Before we move on to the article, let’s get some our facts straight and go over the subjects I’ll be touching upon. First off, in order to understand why Space Mercs is deemed successful in my book is to look at the costs of development:

  • It has been in development for three months before release
  • My budget for this game was less than 3000$
    • rent / month * 3 months of development = ~2100$
    • steam submission price = 100$
    • art, sound and other assets that I needed = ~780$
  • Development only by me with no other person contracted or hired

In order for the game to be successful financially for me it needed to make back it’s development cost + one month of rent + 1$. One extra month of rent to cover up for the time it takes for Steam to transfer the earnings (earnings in the month of August are paid out at the end of September) leading up to a total of: 3000$ + 700$ + 1$ = 3701$.

As such I was aiming for the game to sell roughly 630 copies in the first month in order to make it’s money back. 630 copies * 9.99 = 6193.8$ in gross revenue. After steam cut and taxes, 60% of the money end up in my bank account which equals roughly 3716.28$.

How did the game fair so far? In it’s first week of release on Steam the game sold ~648 copies (at time of posting) with a total gross revenue of 5889$ resulting in 3533$ ending up in my bank account – just shy of my 3701$ goal. However this Friday I also made the game available on which netted me (at current time of posting) 142.87$ leading to a total of 3675$ putting me just 26$ of my goal. Not bad for the first week.

Linux and it’s performance

Let’s get back to the topic at hand – Linux and how exactly it performed for me! Well, out of 648 copies sold, 266 of them were Linux purchases according to Steam meaning that Linux is responsible for 40% of my sales. So much for Linux only makes “3% of the sales” myth that everyone throws around (I’ll go into more details bellow).

Now, 266 sales is a drop in the ocean for big companies or bigger indies however – in my circumstance it really makes the difference between being able to make another game or having to get a job or chase clients. And I’m not the only person in this situation. Did you know that most “good games” make around $10,000 on their first month on Steam? There’s a talk from Mike Rose about it and this one is from 2018, in 2019 the reality should be a bit more harsh. So for the average indie 266 more sales actually matter and make a difference.

When I was talking with Liam from GamingOnLinux during the game’s release day I heard a quote that made me shiver a bit. Lots of developers don’t even see 30 sales on Linux in their first month and I ask myself why. There are plenty of games with more polish, work, production value and love in them that release than SM is. Don’t get me wrong, Space Mercs is one of the best games I developed as an indie to date but it only had 3 months of development time put into it. Other games with more budget and more production value should blow it out of the water in terms of Linux sales so what’s up?

It all comes down to how Linux is perceived in the development community. If we keep throwing around the 1-5% of sales statistic regardless of the scope or what the actual number of sales is we’re not going to bring any new game developers to Linux. Put it at face value, 5% of sales on Linux sounds bad. But when the sales number is around 50,000 copies, 5% is 2500 copies. For a 10$ that’s 25,000$ in gross revenue for the developer. Why don’t we lead with that?

The three myths that maintain the status quo

Indies of my scale ignore Linux because “it’s hard to develop for it, costs a lot of money to do the port, you get a ton of crashes and in the end you make 3% extra sales” and the reality just isn’t that. And note: I’m talking about developers of my scale – to whom a game that sells 1000 copies is a success and trust me on this one: selling 1000 copies of a game on steam is no easy business in today’s market. Most daily releases on steam don’t see 1000 copies sold in their life time. So by continuing to do this – we maintain the status quo.

Okay, so let’s take the percentage of sales out of the equation and let’s say: “Hey indies, you can sell about 200-500 copies on Linux”. How does that sound? Suddenly it’s more attractive to a few developers. But we still have to tackle the “costs a lot of money to do the port and customer support and you get a lot of crashes”. That quote is not pulled out of my proverbial arse, it’s an actual quote from a well known developer – check it out here.

I’m not saying that statistic is a lie and it’s true for them. But look at it from this perspective:

  • You develop the game on windows and work on it on windows for 90% of it’s development.
    • you may or may not use DirectX and no abstraction layer for the rendering/input code
  • As release draws closer you start handling the port to other platforms and Linux is one of them
    • this implies changing the code, adding support for other rendering API’s, Input, etc
  • You get the game running on Linux and tested on your development machine and maybe one two extra pc’s before release.
  • You put the game up on steam or other storefront that supports linux
  • release day comes and you see that linux makes 1% of the sales and you get ton of crash reports
  • shocked_pickachu.jpeg

Why would you support linux in this case, right?

  • You spent a ton of money and time re-writing the rendering api and the input handling routine. You gotta make that money spent back from sales so your sales target increases.
  • You spent the last few months of the development cycle doing the port and you weren’t sure you’re going to be able to launch properly on Linux so you don’t market it too much. Less awareness about the Linux release. Heck your twitter PR thingies are pretty vague about linux.
  • And since Linux is an after thought so is your QA process and your community involvement (aka linux testers for your beta builds) so you don’t catch the many issues that can crop up when you adapt your code to work on another platform.

See where I’m going with this? From the get go a ton of developers consider linux as an afterthought and reap the benefits of having it as an afterthought – you reap what you sow. If from the get-go your rendering engine used OpenGL or Vulkan time spent doing the port would be much lower and with less hurdles. There’s literary no reason why you shouldn’t use SDL in your custom engine from the beginning for handling input or window creation. Heck, for a 2D game SDL is literary all you need and the game will compile for anything from tablets to the PS4 with minimum changes. But hold on, the case I presented above concerns developers with a custom engine. What about developers that use Unity – that engine is cross platform and exports to Linux so they shouldn’t be facing any problems right? Egh… check out the screenshot bellow:

This is a mistake I see other devs routinely make. They fall into a false sense of security given from the fact that Unity can export a Linux build via 1 click in the editor. And it’s true – if you were to make a game in unity with no extra middle-ware solutions and 3rd party plugins the game should run on Linux with no problems. But once you start adding it more stuff that haven’t been developed with cross platform portability in mind things go off the rail. Let me put it easier for you:

You’ll never expect a text-to-speech middleware library from the asset store designed to use the iOS API to compile and work on Windows right? So why do you expect any 3rd party stuff that you didn’t make to run on another platform it’s not advertised for?

I have a simple rule I follow for my games – before I purchase any middleware (and Space Mercs uses a few – like ReWired for Input handling) I make sure that Linux is marked as a supported platform. And after I purchase it I do a build and check it on all my targeted platforms. That means I also check it on Windows. I check the things that I buy before I use them to make sure I’m not shooting myself in the foot in the long run.

This is why QA is needed when you are targeting Linux. No I don’t mean hiring a specific QA team, I mean doing regular builds when you add new stuff. Setup a build server, spit out a Linux build and run it. Or do it from your machine. Do a Linux build, fire it up every once in a while and you’ll know how things are going on. But most developers just get their stuff, code their game, test it on windows and bam! Come release month they do the Linux build for the first time since last Christmas and they have to post announcements like this or this.

For Space Mercs – I developed it exclusively on Linux. There are many reasons why I handled it this way – from Linux being my favorite operating system for a while now to it makes business sense. It makes business sense – from no operating system costs, to great uptime to a ton of stuff but especially from a middleware and engine perspective:

If it works on Linux – 99% of the cases in works on Windows vs the cases above. Middleware and assets on the unity store that work on Linux are 99% guaranteed to work on Windows. Through out SM’s development I only had a single, Windows specific issue – and that was a crash with a particle effect which was caught as soon as I made the windows version. It took me 20 minutes to get the source on my Windows PC, do the build and test it out.

So let’s take the development woes away. So far we got rid of the percentage issues and cross platform support. Why does a game still sell so little on Linux? Well most game devs do no marketing on Linux. Like – at all. At best they fire an e-mail to GamingOnLinux and that’s it. While the Windows version get’s press releases, builds sent out to testers, to press websites. Windows players get engaged on reddit and twitter and facebook. Everyone that’s on Windows knows the game is out while Linux users get a single article mentioning the build might come. Heck, usually Linux is used as a marketing tool when it comes down to needing kickstarter pledges but once the goal is funded it’s up to Linux writers and editors to keep a track of the release and mention it.

Would your windows version sell just as well if no one knew it was coming out? Do you do a one-off shot to the press about your game and forget about it until release? The most common questions posted on r/gamedev when a dev post that his game got no sales is “Did you do any marketing?”. Same thing here – did you do any marketing for Linux for your game?

For Space Mercs I exclusively marketed it on Linux! I was lucky to have GamingOnLinux believe in me and my Linux 1st Initiative to cover the game so extensively. Because of GoL’s article I meet Jason who interviewed me on the Linux4Everyone podcast that eventually became a Forbes Article. All my windows marketing was basically nil, safe for SpaceGameJunkie reaching out to me on twitter and doing a video about the game. And Joshua Pantalleresco giving me the time of day on his podcast which isn’t about computers or gaming (thanks to IndieImprimt for helping me out there with this one). But I didn’t market the game too much outside of linux and the efforts can be seen. 40% of the sales at this point – are from Linux.

How Linux improves overall sales on Steam

And if you think that’s something impressive let me tell you the kicker! Remember that I launched on Steam right? Well, stream cares about how many sales you make and how well you convert. They are like an ad agency. The ad that sells the most products get more traffic. Wanna know how Linux is worth it? You’d be expect that by having 90% of the marketing done on Linux would lead up to 90% of the sales being on Linux right? No, Linux’s % of the market on steam is tiny – yet a Linux sale has the same weight as a Windows sale. The more sales I made on Linux the more visibility STEAM gave my game. This is why after the Forbes article the total percentage of my linux sales didn’t drastically increase from 36% to 90%. Let me put it this way: For EVERY sale I got on Linux steam deemed me worthy and sent more traffic my way. For every Linux sale I got two more sales on Windows. Why? Because 95% of the traffic Steam can give you is Windows traffic.

So doing a good job supporting linux and engaging with Linux users actually BOOSTS YOUR SALES NOT JUST ON LINUX. Supporting Linux increases your overall support for your primary target platform. I’m not sure how I can explain it better than this.

So when people complain and say that Linux is not worth supporting, when they tell you “just advertise that it works with Proton” or when they complain that they are wasting money on a dead platform just point them here. Because they are shooting themselves in the foot.

I love Linux and I really wish a day will come when I can just develop games for Linux exclusively and get someone else to do the Windows port. That’s the day when I’ll be a really happy developer.

But yeah, it’s not worth it to support Linux.

P.s. If you like this article and want to support my development on Linux you can do so in a bunch of different ways. One of them is by becoming a patron. This gives you access to all my Linux games from the BGG store. You can also purchase Space Mercs – the game about whose development I talked about in this article – from Steam or Itch.

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[Game Launch]: Space Mercs – launches on Steam August 2nd

Hello space mercenary Giants!

Valve has approved our launch build and it brings me great pleasure to announce that Space Mercs will be available for purchase on Steam starting with August 2nd 2019 (today)! I’m pressing the big launch button around the hours

  • 10:00 AM PDT
  • 13:00 PM EST/EDT
  • 20:00 PM GMT + 2.

The game will be available on Steam for Linux and Windows for the price of $9.99 USD or the regional equivalent!

Game Description:

Join the mercenary group known as the Blue Ravens, start completing missions, hunting down ships and climbing your way up the galactic war ladder facing off against hundreds of enemy combatants all out to get you. Dodge, roll and blast away at your enemies, completing objectives and making a name for yourself as the most badass space pilot the galaxy ever saw.

The game features epic scale battles with more projectiles than stars in the background and rightfully earns the name of “Extreme Arcade Space Combat“. Heck, we might as well put the tag “Bullet Hell” in there somewhere because that’s how it feels when you’re right in the middle of it!

Earn credits, grind missions, upgrade your ship’s internals or weapon systems and take down that battle cruiser before it has a chance to target you!


Thank you for following the development of the game so far! Remember, this is just the beginning – all Bearded Giant Games receive updates (content & bug fixes) for at least a year after release! So hop onto the steam forums or on our discord server and let us know what you think!

Extremely humbled by your devotion and interest,

The Bearded Giant!




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Marketing efforts and KPI’s – Week 2

Hello three-parts luck Giants!

Our second week of focusing our marketing efforts to get any kind of sales during launch has come and gone! We’re going to review the current state of things, check for some improvements and then look at what we’re going to do next.

Let’s make one thing clear: For the most part, this week I focused on improving and updating the game. Beta 6 still hasn’t released yet because I overhauled and re-written most of the game systems. So the results reflect that. Our current data puts us just bellow 600 wishlists for the end of the week. Here’s the data:

  • Current wishlists: 588
  • Estimated week 1 net revenue: 1764$
  • Estimated copies to be sold: 294
  • Estimated year 1 net revenue: 8820$

Since last week our wishlists went up by about 100, at an average of 14 wishlists / day. That right on track with our needed wishlists ratio / day in order to reach the target wishlists of at least 1000 during launch.

It’s good to be on track, let me say that! At a 10 wishlist / day rate (our current worst case scenario), we’re looking at about 900 wishlists with one month and one week to go before I hit the publish button.

Wishlist conversion rate

Before we go further, let’s talk about the 0.5 average multiplier (or conversion rate) between wishlist and purchases. As I mentioned in the previous posts, this is what it is. Just an average that Jake estimated based on his research. You can read more about it here.

However, just because it’s an average that doesn’t mean that’s what it will be. For us it can be anywhere between 0.1, the more realistical 0.25 or a huge boon of 0.7+. Let me put it this way, with 1000 wishlists and a 0.5 conversion rate we’re fine! It’s going to allow me to work on another game this year in a similar 2-4 months time frame. It’s good, it means we keep on going. However, if our actual conversion rate will be closer to 0.25 things won’t look so good. In short, it’s barely going to be enough to cover rent for the time spent doing development and would bring us close to almost breaking even, but not really. This would mean that I have to go get a job asap, so a bit of a more cloudy situation in terms of future Bearded Giant Games this year.

An 0.7 conversion rate would pretty much mean that I can take almost up to a year to make and release another game, giving me the option to fail at least once. It would be the best case scenario but it doesn’t seem likely to me at this point.

I’m pretty sure I’m not lucky enough to achieve the 0.7 conversion rate however there is one thing that I can do, and that is, to do what I can do best: Polish the game even more and try to garner more and more wishlists before launch. A 0.25 conversion rate would be the same as a 0.5 at 1000 wishlists if I can reach 2000. So I’ll do my best to push for as many as possible in order to assure I don’t go back to designing free2play games.

Ogh, was I too gloomy? Sorry, here’s another gif from the latest build to make up for it.

As for how development on the game is going, well, I tried my hand at a quick devlog where I talk about the changes the game received since the public demo up to the current (unreleased) beta! You can check it out bellow:

If you like the game and want to help us out, you can do so in a couple of ways:

  • The easiest way is to go to our store page and wishlist the game, so you’ll be notified when it comes out.
  • Another way is to spread awareness of our marketing efforts, for two reasons:
    • First one is that it’s going to help other developers estimate their launch performances
      • Improve their marketing efforts
      • Adjust their expectations
    • Second one is that it’s also going to help boost the awareness of the game to people inside the industry. This doesn’t mean just game developers, but also editors and writers. They might not want to write about the game by itself but they might find an angle about Steam’s state and the game could get some more awareness because of that!
  • In order to help spread awareness about this you can link people to this blog post, the original one or the live data tracking document itself.
  • Third options to become our patrons. For as little as 1$ a month you can help us reach a steady revenue stream. We’re up to 50$ a month right now and, long term, it helps a ton.
  • Forth option is to follow me on twitter and re-tweet my stuff! It’s going to increase my reach and hopefully help get some more people to notice the game!

That’s it for the this week!

Thank you, Giants!



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Marketing efforts and KPI’s – Week 1

Hello dream-fulfilling Giants!

It’s been almost a week since the previous post were we setup our targets for the Space Mercs steam launch on July 31st! If you haven’t read it, I recommend giving it a quick scan so you’ll know what I’m talking about here. We’re going to look at our KPI’s (Wishlists, traffic, impressions and store visits), see how we generated them (articles, interviews, tweets) and setup a plan for next week!

Let me start this post by saying THANK YOU! In a single week we almost managed to get 50% of the way towards our launch targets! And with about a month and a half to go things are looking really nice. So take a moment to give yourself a pat on the back because it’s you guys who made it possible. Here’s a wip gif from the Campaign and Loadout screen that I’ve been working on (6 mb, might take a few seconds to load). You deserve it.

Now, let’s look at our KPI’s.

Week in review: Results

Last week we were sitting at 189 wishlists. Using the formulas discussed, at that point in time, we were looking at 567$ in revenue on launch with about 100 copies sold. We went further and estimated that we would be increasing at wishlist count by 4 wishlists / day leading to a total of 446 wishlists and assumed we will bank about 1338$ on release while selling 223 units.

So what’s body count at now? Well:

  • Wishlists: 489
  • Estimated week 1 net revenue: 1467$
  • Estimated copies to be sold: 244
  • Estimated year 1 net revenue: 7335$

Safe to say we’ve blown pass our estimated target for launch in the worst case scenario! This past week in review looks like this:

On average, we increased our daily wishlist count by 50 wishlists leading to a total 300 wishlists in 6 days or, better said, a 158% increase in just 6 days. Can I cry now, because I feel like crying.

Let’s look over the data we have from Steam. We’re going to go into a bit more details like: Steam traffic, impressions, visits, CTR and conversion rates – with all the data being supplied by the Steam Dashboard Itself.

First off, this is how Steam itself helped us this week. The following screenshot is from the dashboard and shows the amount of Impressions and Visits our steam store page got from Steam. CTR is the conversion rate between how many times our game capsule (little image with the game’s name) was displayed on the store and how many people clicked it to get to the game’s page (where they can wishlist it):

Our game capsule was displayed 15,386 times on the store page (note that this doesn’t mean that people actually saw it. It counts the number of times it was loaded). People clicked it about 1,188 times to access the Space Mercs store page. That’s a 7.72% conversion rate.

Now, let’s look at the total amount of traffic we had in this period:

Woah! External traffic (brought in by our marketing efforts) accounts for almost twice as many visits to the game’s page. Our marketing efforts to steam’s promotion efforts is literary 1.8:1, aka almost double. So much for just release on steam and the store is going to promote you. Impressions in this case accounts for how many times the steam widget was displayed on an external website, while visits is how many people reached the game’s page in total. Our CTR is above the roof but mostly because we’ve directly linked people to the page.

So what can we learn from this? Well, steam has a lot more reach and visibility than anything I’ve done before but targeted traffic trumps it. With a only 7% conversion rate from the impressions steam gave the game I can only take a single conclusion: My capsule (image for the game) sucks really, really hard! I need to step up my steam capsule game a ton.

On the bright side, our marketing push for this week blew us past our worst case expectations and moved us into the “we might make it” territory. But this doesn’t mean we have to stop here. Let’s go into even more detail by looking at all the traffic combined and spit our our visits to wishlist conversion rate:

In total we received about 3,454 visits to the game’s page this week with 300 people adding the game to their wishlist. This gives us a 3,435/300 aka 11.5 visit to wishlist conversion rate. Out of 10 people visiting the game’s store page, 1 will wishlist it. How many wishlists we got from steam vs from direct traffic we will never know, but it’s safe to say that we’re performing better than I initially expected! Now let’s look at who the people who wishlisted our game are or, at the very least, what operating system they are using.

Ogh this is a sight to see for me! Linux is leading the known platform-specific wishlist race with 147 additions. Aka a 1.6:1 ratio Linux-to-Windows. The nerd inside of me is extremely happy because, even if the data will change as we near release, it shows that there’s a market out there. For small indies, like me, looking for low-volume sales Linux is a boon that they should not overlook.

If you’re an indie dev looking at this and thinking “agh cool, yeah I’ll target Linux” listen closely to the following: Test your Linux build, at the very least every week. Test the linux build after every middleware your integrate. Make sure it runs well on Linux and do not skip your QA process. If you’re using Unity, Linux is a one-click export but that’s only if you’re just using Unity and nothing else. A ton of developers wait till the very last moment to do a linux build and discover too late that they can’t do it, or it doesn’t work. I’ll go into more details about this process in the future.

Results Recap – and how we managed to achieve them

In the period between June 10th and June 16th we:

  • Increased our wishlist count by 158%
    • 300 new wishlists
  • Manage to direct 3434 people to our store page
    • 1188 visits being from steam
    • 2246 from our direct marketing efforts
  • Achieved a wishlist to visit conversion rate of 11.5%

It’s been an amazing week for us and it went better than expected! We achieved the results above from (but not limited to) the following sources:

  • An amazing article from the beloved Gaming on Linux website! They covered our new trailer, screenshots and improvements from the public demo – viewed more than 7000 times. As always, lots of love towards Liam and the Gaming on Linux staff – they do amazing work promoting Linux games! You can read the article here.
  • An article from Hardcore Gamer, by James Cunningham, that covers the same topic as GoL! No views data available but it certainly had an impact! Thank you James, I mean it. Article here.
  • Linux Game Consortium who covered the launch date, trailer on both LGC and Linux Game News! Thanks a ton – you have been added to my press list!
  • A /r/linux_gaming post that leads to the GoL article which got more than 160 upvotes!
  • Our new youtube trailer which is sitting at about 859 views! View it here.
  • A viral imgur post we made on monday that brought in about 85 wishlists.
  • Some of my twitter tweets linking to the store page that got a couple thousand impressions and a few tens of link clicks. Not much but they count! Example 1, example 2, example 3.

Going forward – goals, marketing efforts, Beta 6

This week has come and gone very fast. I haven’t managed to get Beta 6 out to my discord community yet! I’ve finished integrating the new cockpit into the game and empowered it with a ton of features – from bullet tracking, to a targeting system and more. We’re also overhauling the game’s UI from a screen overlay to being built into the actual space ship! Right now I’m trying to finish the Loadout screen so I can call the game campaign feature complete before I move onto finishing the content (missions, weapons, ship upgrades).

In terms of wishlist expectations we’re still targeting at least 1000 wishlists before launch. We’re 48.9% of the way there but that’s the minimum amount required for the game’s launch to have any chance of allowing me to make another game this year. It’s either that or I have to get another job doing Free2Play stuff while using evil, anti consumer, tactics!

We’re going to stick to our worst case scenario expectations of about 4 wishlists per day and hope we will never drop that low. At the current rate we are going at we need about 13 wishlists / day leading up to the launch on July 31st in order to achieve our target. Going by our worst case expectations of 4 wishlists / day, we’re looking at 641 wishlists on launch.

You can help us out in quite a few ways:

  • The easiest way is to go to our store page and wishlist the game, so you’ll be notified when it comes out.
  • Another way is to spread awareness of our marketing efforts, for two reasons:
    • First one is that it’s going to help other developers estimate their launch performances
      • Improve their marketing efforts
      • Adjust their expectations
    • Second one is that it’s also going to help boost the awareness of the game to people inside the industry. This doesn’t mean just game developers, but also editors and writers. They might not want to write about the game by itself but they might find an angle about Steam’s state and the game could get some more awareness because of that!
  • In order to help spread awareness about this you can link people to this blog post, the original one or the live data tracking document itself.
  • Third options to become our patrons. For as little as 1$ a month you can help us reach a steady revenue stream. We’re up to 50$ a month right now and, long term, it helps a ton.
  • Forth option is to follow me on twitter and re-tweet my stuff! It’s going to increase my reach and hopefully help get some more people to notice the game!

And with this we conclude this week’s marketing efforts and results! I really do hope next week’s post will be even bigger and more cheerful! I’m forever grateful to my lovely giants for helping me get here! I am extremely aware that, if it wasn’t for you guys, our worst case scenario would have become true!




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Wishlists, Revenue and Launch estimates for Space Mercs – live data

Hello Analytical Giants!

Yesterday one of our Imgur posts went viral! It reached around 95,000 views and 1130 upvotes and was featured on imgur’s front page! A lot of people seemed to like the game’s concept and look and that gave me a huge moral boost. The situation, at the time of posting, looks like this:

Not bad but what does that mean for the game? Well, Jake Birkett from Grey Alien Games, know for his steam economics posts and Shadow Hand, published a recent article that takes a look at the conversion rates between Steam Wishlists and Week 1 sales. You can read the full post on his patreon, but here are the highlights:

  • Week 1 sales = Wishlists number X 0.5
  • Year 1 sales = Week 1 sales X 5
  • Factoring in steam’s cut and taxes, your total revenue in the first year will be Year 1 Sales X 0.6.

The article goes really in depth and offers a ton of examples of how this applies to the reality of being a game dev on steam, covering a small game (in terms of development time and investment), a medium sized one and a full size production. I really recommend you reading it (and supporting him on patreon – a really worthy investment), but let’s return to our current situation with Space Mercs!

Before the imgur post went viral Space Mercs was sitting in on 189 wishlists after about a week of being present on Steam. To put it into perspective, Ebony Spire, at launch, had about 200 wishlists. So we were already around the same numbers with about a month and a bit more to go before launch. Now let’s apply Jake’s numbers to our current situation:

  • Pre Imgur wishlists – 189
  • Week 1 unit sales: 189 X 0.5 = ~94 copies
  • Week 1 revenue = 94 X $10 = $940
  • Adjusted for tax and steam cut: 940 X 0.6 = $564
  • So 1 year revenue from the game should be around 2820$

Not bad but certainly not the best outcome. Now let’s factor in yesterday’s imgur post and see how the math has changed. Out of 95,000 views and 1100 upvotes the game received 85 more wishlists. This put’s it at roughly 274 wishlists. Applying the previous calculations we have:

  • 274 wishlists X 0.5 conversion rate = 135 units estimated to be sold during week 1
  • 135 copies X $10 = $1350 gross revenue in week 1
  • After steam’s cut and taxes I will be left with $810
  • Year 1 revenue = $4050.

With yesterday’s post our launch estimates have increased by almost 40%. Not bad at all but this estimates are based on the assumption that NOTHING will change wishlist wise and things stay as they are. Let’s go even further down the rabbit whole and make some assumptions and guesses.

Our worst day in terms of additions on steam was June 3rd where we only 6 added it to their wishlist. Assuming we’re going to hit even more rough patches let’s place our estimates that, at the worst of time, in the days leading to launch, we’re only going to get 4 wishlists. With 43 days remaining till launch that means we can expect a worst case scenario of 172 more wishlists putting Space Mercs at 446 wishlists on launch day. Let’s do the previous calculations again and see what we’re going to face when the game launches:

  • 446 X 0.5 = 223 units to be sold
  • 223 X $10 = 2230 week 1 gross revenue
  • $2230 X 0.6 = $1338 week 1 net revenue
  • $1338 X 5 = $6690 revenue in the first year!

The game’s development is spread out over 3 months and we’re currently right in the middle of development – and we’re looking at no delays yet! This means that, based on the current estimates, I’ll make roughly 557$ / month in the game’s first year – literary the average salary in my country. But if we are to do the same calculations based on time spent developing the game we would be left with $6690 (our yearly revenue) / 3 (months of development) = $2230 per month of development!

So things aren’t so grim as I was expecting (assuming our worst case scenario doesn’t end being much much worse) however I’m sure I can do better than this. And I want to document this launch and progress towards it so hopefully it might end up helping more indie developers! Jake’s post is an amazing resources that makes a difference between me biting the dust financially, having to get a job, and surviving to make another game so I plan to add to it!

I’ve made a google docs spreadsheet which can be viewed by anyone, it’s public data! I will adjust it as time goes on, update it with the number of wishlists and estimations! By the time we launch we can draw a pretty picture on how accurate the data was so other developers can plan accordingly.

You can view the document here. The “Estimates and Wishfull Thinking” tab contains the current data, by days since this post has gone up. Rows marked with green and a date after them reflect the wishlist data on steam on those dates. Those without a green background are estimated wishlists on that day. At the bottom of the document there are a few fields that display the target wishlists the game need before launch, the current wishlists, the current estimates and the number of wishlists that are missing. It looks like this:

As it stands now the Space Mercs steam page looks like this:

Which reflects the state of the game during the public beta/demo release. Since then the game went through a ton of changes and the current steam page doesn’t reflect the game’s state! For one, this is how the game looks like at the current time and date:

Quite a few things changed since the public demo and the current beta (6)! For one, there’s a new cockpit view and a 3D radar! The main ship has changed, graphics have been tweaked and things are, on average looking way better. So a Steam Page overhaul is a must. The current demo up on steam will also be taken down because it does not reflect the current state of the game.

I’m also missing a trailer which I hope to have finished before launch happens. This should increase the amount of wishlists and sales tremendously, I hope!

For now this is the reality of what I’m facing. You can help make it a bit better in a few ways:

  • Add Space Mercs to your Steam Wishlists and buy it when it comes out.
    • Adding the game to your wishlists can also help us moving the data analysis forward
  • Share the document above with other devs of interested people. They can use it for their own estimates and survival.
  • Become a patron of bearded giant games and get access to the current beta.
  • Follow me on twitter and tell me that everything will be alright!
  • Buy one of my games on BGG!
    • I keep 98% of the revenue this way!

Thank you GIANTS!




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Let’s talk about publishing Space Mercs

Hello Giants!

I launched the Space Mercs Linux and Windows demo this weekend on and the Bearded Giant Store. It’s been an amazing weekend for me – the first time I release a game (or a demo) where 90% of the feedback was positive while the rest 10% just focused on improvements needed in the options menu.

People on the BGG discord, reddit and twitter have been very vocal about their opinions in a good way and that tells me something: That I’m on the right track with this game. However, there’s a grim side to it:

Did you spot it? On itch, after 48 hours, I only managed to get 158 downloads of the demo. Those of you who’ve been following me on twitter know that I need about 500 copies sold during launch month in order to be financially secure till the end of the year. At a sell price of $9.99 that’s around $5000. This would cover my rent and mortgage + cat food and the occasional beer with fellow devs in Bucharest.

Looking at how the demo fared in the first 48 hours it’s clear to me that, even with the improvements suggested by the community, on launch I will not be able to reach my target. If I can’t generate 500 downloads of a free demo, I can’t get 500 sales of a paid version. Simple as that.

screenshot - mission 3 - huge battle with lasers flying around. Space Station in the background

And while I’m still going forward with finishing and launching the game at the end of June, maybe with a small delay to accommodate some of the feedback raised during this weekend, something needs to be said: The chances of me being able to release/make another game this year after Space Mercs are going to be grim. The company is not going to close down but things will move a lot more slowly till next year, as I will have to get a job again.

This is why, after thinking about it for a while, I came to conclusion that I need a publisher for the game. There’s no way I can generate enough interest on my own to reach my target. As such I’m calling out to my followers and friends out there: Help me find a publisher for Space Mercs that can bring the amount of attention the game needs.

I’m an amazing developer and designer (references can be given upon request). Been in the industry as a professional for 9 years and worked for a handful of professional studios. However, as much as I try, I cannot handle the marketing and publishing side of the business – not yet at least. As such I require a publisher to handle that.

The game, on launch day at the end of the month, will feature:

  • A 30 mission campaign in which the player, upon each mission completion, upgrades his ship performance, weapon loadout and abilities
    • missions differ in:
      • scale of the battle (from 3-4 enemies up to hundreds of them)
      • objectives that need to be accomplished
        • from destroy X enemies to disable specific ship components on huge enemy ships or stations
      • settings, both Visual (how the universe look, the station types, asteroid field size, etc) and Gameplay (area of play, debris the player has to navigate between)
  • A quick battle mode that puts the player in a team death-match like environment against 50 – 100 enemies which random objectives thrown in based on the unlocked campaign objectives.
  • A survival mode where the player has to jump from Sector to Sector to acquire better weapons and abilities while being chased by a huge enemy ships that aims to destroy him (which ties into the campaign ending)

As for performance and spec, the game is designed to look good and run even on lowspec systems. In it’s current state the game runs amazingly well on Integrated GPU’s (like the Intel HD 4000) or low end dedicated cards (GT 730) even at 1080p resolution with all effects turned on.

With the help of a publisher I believe the game can offer quite a few more things to make the experience even better:

  • Cinematics for the missions at the beginning and end
  • Better audio support – from voice acting (radio chatter) that can offer the player better information regarding the objectives they need to accomplish to a better soundtrack and SFX
  • Localization
  • Proper QA done – not just me spending a couple of hours with the game each build

The game has been in development for barely a month and a half – and the demo is the result of that. I can work really fast and I am extremely efficient at delivering. I’m a game designer who had to learn to code back in 2006 when engines weren’t in my reach to their price of entry.

I need a publisher who can get the game the attention it needs, which I can’t. My only request is that the game needs to come out with Linux support – it’s something I won’t budge out on.

I’m writing this post because I need to focus on finishing the game before the end of June deadline and I cannot afford to chase down individual publishers. Giants, I need your help to get the word out to indie publishers about this post and game. Please tweet about it, share it on reddit and get a hold of your contacts in the industry. I need your help and support in order to continue making premium games the way you like it!

Thank you Giants!

Publishers or interested parties: You can get in touch with me via e-mail or twitter! Let’s talk about how we can make this work! The game can be ported to the Nintendo Switch and I believe it will work really where there. I can’t afford to apply for a devkit at this stage.

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Space Mercs – Beta 1 released

Hello close-to-release Giants!

It’s time to roll out the Space Mercs Beta 1 to all our Patreon subscribers and amazing Discord users who do not take turns taking jabs at my under powered development pc! Snark aside this is what to expect in the first beta:

Performance first and foremost

The game was designed to work and look great on the intel HD 4000 series of integrated graphics card. I know a ton of Linux users are having it on their laptops and I want to make sure they are covered. I’ve been testing the game on my 2012-ish Elitebook 2170p 12” laptop and performance is stable with slight dips when huge battles are happening.

So as Beta 1 rolls out all of you get access to one of the game’s missions: A full on frontal assault of a space station together with some wingmen. It’s a bige battle with ~70 ships, a huge titan ship that spawns in and quite a few turrets blasting away at you from the station. It’s a medium-difficulty mission and I want to see how well it runs on your pc’s.

Gameplay and feel

As soon as we get performance out of the way the subsequent beta’s are going to focus on gameplay and feel. In Beta 1 you get to fly and annihilate everything that moves. Bullets are flying EVERYWHERE, from AI space ships, turrets on the station walls and if that’s not enough, a well placed rocket or a miss managed AI ship might send an asteroid hurling towards you. You guys will have to fly in style and use the Boost (SPACE) and roll (Shift + A/D)! Since it’s one of the missions that happen mid-game you already have access to the prototype hull-regeneration script that triggers when you take down an enemy ship so in-between objectives make sure to pew-pew some red targets out of the way.

If performance is settled (aka it runs well on everything) then I’ll unlock more content in Beta 2 and more features. Just know this: your main weapon is randomized at the beginning of the level. Weapon load outs from Beta 2 onward.

If you’re a Patreon subscriber you already have access to the #test-release channel on Discord! That’s where you can find a link to the latest beta. If you’re not a patreon subscriber you might still get in. Jump on the server and let us know your specs.

Screenshots, Videos and Gifs

It’s beta but it’s not too early to get the word out about the game. If you’re playing the Beta make sure to press R if you just stumbled on a cool sequence of events. Pressing R will record and export a gif of your last 5 in-game seconds to /home/user/.config/unity3D/BeardedGiantGames/SpaceMercs. Feel free to share it everywhere you want. The same thing goes for twitch streams or youtube videos! Heck send us a link to it when it’s up, I want to see it.


Blow them up, Giants! o7


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The problem with releasing on Steam

Hello development Giants!

Ever since I announced the Beta test for Space Mercs (which happens on the 20th of May – click here for details) people have been poking me on twitter, reddit and discord about the possibility of releasing the game on Steam – and I’ve been really vague about it. It’s time to see why.

Let’s look at the facts

As with any game developer that tries to take his job at least a tiny bit serious I have to do some market research to understand what exactly to expect and how much I can stretch with my game. When I started working on Space Mercs (which, by the way is exactly one month old – development time wise, today – yay) I had the following goals in mind:

  • It must be a space combat game with emphasis on fast aerial combat and dodges
  • Allow ease of content production based on a tight core-loop experience
  • Has a linux-centric approach (aka tries to promote Linux as an OS)
  • Should not take more than a month to validate is gameplay
  • Can be categorized as a coffee-break game
  • Runs on a toaster or a 10 year old pc
  • Developed on Linux

The goals I’ve set for the game are mirroring more or less the goals I have for Bearded Giant Games as a studio and game store: one time purchases of, drm-free, premium games with high replay value and tight+exploitable gameplay mechanics. Or, better said, Bearded Giant Games wants to deliver games with decent graphics, that scratch an itch and are fun to play in 5-10 minutes bursts. I cannot, by myself, produce high quality games with a deep and immersive storyline, that can keep you engaged for hours on end, games that also look great and play amazing. It’s just not possible for me as a one-man studio to do that – I know my limits. If I had a huge budget for my games I’d be crazy enough to try but as things are it’s out of my hands.

So what does this have to do with releasing Space Mercs on steam? Pretty much everything at this point.

I’m not sure how many of you are aware of Ebony Spire’s 2017 release? To keep it short – I expected that I could ship at least 700 copies of the game on Steam in two months. The kicker? I shipped over 6000 copies but not after failing, HARD, to achieve my two months goal. And I reached the 6000 copies sold thanks to one of my blog posts exploding all over Hacker News and Gamasutra – not something I can hope to achieve again today. Well and with the help of a bundle that drastically de-evaluated the game but that’s not the point. The point is that two years ago, when the space was less crowded than it is now, I barely managed to sell 100 copies in two months – on Steam. It was a shocking truth to wake up too but I learned my lesson.

So what are the chances that, in a similar situation, I can outsell Ebony Spire on Steam at release? With objectively the same reach (in terms of marketing) as before? If you’re not going to say it – I will: ZILCH, so close to zero it’s basically being floored back to it.

The truth is, no matter how awesome gifs from the game look like on twitter, my Space Mercs account hasn’t even passed 50 followers yet despite getting a couple of retweets from accounts with a huge number of followers for the past few weeks. I want traction – I’m just not able to get it with my reach.

Market Research

I’ve been showing off the game to friends, devs and possible future owners, in preparation for the Beta on the 20th of May. A few discussions that spun off from the game was the price tag. I mentioned I’m going to sell it for about 10$ and that I need to sell about 500 copies of the game in order to afford to not do any more contracting work or get a job till the end of this year. A fellow dev I love and respect, rightfully, asked why not go for a 6$ price tag and hope for ~900 sales and the thing is there’s no way I can achieve that. I think.

Truth is I scouted out my “competition” on steam in the past few days and narrowed it down to this excel spreadsheet. It’s split into two categories: Games on the low-end of the indie pricing scheme (<10$) and the high end ($10+). Each entry on the spreedsheet has a Name, a link, the price, number of reviews and estimated copies sold based on the good-ol’ number of reviews * 50 method. Going by the averages games in the low end category average at 8$ and ~6000 copies sold while those on the high end have a price point around 17$ and >80K copies sold.

Fitting somewhere in there would be amazing but that’s not the objective truth. The objective truth is that if I compare the scope of the games, their production value and features 90% of the games on that list have me beat.

The game I closest come to in terms of features and scope is Strike Suit Infinity but it clearly kicks my ass at graphical quality (production value) and price point (5.99$). So if that game is objectively better than mine (on paper) does supporting Linux and having the game run well even on old hardware warrant a higher price that SS: Infinity? By almost 100% (9.99$ vs 5.99$)?

As a steam buyer – knowing that Strike Suit Infinity exists on Steam why would you purchase Space Mercs when you can purchase that one? And if you already purchased SSI why purchase SM? And the same argument applies to a few of the other games on that list right now. I beat some of them in an area and they kick my ass in the remaining ones. The only, logical, solution is to drop the price of the game accordingly to somewhere between 2.99$ and 4.99$. But that comes with other problems as well: Will I be able to sell enough copies at a much much lower price point in order for me to reach my goal? At 9.99$ a pop I just need to sell 500 copies of the game and I can work on more Bearded Giant Games till the end of the year. At 4.99$ I’d need to sell 1000 copies. At 2.99$ I’d have to sell >1600 copies of the game.

And this doesn’t even take into account the 30% cut Steam takes, the 10% America cut and my own taxes. So in reality at 4.99$ in order to reach the current goal I would have to sell ~2000 copies of the game on Steam. That’s 4 times as much as if I were to sell it on my own.

Surviving on Indie Games is hard yo….

Okay, you can say “Bro, release it on your website but put it up on Steam and you’ll get some extra cash” which might be true however – this requires extra effort. Maintaining the Steam build (this includes Windows) up-to-date with the BGG version, adding Steam features (cloud saves, trading card games, achievements) and managing support on Steam for the buyers. And no, I’d get little to no exposure or purchases on steam without Steam features btw, so just throwing a build up there won’t even make back the 100$ price for a submission – learned that the hard way.

So what can I do, if I don’t release on steam I KNOW I’ll miss out on some of your hard earned money, my lovely little giants! And it’s not that I don’t want to release on Steam – I already paid the submission fee, it’s just that it’s not worth it at my scale and reach.

But it can be

Hear me out on this one because it’s a doozy and I’m pretty sure I’m the only one who ever thought about trying it this way: I’ll setup the steam page and use it to collect wishlists. With the Steam version being the same as the one on BGG (no steam specific features) I can keep the game page there and keep the steam page in coming soon mode to acquire wishlists as time passes. People that purchase the game on the BGG store will receive a key for the unreleased steam version so they can play it through steam.

The game will stay on steam in an un-released fashion until releasing on it will be worth it:

  • the game was purchased enough times on BGG to warrant more additions to it so it will beat out it’s competition in terms of features/producton value
  • or the wishlist number grows a ton and the conversion rate is worth it for a full supported release
  • or something magical happens that screams – do it – release it now

And I believe it’s a good middle of the road scenario. You guys get to have the game on Steam if that’s what you want, I get to avoid headache’s in having to support steam and it’s features and I offer no competition to the games already there. By placing a release date so far into the future I‘m not going to eat any space from the already crowded market so other devs won’t hate me for it. The only caveat being if Valve decides to do something about this and ban me from steam (or the game) at which point, they are in the right to do it. At least you can’t say I didn’t try to please you.

Truth be told that’s the scenario I’m facing right now. I don’t want to do any more freelancing or get another job as a designer doing things that I hate. Free2play is clearly not for me or in my blood – I’m good at it but that’s just because I hate it. But I can’t work on Bearded Giant Games full time unless I earn AT THE VERY MINIMUM 1000$ / month from it.

So that’s my approach to Steam nowadays. I can’t compete in it at my scale, I can’t not release on it because everyone and their grandmother is yelling for a steam release. I believe I found a good middle-ground scenario for now.


You guys can help me take the plunge towards doing a full featured steam release – in two ways:

  • Becoming a patron and moving the bar towards the first target: 1000$. With that I can afford to take steam into account and not have to do ugly hacks that might get me banned from the platform in order to please possible buyers. And by being a 5$ tiered patron you get access to all my current, and future, games on the BGG platform to use and abuse until you decide to remove your Patreon pledge (you can still keep and use the games you download even after that).

  • Another option would be to purchase the games on the BGG store on release and help me reach 100 copies sold on Bearded Giant Games. That’s almost 1000$ for me on release, enough to “pay myself” to add the needed Steam features to incline the balance a bit in my favor and pay for rent during development so I can post-pone picking up more work.

That’s the other options in the current state of things. I support and do development on Linux – it gets me enough good will from Linux users and I’m happy to do that. I love it as a platform, both for development and general usage and I want to see it grow. It’s part of the reason why I started Bearded Giant Games. The other reason is in this blog post. Even if none of the two alternative best cases scenarios happen – Space Mercs releasing on BGG only is still good for the future because it helps me grow my catalogue of games and hopefully amas more fans in the process. And with the next release I’ll see even more purchases and coverage at launch – even if it means just a simple +1.

Thank your for reading Giants! Till next time.






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Space Mercs – Linux Beta on the 20th of May

Hello mercenary Giants!

We’re going to do a Beta test for the game on the 20th of May on our Discord Server! The game is shaping up for release and I want to make sure it’s in the best shape possible – and that includes the game’s feel.

Just like I did with Ebony Spire‘s launch, the game will be in beta until it’s deemed complete. That means we’re going to do rolling betas: Release 1, get feedback and bug reports -> fix them -> release another one. Repeat until complete.

That being said the game might receive drastic changes while in beta – from flight mechanics to weapons use to balancing. Ebony Spire got 2 new enemies during the beta and an entire set of new items in the world map. IIRC I even threw some procedural generation in it before launch at the players behest.

But in order to avoid being overwhelmed with all the suggestions I’m also unlocking features throughout the Beta period. That means, the first few releases will only feature the Quick Battle mode – the action packed core of the game. I’m interested in how do you guys like the “Feel” of the game! Once that is nailed more features like the Campaign and post-game mode will unlock.

But that’s enough talk, here’s a quick gameplay trailer I made for the Beta. And, as an added bonus, the footage was recorded on a 8 year old laptop with an Intel HD4000 integrated graphics card so It’s safe to say: Performance should be top-notch. Lowspec Linux gamers – this bearded giant’s got you taken care off!

How do you join the beta? Hop up on Discord and fill out the form. Depending on your system specs we might give you Beta access. Want to make sure you’re in the Beta? Become our Patron because your support is really needed!

Fly safe, Giants!

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Resources for Linux Game Developers

Hello tuxedo giants,

With the help of Raven67854 (co-host of the Offtopical Podcast and fellow gamedev) I compiled a list of resources for Linux Game Developers. It covers topics such as Streamers and Youtubers, using Unity, Services (people porting or offering porting services) and more. I’m hoping that with this resource list I can aid other game devs that are bringing their games to Linux OR give a bit more of a nudge to those who are on the fence about doing it! It’s not a complete, exhaustive list, but it should help getting you started on the journey! We need more native games on the platform, now more than ever!

Unity for Linux Developers

I published an article on this blog a few months ago about using Unity on Linux in 2019 and I was quite rough with it. For my last two projects, Farm Life and Space Mercs, I’ve been using Unity exclusively – the 2018 edition and it’s been wonderful. Marc (mdiluz) reached out to me after the article and pointed out some problems with my approach towards Unity’s “Stable” builds and the fact that the one I should use is the “experimental” 2018 version and let me say, it’s a huge difference. I will rebute the previous article soon enough but until then here’s where to get the latest Unity Hub version together with my overview on the situation!

  • Download Unit Hub 1.6.0 for Linux from here:
  • Install the 2018.4.0f1 official release version
  • 2019.1.2f1 seems to have problems with built-in packages like TextMesh Pro and the LWRP. All the errors you get on start require you to remove all the packages installed by default. I’m looking to upgrade my projects from 2018 to 2019 and I’ll update this bullet list with an article on what I did soon!

Unity 2018 is mostly stable for me with little to no crashes and really decent performance, at least compared to the 2017 version. I’ve used it to port Farm Life to linux and exclusively to work on Space Mercs with little to no problems. There are a few issues tho’, like trying to close Unity windows which requires a lot of fiddling with the mouse. But overall the performance is almost on par with the Windows counterpart. Note one thing: It does not ship with MonoDevelop or any other text editor. I recommend doing the following:

  • Download Visual Studio Code from here:
    • They have .deb, .rpm, snap packages and even a repo to use!
  • Install the .NET Core SDK on your distribution based on the article here:
    • There are guides for Red Hat Enterprise Linux, Ubuntu 18.10 to 14.04 (19.04 is not covered yet and there are a few problems with getting it to work on 19.04 due to missing packages – to be fixed soon), Debian 9, Fedora 27 and 28, CentOS, OpenSUse and SLES! Should cover most of your needs!
  • Open up the Unity editor and go into Edit -> Preferences -> External Tools tab
    • From External Script Editor click the drop down menu and select browse. Navigate to your the binary for Visual Studio Code and select it
      • if you don’t know where the binary for Visual Studio Code is located, open up a terminal and do: which code
      • normally it should be under /usr/bin/code
    • Create a new script inside Unity’s Project Browser and double click on it. VSCode should pop-up and work properly!

Unity seems to have really picked-up the pace with development and with the 2019 edition reaching preview status Linux is really close to becoming a first class citizen. I can, finally, wholeheartedly recommend it!

Porting your games to Linux

Linux needs more native games! I love Proton and what Valve are doing with it but using Proton doesn’t guarantee full support and games working on it at this point can break in the future with updates and due to middleware support (see the EAC scandal). I’ll say it, Proton is amazing, but native support is better! Depending on the technology your game is based on, porting to Linux can be as simple as outputting a build for it with the click of a button (Unity) to just compiling it on Linux directly. In other cases you really need to dive deep into the code and change quite a few things. Luckily, there are many solutions and services to aid you here – including hiring someone who specializes on that! We’ll start with this.

At this point in time I know of a few developers who specialize in this and, with my interactions with them, can recommend them for this task:

  • Ethan Lee
    • Website:
    • References: Super Hexagon, Capsized, Rogue Legacy! Active developer on FNA and Proton!
  • Timothee Besset
    • Website:
    • Refferences: RocketLeague, Quake Live – mostly unreal engine from what I gathered.

As for known studios, there are quite a few you could reach out to! There’s Aspyr Media (Civilization VI, Start Wars Knights of the Old Republic, Geometry Wars, Broderlands 2), Feral Interactive (DiRT 4, Rise of the Tomb Raider, Hitman, Deus Ex), Abstraction Games ( Danganronpa ), RuneSoft (Ankh).

Twitter user @hardpenguin13 maintains a Github repo with a more comprehensive list of Studios and Developers porting games to Linux!

For resources, here’s a compiled list of articles and videos that can help you get started!

  • Building for Linux the smart way [Article – Leszek Godlewski]
  • Game Development with SDL2 [Video – Ryan C. Gordon, Slides ]
  • Getting Started with Linux Game Development [Video, Ryan C. Gordon, Slides]
  • Porting to Linux at Linux Conf Australia [Video – Cheeseness, Slides]
  • Linux/SteamOS Game Development [Video – Ethan Lee, Slides]
  • Cheeseness talking with Ethan [Article – interview style! Good resources and points of view on technology to use]

List of Linux Gamecasters/YouTubers

First thing’s first, the reason this list was compiled. Besides, the wonderful linux news website, GamingOnLinux I did not know other places or people (Influencers. let’s call them that) with whom to speak to put more eyeballs on my latest project. As such I reached out to Raven67854 to see if he can aid me. And he did, so be sure to thank him dearly on twitter. This is a list of Linux streamers and youtubers that can put some eyeballs on your game after you brought it to Linux!






Penguin Recordings













Bryan Lunduke




The Linux Experiment


KyLinux Cast




Destination Linux

Linux Gamecast

We opted to include public means of contact in the form of twitter/mastadon or their website’s contact form instead of providing a list of e-mails that can be used to spam them.

I hope this list is going to help you get started with bringing more games to Linux! Like I said in the begining – we can never have too many native games! As for me, I hope you are all aware of my Linux 1st Initiative and methodology behind my games. You can help support this initiative by becoming a patreon subscriber, and get some amazing Linux games in the process!

Good luck Giants!