Beat Hazard creator Steve Hunt recently celebrated his game crossing the US$2 million revenue mark by urging console manufacturers to emulate the Steam model of game distribution.
Hunt’s music-driven twin stick shooter was released on Xbox Live’s Indie Games channel, PlayStation Network, and for iOS devices, but he got the least hassle and most revenue from Valve’s digital distribution platform.
“Console holders really need to take a leaf out of their book,” he said.
The PlayStation Network version of Beat Hazard was the most expensive version to make “by far”, with Hunt having to purchase two development kits as well as pay US$3,000 to get his game rated.
“The time to make the PSN version was about five times more due to complex Sony libs, rules and paper work,” said Hunt.
Breaking his data down by platform, Hunt demonstrated that 70 per cent of his Beat Hazard revenue came from Steam.
This success was due to their sales, he said, with every spike in Beat Hazard revenues coming at the same time as one of Steam's famous sales.
“What’s amazing it just how successful Steam sales are. They are just awesome. With a little extra work and a special version, Valve turns a normal sale into a buying and playing frenzy which everyone can enjoy.
“An important thing to note is that sales after a sale aren’t affected, if anything they go up due to the extra exposure.”
This kept his game making money three years after its debut, said Hunt.
“Not only does the Steam version dwarf the income from other platforms, it keeps coming back to life like some lovable cash-making zombie.”
Steam’s relaxed rules around game submission were another reason it excelled, and console manufacturers would do well to notice this, Hunt added.
“They should lighten up and allow developers to more easily interact and respond to their community of players.”