Most of these games are on the older side and are probably making negligible amounts of money. Monetizing your backlog for $0.1 per install when 1,000,000 people install your app gives you a lot of valuable funding for your next game.
It's also totally distorted because it's free. If the game cost money, it wouldn't have sold nearly at the same level.
hmm.. world of goo is probably one of the oldest indies in that list (wasnt it the first humblebundle game ever or something?) so its shell life was more or less over anyway, so I dont fell really sorry. I rather feel sorry for RiME since that is a rather big game that was quite new (from 2017) and only got 45k...
Everyone who's ever wanted to play it already played it and probably on more platforms than one. Its value for the Epic store is mainly that of a trophy title.
On the contrary, that game made $50k over ten years after release and nearly a decade after being included in a Humble Bundle (the very first one, in fact).
I'd be interested in showing the figures for Grand Theft Auto V. It seems that they will keep it confidential for the time being. Also, I can't believe that some games have the lowest buyout price even though it is quite popular. Why does Metro's buyout price be at $0?
Looks like they were giving away the first two games (which are quite old) to promote the newest game (which just got a new version built around raytracing).
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[ 2.5 ms ] story [ 52.2 ms ] threadOn the other hand it's pretty easy to create perverse incentives for devs or fans to create fake accounts, so maybe a lump sum is better.
It's also totally distorted because it's free. If the game cost money, it wouldn't have sold nearly at the same level.