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the first commercial downloadable game I released back in 2015, that let me become a full-time indie developer, has done roughly 25% of its revenue over the las
by DizzyDoo 7y ago
the first commercial downloadable game I released back in 2015, that let me become a full-time indie developer, has done roughly 25% of its revenue over the last four years on Mac. This is adding together the % of copies sold on Steam for Mac users, and the Apple Mac Store, where my game was featured on the main page for three months. Notarization, and 64-bit support, and all that aside, the audience on Mac that you can sell to is massive, especially since a lot of developers just ignore the platform - I'm fully expecting to support as many macOS devices as I can for my next game.
- crooked-v 7y agoI feel like there's also something of a snowball effect here because in certain genres the available set of games are good enough to rarely need to reboot into Windows. All the Paradox strategy games, X-COM, a variety of indie games built on Unity, etc. It feels like the only thing I'm ever consistently missing out on is FPS games, and even then there's been workable ports of stuff like Deus Ex.
- ohithereyou 7y agoAnything requiring more than Intel integrated graphics tends to not work well on the Mac. The vast majority of Mac models can't even take a dedicated GPU upgrade, so you're stuck with whatever Apple soldered to your motherboard and at their mercy for graphics driver upgrades. The only time I've seen anyone try to seriously game on the Mac was a friend of mine that built a Hackintosh with a (brand new at the time) nVidia GeForce 1080ti. He couldn't even maintain 60+ FPS on Rocket League. So there's no wonder why games that require that level of GPU performance don't sell well on the Mac.
- godzillabrennus 7y agoWhat is your game?