You can either release your game(s) with a obligatory price, for totally free or with a flexible/voluntary price. Here I’d like us to talk about the third option.
First things first, let’s recognize that there are several different ways of doing this and they are probably not equal in strategy or success.
One way would be to release a project for free and crowdfound the cost of upkeep and development through a site such as *******. This seems to be done with moderate success for several, let’s call them ”grown-up RM games”. But that might be because they CAN’T sell those games on STEAM in the first place. So their success might not carry over to your average RM game.
Another way of doing it would be to put your game on Itch.io with a flexible price. Maybe suggesting the player pays, I dunno, let’s say 3$ but if they’re savvy enough press the ”pay nothing” button. Then they can download it for free. Here you’re giving the person downloading the game the insentive to pay, litterally spelling it out for them, and as a consumer they have to make the active choice not to.
Which brings me to the third and final strategy, releasing the game for free and providong a seperate link where people can give you money, maybe through a Paypal donation button or the like. It’s kind of similar to a crowdfunding effort, except there is not much of an effort put into it.
There is no doubt in my mind that you’ll probably make more money straight up selling a game. But are any of these options worth it for someone who don’t want to put their game behind a paywall, but still would like to see some small return (some pocket cash) from their hobby?
As a dev, releasing something for free is less of a hassle and some might prefer this as you don’t have the same pressure to perfect and update something that does not have a hard pricetag on it. Thus you’re also less likely to recive complaints from players who felt cheated by your product. And if you’re doing this casualty, this might be prefarably.
Then again, I can’t remember who said it but I have heard that ”pay what you want” gives you the worst of two worlds. Less downloads than a free game and less money than a commercial game - However if it’s true or not, I don’t know.
First things first, let’s recognize that there are several different ways of doing this and they are probably not equal in strategy or success.
One way would be to release a project for free and crowdfound the cost of upkeep and development through a site such as *******. This seems to be done with moderate success for several, let’s call them ”grown-up RM games”. But that might be because they CAN’T sell those games on STEAM in the first place. So their success might not carry over to your average RM game.
Another way of doing it would be to put your game on Itch.io with a flexible price. Maybe suggesting the player pays, I dunno, let’s say 3$ but if they’re savvy enough press the ”pay nothing” button. Then they can download it for free. Here you’re giving the person downloading the game the insentive to pay, litterally spelling it out for them, and as a consumer they have to make the active choice not to.
Which brings me to the third and final strategy, releasing the game for free and providong a seperate link where people can give you money, maybe through a Paypal donation button or the like. It’s kind of similar to a crowdfunding effort, except there is not much of an effort put into it.
There is no doubt in my mind that you’ll probably make more money straight up selling a game. But are any of these options worth it for someone who don’t want to put their game behind a paywall, but still would like to see some small return (some pocket cash) from their hobby?
As a dev, releasing something for free is less of a hassle and some might prefer this as you don’t have the same pressure to perfect and update something that does not have a hard pricetag on it. Thus you’re also less likely to recive complaints from players who felt cheated by your product. And if you’re doing this casualty, this might be prefarably.
Then again, I can’t remember who said it but I have heard that ”pay what you want” gives you the worst of two worlds. Less downloads than a free game and less money than a commercial game - However if it’s true or not, I don’t know.


