How much we've made selling game assets

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After we canceled Songs of Everjade, we figured we would try and recoup some of our costs and dip our feet into the asset store. Results have been... mixed. Here's how the process has been for us.

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Timestamps:
00:00 No clickbait intro
00:13 The assets we made
03:32 Unity vs Itch analytics
05:04 Major Unity issues
07:31 Marnix really doesn't like Unity
08:38 How to make your own assets
10:39 Is it worth it
11:07 Closing

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NOTES:
1) Turns out Unity doesn't want to scam me, but my European mind just can't comprehind that they add the VAT on top of the price that I configure already. I configured the price of our assets, assuming the 30% cut and then another cut for the VAT. This isn't the case however, with countries such as the US reporting the correct rate of $7.99. I would still prefer being able to configure a single price for all countries, and then have VAT go out of that, but that may just be personal preference from being from Europe.

2)Throughout editing this video I realized that I have different pricing configured for our Asian Garden Tileset, $6.99 on itch vs $7.99 on Unity. However, I don't think that this has had any impact on sales numbers or driven people to buy on itch vs. Unity, as neither store page refers to the other.

Changing the Unity price to be aligned with itch.io at $6.99 would require me to submit a change and wait another 6 weeks on approval.

bitemegames
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I love it when tubers answer the question in the title straight of. I'll listen to the break down but don't drag out the answer

tykeno
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I love how you always answer the title right away, rather than having to skip through half the video to find it.

beidero
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Respect for immediately answering the title question

burnheart
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I didn't know Itch had assets. This will be massively useful as a gamedev, enginedev, and soon-to-be artist.
Also, a lot of Unity assets aren't Unity-only. Check the license of each asset, and you may be surprised.

rmt
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yeah. thnx for keeping it direct. have a like. and a comment too. gotta go now though (tutorial madness)

ananths
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I think selling assets is just...a hard market in general. You have to hit the most desirable niche and simultaneously be above the competition while being unique enough to out perform the popular ones.

Like for example, you probably couldn't compete with Synty if you wanted to sell low poly 3d models, it would just be too hard to do what they do but better and differently. But getting a specific niche could be useful?

I dont know, looking at the number of sales on most asset packs I think the ones that actually make money are like... code and system functionality stuff. Like terrain editors and stuff that's productive. Simple because gamers typical aim for an unique look and the people buying assets typically do what you did if they are serious, hire someone for custom stuff, or make it themselves. So the people buying packs are almost always less serious and thus... less funded, so their are fewer buyers. And these things exist for a small market, just game devs. So, it's like a small sunset of a small market that buy this stuff already.

It's simply not the most lucrative market. Especially with how much people can get for free already.

But it's easily a mini income stream. For the right person.


Thanks for the coverage.

honaleri
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This video was very insightful. I see so many good assets on the Unity store and they only have like 5 reviews and it makes me wonder how well they sell on there.

RealCoachMustafa
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I believe that if the pixel art were well-executed, they would sell more. Pixel art follows drawing rules that are not applied in your assets

javiercolinacatalurda
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Thank you for valuing the viewer's time over your own ad revenue. Gigachad.

AudioMayhem
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I just wanted to say thank you for sharing your journey.

mythrando
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I liked because you asked for in your no clickbait intro :D

_MG_
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I look at the very first number and think 61k of gross revenue sounds pretty good.
then I hear it's 61 dollars, not 61k 💀

Trupen
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The lack of sales from Unity is actually really crazy.

GGFTV
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I have two gamedev tools and a game on itch and the tools sell ok(the game very rarely sells) But Itch is so easy to use, its so user friendly, Its amazing in every way. I wish steam was more like it(because lets face it steam is a pain behind the scenes)

grindalfgames
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The problem with really unique art is that you have to sell enough that people can make a game out of it. you buy the tilesets, you buy the icons....then what? You need to hire someone to do the other stuff that matches that unique art. It is why syntry is so successful, they have an art style, but there is so much available that you can build a whole game out if it.

PeterSedesse
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Music: you can charge also for a single track. If that track exactly fits the project, the buyer might be willing to spend quite a buck for it. Music has not direct alternatives, just similar compositions. An example: the Empyrion main-menu track is great. A single track I would spend some money on.

vast
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Tip: Make the wooden bridge planks little bit shorter. Vertical part looks too long and that's why it is not a cosy bridge 😁
PS. Great video btw.👍

SharyGameDev
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they show as 7_99 and 4_99 for me (non-VAT location) on the unity asset store.

AdroitConceptions
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Dude, thank you so much for getting to the point. I was also going to publish on Unity but now I will think harder. I have an asset out on itch and its really slow going. Any ideas on how to promote assets?

TheWandererTiles