Search Unity

  1. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice
  2. Ever participated in one our Game Jams? Want pointers on your project? Our Evangelists will be available on Friday to give feedback. Come share your games with us!
    Dismiss Notice

How much asset store publishers earn ?

Discussion in 'General Discussion' started by bhavinpanara22, May 26, 2016.

?

Is asset store business profitable ?

  1. YES

    62.2%
  2. NO

    37.8%
  1. bhavinpanara22

    bhavinpanara22

    Joined:
    Jul 5, 2013
    Posts:
    126
    Hello,

    I am interested to know, how much a publisher on asset store earns. I am looking for stats from real publishers. So, it will be great if anyone can share their revenue reports of asset store.

    Here are my stats.

    I published my first plugin in March, 2015 & it was free. It is a GUI animation plugin. It was getting around 200 downloads per month. Then I decided to make it paid at $5. I sold only 2 copies at this price. Then I decided to add some new features & increased the price to $10. I sold 4 copies at this price.

    So, at the end of 15 months,(May 2016)

    $5 x 2 = $10
    $10 x 4 = $40

    Total $50 in 15 months. Yeah, it made me very rich. :D:D

    So, please share your reports & let everyone know the truth of asset store.
    Thanks.
     
    Hazziq and GibTreaty like this.
  2. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,679
    Depends if stuff is in demand, I've made 1500 dollars in about 5 hours before. But other and most times I've made more like 30/60 dollars a month. I guess if some things are useful, they outlive their usefulness, because from 1500 a day to 200 a month down to 99 a month and now down to around 30 a month is a pretty clear sign for me that it's outlived most of the omg hype lol.
     
  3. Martin_H

    Martin_H

    Joined:
    Jul 11, 2015
    Posts:
    3,994
    Isn't it like publishing games? Top earners have a good income and most others don't? I don't think it's a good choice to base your main income on, or else I'd probably have tried to do it.
     
    Carwashh, Ony, Ryiah and 1 other person like this.
  4. Yukichu

    Yukichu

    Joined:
    Apr 2, 2013
    Posts:
    420
    It depends. I sell a couple very niche assets. I could create / list a ton more random things, more complex, but I don't want to spend all my free time supporting them. My time is worth money too.

    I've made $60 one month. $42 this month. 2+ years, total like $600. Not enough to live on. In fact, all the money just sits in my paypal account until a rainy day or something.

    I am sure the numbers are all over the board. Depends how valuable / useful / interesting / new / hyped / on-sale / promoted your asset it. I don't think I could make assets and sell them as a full time job. I just feel like there's a saturation point for Unity, and once you've sold to X percentage of users, you need a new asset to keep going.
     
  5. Dustin-Horne

    Dustin-Horne

    Joined:
    Apr 4, 2013
    Posts:
    4,562
    This. It depends on the asset.
     
    AdamGoodrich, Ryiah and Ony like this.
  6. rosor

    rosor

    Joined:
    Nov 15, 2009
    Posts:
    3,724
    it's our main activity for the past 3 years. Live in California. If you're an artist, you need to have a big library of quality content. if you're a developer you need to fill a hole with a quality, well documented, easy to use tool / script / add-on, editor extension, shader.
    Edit: Don't create a model and just sit there thinking it's going to get you wealthy. It's really hard work, tons of extra hours compared to a 9/ 5er, a lot of support hours for developers creating extensions, scripts tools. Basically you can't do the switch until you know it can bring you enough to live, till then you need to keep at it and keep your day job or whatever brings the biggest part of your income.
     
  7. Ony

    Ony

    Joined:
    Apr 26, 2009
    Posts:
    1,953
    ^ That's how you do it.
     
    S4G4N, Jamster, antislash and 4 others like this.
  8. Rombie

    Rombie

    Joined:
    Feb 18, 2015
    Posts:
    282
    Asset store is a great source of income.
    Just make sure it's not your only source of income.

    Unless you have something truly needed by the community that's really going to sell don't expect much from the AssetStore. Although it can make enough to cover cost of buying assets; that way you don't have to fork over money which was earned during your 9-5 grind.
     
    PolyKingdom, Lanre, dogzerx2 and 2 others like this.
  9. janpec

    janpec

    Joined:
    Jul 16, 2010
    Posts:
    3,520
    Its pretty much comparing apples and oranges, it depends 90% on what you made, how much demand is (a common or uncommon thing in games) how much time did you put in it and the size of it, .... Which means that even though you would get 100 asset store submiters to post you stats, the main question you need to ask: and what did you made to get those numbers. Or perhaps you should specify in question what kind of concept are you looking from publishers to compare the numbers for.
     
    Dustin-Horne likes this.
  10. DugelStudios

    DugelStudios

    Joined:
    Feb 21, 2015
    Posts:
    92
    There are two ways to be profitable on the asset store:
    1) Create a unique asset.
    or
    2) Create an asset that stands out in a saturated niche.

    Do that and sales will be quite well. :)
     
  11. Crossway

    Crossway

    Joined:
    May 24, 2016
    Posts:
    420
    Maybe you should ask the playmaker developer?
     
  12. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,131
    Between $1,000 - $2000 on normal months for us, after Unity takes their 30%. If we get featured in a sale, that month could be $5,000 - $9,000. But we've spent probably thousands of hours on our main 2 plugins and they've been out for more than 3 years each.

    And no, I couldn't live off this alone. Don't expect to ever get to that point on Asset Store sales alone.
     
  13. greggtwep16

    greggtwep16

    Joined:
    Aug 17, 2012
    Posts:
    1,546
    Revenue alone isn't enough to give you an accurate picture for the store you also need to know at what rank the company usually stays at.

    I can only give you a bullet point for my particular data but in general if I average the last 6 months or so I average around $1000 USD per month and average around the 250th most popular publisher. Hopefully those with both higher and lower stats can give you more data, but my informal guess is probably only the top 25-50 publishers make enough money to even contemplate doing only this for their only modest income (and only if there is only a solo person running the publisher). Striking lightning in a bottle with the right asset is just as difficult as doing so with a game. Gaia's, Text Mesh Pro's, Playmaker's, Shader Forge's, and Easy Movie Texture's don't just grow on trees and require a lot of effort, skilled execution, and some level of guessing correctly or lucking into what the market wants.

    Unlike a game though when you hit a home run it tends to make you 6 figures not 7 figures. That being said the market currently is a lot less saturated so if you are doing it part time it will at least give you some decent income, whereas a part time game that is good/average will make you almost no income.
     
    Perrydotto, Kiwasi and theANMATOR2b like this.
  14. bhavinpanara22

    bhavinpanara22

    Joined:
    Jul 5, 2013
    Posts:
    126
    I see, your "Master Audio: AAA Sound" is on madness sale. Can you please share stats of this plugin before & after madness sale ?

    Please..!
     
  15. bhavinpanara22

    bhavinpanara22

    Joined:
    Jul 5, 2013
    Posts:
    126
    You said, you stays around 250th most popular publisher. Can you please tell me, how you got that rank ?
    I am interested to know, what will be my rank ?
     
  16. bhavinpanara22

    bhavinpanara22

    Joined:
    Jul 5, 2013
    Posts:
    126
    $30/month.
    You still earn better then me. :D :D
     
  17. Billy4184

    Billy4184

    Joined:
    Jul 7, 2014
    Posts:
    5,203
    I wonder if at some point art becomes a better product? I always thought that it was much more difficult to make money with art, but there are only so many niches you can fill with scripts/tools, that often need long-term support and plenty of iteration, while people like Manufactura K4 can knock out potentially an endless amount of high quality art packages that don't need to be supported (unless a mistake was made of course).

    Not to mention that art packages are not engine specific, and can be sold on turbosquid/unreal marketplace/etc as well.
     
  18. bhavinpanara22

    bhavinpanara22

    Joined:
    Jul 5, 2013
    Posts:
    126
    It's good point to sell your art work everywhere. But for me, art work really pain.
    Because, I don't know it. But if you can make art work like Manufactura K4, then you can make living from asset store alone. Because, I believe he must be making at least $10,000 per month.
     
  19. bhavinpanara22

    bhavinpanara22

    Joined:
    Jul 5, 2013
    Posts:
    126
    Playmaker developer won't even reply to me about those stats. Because, I am indie developer & they are AAA developer. So, they will just ignore me. :D
     
  20. bhavinpanara22

    bhavinpanara22

    Joined:
    Jul 5, 2013
    Posts:
    126
    These numbers may be because your assets looks too specific. It may be useful to only some people who is looking for those functionalities in their games.

    And yeah, congratulations for making a world record of 55 days of wait after asset submission. In return to your patience, Unity should promote any of your asset in 24 hour sale. :D :D
     
  21. bhavinpanara22

    bhavinpanara22

    Joined:
    Jul 5, 2013
    Posts:
    126
    Your asset store library looks too big. One thing I couldn't understand is, why everything ends with $.90 in all of your assets ? Is there any secret behind it ? :)
     
  22. bhavinpanara22

    bhavinpanara22

    Joined:
    Jul 5, 2013
    Posts:
    126
    I am just looking for number of $$$ people makes from asset store. It motivates me. :D :D
     
  23. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,131
    Typically, we gross (before Unity's cut) about $1000-1300 on Master Audio and roughly half that on Core Gamekit, per month. With 24-hour sales, we've grossed $5,300-$8,000 on a single plugin during those 24 hours.
     
    AlanMattano likes this.
  24. QFSW

    QFSW

    Joined:
    Mar 24, 2015
    Posts:
    2,692
    Your poll needs a "Depends" options
     
    gameDevMode, Jamster and ChrisSch like this.
  25. bhavinpanara22

    bhavinpanara22

    Joined:
    Jul 5, 2013
    Posts:
    126
    WOOOO....!!
    I wish, one day my plugin will also be featured by Unity & will make at least half of your report.
    And let me tell you one thing, your Master Audio looks really cool. I am going to purchase it soon.
    Thanks for sharing your data & please keep sharing in future.
     
  26. bhavinpanara22

    bhavinpanara22

    Joined:
    Jul 5, 2013
    Posts:
    126
    I put only 2 options YES & NO. Because, I want to know clear answers. No in-between. If there is a depends option, then all votes will go only there.
     
  27. greggtwep16

    greggtwep16

    Joined:
    Aug 17, 2012
    Posts:
    1,546
    http://unitybuzz.com/stats/companies/

    This is a 3rd party website using Unity's internal API and its not a perfect measurement but is as close as I can find. As far as I can tell its run pretty frequently so you'll move around a lot 200 one day and then 600 the next. To get an accurate picture you'll have to average your rank throughout the month. The author only mines the top 800 or so assets in each category so don't be surprised if an asset drops on/off a list if it doesn't sell well.
     
    nirvanajie likes this.
  28. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,131
    No problem, I don't see any reason this stuff has to be a secret :)
     
  29. NeatWolf

    NeatWolf

    Joined:
    Sep 27, 2013
    Posts:
    883
    Thanks for sharing that link, that's very informative. I'm 81th at the moment, didn't really expect it ^^

    I think we should define "profitable" in the main poll question.

    Personally I can earn enough to keep me updating and improving my packs (2 years right now).
    When I get into the 24h sales I usually sell about 1000 copies, which is a nice boost, and keeps me motivated.

    But, I'm an avid asset buyer, so I often re-invest the earnings in new assets to develop my games, or in new hardware, or buy assets specifically to learn from them... so not much is left at the end of the month.

    When I have to focus on other works my income drops about 10% per month until a reasonable yet handy to have minimum.
    Now that I'm improving and refreshing my assets, polishing the presentation, doing some propaganda, it went up of about 100%. I expect it to grow even further because I'm really applying a lot this month.

    Profitable? I don't know, when not developing/programming games I'm on my assets full time, so I think it's not "profitable" but "fair", as it needs a lot of study and commitment.

    Making a living out of it, just on the store? I'm not there yet, but who knows? Is it possible? A few friend AS publishers did it, and have a full family. As a single, I'm doing my best and honing my skills.

    In the meantime I learned a lot (programming, shaders, debugging, team work, PR), which is useful if you are an indie dev or work for hire. I think that is the most profitable part.
     
  30. AdamGoodrich

    AdamGoodrich

    Joined:
    Feb 12, 2013
    Posts:
    3,682
    I am the author of Gaia which is a terrain and scene generation tool that has done generally very well.

    On my best month so far after the 30% Unity cut, I netted $12,617 USD. Most months are substantially less than this. Depending on your cost of living, if you do something well that solves a community need, and you have a range of products then I think you can make a living at it.

    FYI, Gaia has had a man year of my time put into it, and compared to what I could have earned commercially it is not a great result. That said, I love working with Unity and I love the community, so I plan to continue to do more in this space.
     
  31. rosor

    rosor

    Joined:
    Nov 15, 2009
    Posts:
    3,724
    Was that with a special sale (daily deal, madness, level 11)? If yes, then indeed it's not that great for such a popular tool. If not then it's definitely pretty good. Depending on the average of the other months though.
     
  32. AdamGoodrich

    AdamGoodrich

    Joined:
    Feb 12, 2013
    Posts:
    3,682
    This was as part of the madness sale. The sale started in one month and finished in the next, and helped the overall figures for both months.
     
  33. rosor

    rosor

    Joined:
    Nov 15, 2009
    Posts:
    3,724
    Oh yes, I had that as well. That's pretty awesome. So yes, you might have done around 18k that day. Hit refresh, wait 3mn, hit refresh again, continue for 24 hours...
     
  34. Manny Calavera

    Manny Calavera

    Joined:
    Oct 19, 2011
    Posts:
    205
    These are not the publishers you are looking for... *waves hand*

    Seriously though, imagine that instead of making 70% of your own asset you could instead make 30% of everybody else's assets. Or 30% of everybody's phone apps. Or 30% of everyone's games.

    If riches is what you are looking for then that's the kind of publisher you want to be.
     
  35. bhavinpanara22

    bhavinpanara22

    Joined:
    Jul 5, 2013
    Posts:
    126
    Thanks for sharing link.
    I am not even in the list. :D But I am sure, I will be there in future.
     
    Hazziq likes this.
  36. bhavinpanara22

    bhavinpanara22

    Joined:
    Jul 5, 2013
    Posts:
    126
    Your numbers are really great.
    But I believe you can charge even more. Because, Gaia is very popular & you have good reviews.
    So, you can charge at least $60. What do you say ?
     
  37. bhavinpanara22

    bhavinpanara22

    Joined:
    Jul 5, 2013
    Posts:
    126
    One question about madness sale in my mind. If your product is for free in madness sale, then how do you make money ? Or Unity pays you ?
    EDIT:
    I am talking about Level 11 sale, that's available only to pro users. Types madness sale by mistake.
     
    Last edited: May 28, 2016
  38. bhavinpanara22

    bhavinpanara22

    Joined:
    Jul 5, 2013
    Posts:
    126
    Are you being sarcastic ? then please explain. I couldn't get it. :D :D
     
  39. greggtwep16

    greggtwep16

    Joined:
    Aug 17, 2012
    Posts:
    1,546
    There aren't any free assets in any of the themed sales (including madness). You are thinking of the free section in level 11. I believe if you get featured there you get either $250 or the average of your last 3 months sales whichever is higher. Terms may have changed since it's been over a year since I heard this discussed but I'm sure the basic premise is still the same.
     
    Last edited: May 28, 2016
    theANMATOR2b likes this.
  40. bhavinpanara22

    bhavinpanara22

    Joined:
    Jul 5, 2013
    Posts:
    126
    Yeah,
    I was talking about Level 11 sale, that's available only to pro users.
    Typed madness sale by mistake, because madness sale is currently running.! :D
    By the way, where did you read this info ?
     
  41. greggtwep16

    greggtwep16

    Joined:
    Aug 17, 2012
    Posts:
    1,546
    bhavinpanara22 likes this.
  42. bhavinpanara22

    bhavinpanara22

    Joined:
    Jul 5, 2013
    Posts:
    126
  43. greggtwep16

    greggtwep16

    Joined:
    Aug 17, 2012
    Posts:
    1,546
    This is from last year but here was my experience on the paid part (not free) of level 11 for one of my assets.

    http://ladmertech.com/postmortem-level-11-sale-easy-wifi-controller/

    For the free section it was whichever was higher from your average or $250 but yes if your asset is already doing over $250 there is no incentive to do the free part. In general I think it's really to gain exposure for a new app or something that just isn't selling but you think is good.
     
  44. QFSW

    QFSW

    Joined:
    Mar 24, 2015
    Posts:
    2,692
    I feel like making something that you will use yourself is the best way to go. That way if it doesn't roll in the dough you've still helped yourself
     
    Ryiah and Rombie like this.
  45. AdamGoodrich

    AdamGoodrich

    Joined:
    Feb 12, 2013
    Posts:
    3,682
    Yep - that was why I made Gaia - there was nothing out there at the time that did what I wanted it do do.
     
    Perrydotto, Lanre, S4G4N and 2 others like this.
  46. greggtwep16

    greggtwep16

    Joined:
    Aug 17, 2012
    Posts:
    1,546
    If I were to compare the sales of my 3 assets I've done I'd agree with this sentiment. The one I wanted myself vastly outperforms the others.

    I don't expect this to always hold true, there are some things that you might want but may be the only one or at least extremely niche, but if its broad enough or gets you really excited, chances are it that others will get excited about it and do well to.

    It is at least a more solid approach than just chasing money or a viable product that you may not have interest in yourself. That and as an added bonus you'll enjoy your work day a lot more vs. something boring.
     
    Perrydotto and bhavinpanara22 like this.
  47. QFSW

    QFSW

    Joined:
    Mar 24, 2015
    Posts:
    2,692
    In addition to this you're always testing your product, ensuring it is as bug free as possible. My asset hasn't made an avalanche of sales or anything, but given I had coded it for myself and I just needed to improve it a bit to sell it I think it was definitely worth while.
    And hey, portfolio ey
     
  48. bhavinpanara22

    bhavinpanara22

    Joined:
    Jul 5, 2013
    Posts:
    126
    Thanks for sharing your details.
    Keep sharing your stats on your website. I will be checking it regularly. :)
     
  49. bhavinpanara22

    bhavinpanara22

    Joined:
    Jul 5, 2013
    Posts:
    126
    Sold one more copy yesterday worth $15. So, total is now $65. :D
     
    Aiursrage2k likes this.
  50. Dracones

    Dracones

    Joined:
    May 31, 2016
    Posts:
    27
    I've noticed with some art packages there's a lot of work put in adding new assets to existing art packs. I know with 3dforge they're doing a HD texture update on the interior pack and then will be adding blueprints for it on their website.

    The amount of content that goes into some of these packs that you can pick up for $30 on sale sort of blows my mind. It's sad that there's such a limited market for asset makers to sell to(game makers vs game buyers). They're sort of the unseen heroes of game development.
     
    S4G4N likes this.
unityunity