One would think developers and publishers would have access to full data on their Steam page, not just fan-made approximation. :\
One would think developers and publishers would have access to full data on their Steam page, not just fan-made approximation. :\
I'd definitely be interested if galyonkin is okay with it.
I'm absolutely ok with itFolks, decision time...
Would you be interested in actual weeklysaleownership data for all Steam games? Like, top-25 selling games thread with additional data provided online?
I think I found a relatively hassle-free way of getting that data off of SteamSpy, are people interested in that though?
Also, galyonkin, would you be okay with having said data posted on these forums?
I'm absolutely ok with it
I'd advise to use monthly or bi-weekly sales though, as weekly changes in owners might be not as reliable for smaller games.
Could you add an option to sort entries by SteamID (with additional field for that data, of course)?
I've just tried my method, and unfortunately, it doesn't seem results sorted by release date will suffice - I'm getting some entries switched around and new ones added, even for 2014 released games, where no change should happen...
For example, data from 2014 released games, sorted by release date and then by game name and pasted into spreadsheet.
As you can see, rows 23 to 31 are different, which makes matching the updated results much harder than I expected. :\
Ok, here is a new stat page. It requires some URL fiddling for now, but I think you can manage it. Also, you need to be logged in.
Works like this /sale/FROM/TO where TO is optional
for example:
http://steamspy.com/sale/2015-04-01/ - sales from 1st of April to current date
http://steamspy.com/sale/2015-05-01/2015-05-31/ - sales for May.
Neat, thank you.
Any particular reason it doesn't show sale data for our Indie darling, Rocket League, no matter the sale duration used?
Neat, thank you.
Any particular reason it doesn't show sale data for our Indie darling, Rocket League, no matter the sale duration used?
In the last four months there were at least 107 million copies of games sold on Steam.
Probably more, but I had to exclude all the games from free weekends and games that sold less than a 1000 copies.
Here is an updated list of bestsellers since April, 1st
It was a bug, fixed it
Well, people now own this game, so "owners" data is right. The only problem is pricing and discounts, right? I can set the price to 0 for the weekend in question.
Well, people now own this game, so "owners" data is right. The only problem is pricing and discounts, right? I can set the price to 0 for the weekend in question.Nice, will try to do a thread in main tomorrow.
Another thing I've noticed - SteamSpy doesn't seem to handle FreeToKeep games correctly.
Notice Race The Sun. The game had a three day period where you could add it to your library for free and keep it - Steamspy doesn't show any price decrease for that duration.
I'm not sure if you can get that data from Steam API, but such situations have been so far infrequent enough so that a manual fix whenever that happens might not take too much of your time.
It's *Steam*Spy.So Witcher 3 has sold 724K copies on PC? Or is that just for steam and it gets sold other places too?
So Witcher 3 has sold 724K copies on PC? Or is that just for steam and it gets sold other places too?
As doesnt seem that high considering the amount of steam users.
edit..just seen its since april 1st
Witcher 3 sold more in it's first month on GOG than on Steam. All copies outside of Steam, both digital retailers and physical are for GOG.
The same is true for GTA V - all copies outside of Steam (digital and physical) are for Rockstar Social Club. Again the Steam numbers are not representing the full scale of the PC sales and could well be more than double what SteamSpy can report.
As for GTAV, we know it sold about 2.8 million on Steam, and Rockstar said today it's now over 54 million across all platforms, which isn't that much higher than the last number they gave, so it's possible Steam makes up a very large chunk of the sales for it on PC.
Timeline of GTAV recent sales:
May 2014 - 33 million
November 2014 - PS4/XBO version releases
February 2015 - 45 million
April 2015 - PC version releases
May 2015 - 52 million
August 2015 - 54 million
I think it'd be a very reasonable assumption that the PC version has sold at least 5 million of the 9 million copies sold since February, as that was the only new version released of it in that time frame.
I don't have data for preorders, so it shouldn't be availableCan't get data on Type-0 HD, but I can for the rest of the series. Did SE request Type-0 data be hidden? Just asking since I can get preorder data on other games like Tales of Zestiria.
I don't have data for preorders, so it shouldn't be available
Sorry for the late reply to this, but you're right. I was remembering the February figure as being 50 million for some reason.Timeline of GTAV recent sales:
May 2014 - 33 million
November 2014 - PS4/XBO version releases
February 2015 - 45 million
April 2015 - PC version releases
May 2015 - 52 million
August 2015 - 54 million
I think it'd be a very reasonable assumption that the PC version has sold at least 5 million of the 9 million copies sold since February, as that was the only new version released of it in that time frame. But personally, I would be far from surprised if the non-Steam version had sold more than the Steam version. The Steam version is full priced and hasn't had any real sales, it was often the most expensive option to buy the game. Buying the game physically and from other key sellers was a cheaper option, sometimes by a significant margin.
Some games are different, but most games don't show up in Steam WebAPI on user accounts until they're releasedI'm surprised to hear this because when I preorder a game it's added to my Steam Library. I assume it has some sort of different flag which prevents it from showing up?
I have a question for everyone here.
I've been thinking about making some extra money off SteamSpy as some people suggested on Twitter.
I'm thinking about introducing paid subscription to SteamSpy.
The basic stuff will be free, but paid accounts will give you more data and you'll be able to see stats for longer periods - not 60 days like it's now, but for a full year. Although I don't have stats for a full year yet.
Comparable AppAnnie subscription starts at $599 per month and it is worth it if you're developing big f2p titles. AppAnnie also has a cheaper option, where you can pay $59 per month to see limited data for one (yes, one) game.
So, how much would you be willing to pay for a monthly subscription for SteamSpy? Provided that it would still have basic free version similar to what it has now.
So, how much would you be willing to pay for a monthly subscription for SteamSpy? Provided that it would still have basic free version similar to what it has now.
So, how much would you be willing to pay for a monthly subscription for SteamSpy? Provided that it would still have basic free version similar to what it has now.
So you'll restrict geography spread as a feature for paid user? Well, that sucks but understandable and I can accept it somewhat. But I wished to see Celestian Tales: Old North distribution first at least
On your question, with the amount of data wealth that Steamspy can generate, a sum of $599 seems modest. But considering there are many indie devs around the world who have different standard living cost, that amount might be very prohibitive while at the same time they clearly need it to make their games better. In my opinion, you should have a flexible or multiple price point offering different set of option each.
Not my intention. I want to provide something similar to what I provide now for free. But people keep asking me for more advanced stuff that requires both my time and processing power.The big deal with Steamspy is that everybody can see and study the data. Information isn't locked behind hundreds and thousands $ worth of subscriptions that only publishers can afford. Having had this breakthrough i don't want to get back to the 'dark ages' of sales data as it is now in the console industry and even worse.
Well, I'm planning to restrict graphs that require a lot of processing resources. Calculating owners is easier and faster than calculating playtime distributionAlso, what's the 'justification' of charging money? This data is freely available to anyone who scrapes account data. While all the graphs and distributions are great, it's still just a presentation of the same data that is available to anyone. Isn't the playtime data more easily available than owner data that requires scraping and extrapolation?
It's possible, yes. But does it change anything to publishers whether service is paid or not?Moreover, wouldn't this kind of move to make money of data that is technically tied to Steam make Valve reconsider it's approach of silent acceptance to Steamspy? Wouldn't publishers call for Valve to do something about it now that Steamspy charges a subscription?
Nothing.Additionally, what stops a subscriber sharing info with free users? 'Here's a screenshot of the 1 year history of this game'. Either very few people will subscribe or somehow you'll need to police this kind of activity not unlike 'NPD ninjas', which in my mind goes against the spirit of SteamGauge \ Steamspy services.
Nothing, of course. I even have an API to make it easier.And ultimately, what stops someone else mining the data on his own and to put up a new site with the same data SteamSpy will offer to subs, free of charge?
GI.biz isn't sponsoring the site, they're selling ads And they haven't sold any yetI understand that server and database necessities might require Steamspy to be able to financially sustain itself but i think a subscription plan should be the last option. Dunno if the GI.Biz 'sponsorship' is bringing you any money but maybe you should look into these kind of opportunities and ads generally before you go down the subscription path. Also, you could add a 'donation' section on the site.
I've asked them, but they're silent as usual.I feel like introducing paid subscriptions might be a can of worms you'd rather not open. You are using publically available APIs in order to calculate your data, and I'm not sure if Valve and co would be okay with a commercial use of such data.
I'd hope that the basic statistics would stay freely accessible, because I would be bummed out to lose sales numbers on games.
What's with CoD MW3's popularity?
So, I've decided to go and launch paid subscriptions. I think it's better to try it than to sit and wonder if it's worth it
Here is a code for 15% off if you're wiling to help me test it: Gaben
Of course. I have no plans becoming next AppAnnie or anything. Basic stats will be free. But it's either I don't add advanced stats and graphs at all, or make them paid.
For example, I have graphs that show trends for tags, so you can see, for example, if interest in sci-fi is rising or falling among Steam userbase. It's useful, but it takes up to 60 seconds per tag to calculate, so these graphs aren't available to anyone but me now. I could let paid users access these graphs, because a) there won't be many of them b) I could afford a better server then.
Can't view the page without an account, so I'm curious, what kind of pricing did you settle on?
Well, it depends on what you consider to be valuable. I think Tag graphs for extended period are extremely valuable for developers (I'm using them at my day job), but everyone is different.This is a tough sell. I mean, Enthusiast is x2 the price of Supporter but the only extra features are tag graphs and additional 9 months for all data graphs. Same goes for the ramp up to Pro.
Will new features only be added to Pro members? Are all of them going to be server-demanding? If so that's disappointing. I was hoping free users will get those and the more advanced usages of the feature will be for subscribers. If you look at all the features you added to Steamspy since April, it would have been pretty lousy if they were only to Pro subscribers if you had subs since the beginning.
Well, some data, like global Steam stats is free all the way back to April. But individual games graphs will be locked, yes.It's also a shame that my most wanted feature (data all the way back Steamspy's launch) is behind the Pro subscription. That + Geography distribution in my eyes is the most important for basic\casual analysis. Having that one LTD graph stretching from launch to now and checking where the game had discounts, featured, bundled, picked up be a streamer, etc. and how it did or didn't affect sales.
I'm absolutely ok with people not signing up and using free version.Anyhow, i hope it works for you and Steamspy gets better and better. Unfortunately, i don't think i'm going to sign up in the near future and i might have to look up 'leaked' data.
Dunno, maybe as a group of GAF-ers we can get together and subscribe for a shared Pro account.