This article, about how many games do not turn a profit on Steam, has been making the rounds. The problem it highlights is legitimate, though it does not take into account how many of these are student projects, in early access, etc.
Even with these issues, and having sold games in physical stores, on mobile, on consoles, and in the modern online stores (Steam, GOG, Zoom Platform), I much prefer the last category (though seeing your game in a box at Target is a thrill). Yes, HOLISTIC DESIGN, INC. games face A LOT of competition on them every day, but these channels also give us sales year after year, as well as the chance to improve our games and find their audience.
We rereleased Emperor of the Fading Suns on GOG.com about five years ago, and it sold all right. When we released the Enhanced version in 2022, sales on GOG jumped. When we released the (even more) Enhanced version on Steam this year, sales on both platforms jumped again. There is no way we could have done this through any of the other sales channels, especially considering our near $0 marketing budget.
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