How many people typically buy marketplace items?

I would guess that is because if you want to put out a project, you want things like music and the meshes used to be unique to your game. But could be wrong.

Thanks SaOk! Nice to know someone is finding it useful. If you ever have any suggestions or comments, send me a message.

Thanks for sharing the graph, I submitted my chat system to the marketplace last weekend, and will be satisfied if I get even 100 sales, your screenshot does boost my confidence.

As someone that counts to the smaller packages, i want to chime in with the sharing :slight_smile:

TopDown Toolkit sales since the beginning

November - 33 (sale started on 26th)
December - 71
January - 50
February - 35
March - 171 (wish it was that way every month :wink: )
April - 59
May - 40
June - 33
July - 27
August - 23 regular + 40 from Sale (-50%)

You can perfectly see the falloff in sales; It was mitigated by UE4 going free but constantly going down again.
Though i have to say that the audience for TopDown games is possibly a bit more limited than the audience for i.e. a Shooter (and i got quite some competition in my area with the Turn-Based Topdown pack and the RTS pack).

From what i know from other Sellers of rather small packs (Blueprints) the numbers are in the same area as mine, with around 30-35 per month.

Dont know the sales yet for my FinalCamera, i already asked Epic for the sales numbers of the first month, but i guess they are still a bit busy with updates :wink:

Cheers,

Wow, real shame that I didn’t get here till march, ~200 sales @ $30/unit *0.7 for fees & tax is like $4k in March, I’d take that.

&stc=1

Would mean ± 33000 USD. At the end.

So thats just the best case with luck. :3 even 300 would fit for me…

For those whose their sales have declined.
Mentioning the generic shooter as a particular instance for case study. Why not start selling new modules able to further expand this item Perhaps not everyone is looking for a deathmatch game for your personal project.

Maybe 's generic shooter have reached an initial demand corresponding to the number of people interested in a multiplayer deathmatch shooter in this community for now. Now must wait a bit until new people begin to be attracted by the Unreal 4 potential and join.

Or add new gas for atual clientele or attract new clientele, for example, offering expansions for different “Game Types” in generic shooter for example, like a CTF module, a RPG Shooter module, Warfare module, Tower Defense module, things like selector for single player, steam or multiplayer, more customization options for characters and weapons, X-Ray, Night Vision, melee attack, more UMG examples, leaderboards, rewards, stats, challenger, achievements, off screen indicators, localization, etc… all implementing your main marketplace item and sold separately, in an affordable price.

Returning to say again, you should not worry about piracy, but rather worry more about how walks the relationship with people who are your real customers or friends.

The pirates does not give any value for your/their work, and certainly, your item will not be perfectly eligible and functional for them. The most people using pirated assets are not building a career, they are building a personal playground.

The most important thing here is building a relationship, not only the item that you are specifically selling, but the assistance that you can offer for your client, to your especific item be able to meets the particular requirements, to fit and working smoothly in the customer’s project. The Pirated item will not be able to have such things, never.

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No no no. More in the $15k range: How many people typically buy marketplace items? - Marketplace - Epic Developer Community Forums

Currently it is not allowed to sell marketplace items that depend on other marketplace items. Believe me, I really want to do this and have the pipeline to support doing so and I think it would be pretty popular, but alas, this is not a possibility. At least not yet. Make your thoughts known on the marketplace feedback thread or tweet @UnrealEngine on twitter, please.

Its definitely more in the $15k range.

Pls help me:

  • epic gets 25% rom the final buy
  • if your product dont makes 100 usd in a month you will get the money later. 100days
  • if your product gets 100USD you will be paid in the next 45 days.

Is that correct?

It is 30%, but yes.

Why not? You can sell other “very simple and generic items” compatible with any project, but fully compatible and plug-and-play with your generic shooter.

released his character System fully compatible with your spell system, which in turn is fully compatible with your inventory, all these things have modularity and works independently, but are fully compatibles working symbiotically. Who bought an item will probably want to buy the others to complete the combo.

I think he means you can’t have a pack dependent on another pack (as in you have to buy one pack just to use the other pack).

Aye, this, which would be required for some of the items originally suggested.

Sorry to put aside this thread a little bit. But I think it’s important for those who are not so pleased with your profit. You have to realize That You are not selling exclusivity to a AAA studio, but a non exclusive same item for many, many people with a Low budget.

The only problem with this selling mode that does not allow modular packages for a single item is that you can only create a single generic template, and should always providing assistance and upgrade free of charge, always for the same marketplace item.

Not everyone is very active in improving or implementing your own existing assets with more functionalities, free of charge.

If you add more things like more functionalities and game modes, you gonna need then to sell it more overpriced for those who have not yet bought it and offer free of charge for those who have already bought, such thing may seem very discouraging for a seller especially for one that had a peak sales initially disproportionately greater than the number of new buyers joining every month in a straight line.

For me, the selling option for modular packages can be more interesting for those who need something more specific. Because people will buy more cheaper only the things that they need. For sellers, maybe, because it will not ever need to add new features free of charge, will encouraging him to improve more and more and more your own item. (I think “free of charge” is a demotivating factor for a developer almost never extend your item with a new functionality), staying in a comfort zone, always expecting sales increasing over a same thing forever.

About a single finalized and generic item without any expansibility possibility, as a seller, you will be able to do only two things, offer free of charge any expansibility, all this new things included into a single finalized project for those who already bought, or sell this finalized project more, much more expensive for those who have not bought yet.

About more modularity, this can help the customer looking for a specific requirements for your project, the seller because it will attract more attention to their main itens due certain new features. Exemplifying: some people are not looking for a generic shooter, like a multiplayer deathmatch game. Some peoples don’t want a deathmatch shooter only, but they want inside this same deathmatch game a fully modular and compatible RPG game.

But I do not know whether there is any legal limitation. But there are ways to solve this. 1. modularity fully compatibility with other market assets (It works too independently without main template). 2. Contract. Your item have dependencies. Seller exposes explicitly the requirements for your item operate properly very clear in your contract, in your selling page, (like DAZ 3D models in the DAZ marketplace).

Hi Everyone :slight_smile:

I am really new to EU4 so i am just learning things .
I am doing 3D things and 2d mostly ( for hobby ) it is really inspiring for a starter like to that maybe in the future i could even have an asset like you guys that sells this good.
Have seen the numbers like for example has posted and that amount of money is like 3 years of regular work overall in my country if i could make an asset like that i could quit my job :slight_smile:

I just want to thank you guys for the inspiration !

Keep up the good work i will try to jump in to the marketplace business :slight_smile:

Greetings
Mhyori

As for the OP’s original post, I run an archivz company, and in that business time really is money, so we buy anything we can. It’s often not worth the cost/time for us to make a lot of the stuff so we buy what we can, from marketplace, Evermotion and other places. For instance, modeling and texturing a couch might take us 3 hours or so, and our hourly rate is around $150, which means that it would cost us (in time we can’t spend on other stuff) roughly $450 dollars. If we compare that to buying a couch model from marketplace or Evermotion, the difference is ridiculous. A couch on Evermotion might cost $12, so the choice is quite easy. The marketplace and companies like Evermotion makes it possible for us to actually earn some money from what we’re doing.

Plenty of people turn to buy marketplace items.

Marketplace is awesome. I visited it almost all days. Thanks Epic for this piece of community tool.

It would be great of the marketplace offered a sort of expansion module that you can buy, it would incentivize creators to make more content for their packs if it means they can make more money, without losing potential profit from sales already made that now get the update for free, regardless of the work put into it. It would also boost sales when updates do happen because people will have the option to buy them or not, but most people will probably end up buying the pack + new features. Thats just my two sense, but I think everyone on the marketplace would agree to such a feature.

If anyone is interested here is my sales report since April.