Is FAB's sales reporting backend broken?

Hello FAB Forums.

I suspect that FAB’s backend handling sales reporting is broken leading to underreporting of publisher sales.

If anybody has any information or ideas supporting or refuting this claim please share.

The story leading me to this conclusion goes like this.

  1. I launched a product for the first time on June 26. It is a plugin called Blueprint Command Center.

  2. The plugin took hundreds of hours to make and was technically very challenging. As far as I am aware it is unique and there are no similar products or capabilities in the engine.

  3. I am very happy with how it turned out and I myself would not use Unreal anymore without it.

  4. Since launch about 7 weeks ago the plugin has only 1 sale. See the screenshot. Based on the development time this means it has generated revenue equal to 10 cents per hour worked!

  1. I thought the plugin was doing well since it shows up reasonably high on the FAB listings when ranking by relevance. See the screenshots.
    Some example searches reveal: It is placed in the top 140 of 760 plugins published in the last 6 months by relevance.

For some searches it is at the top: For example searching for “overview” puts it on the front page among 3900 products.

If the plugin is doing so badly why isn’t it at the bottom?

  1. I contacted FAB support to explain the situation. They initially replied with boilerplate saying they cannot help with improving sales.
    Then after further explanation they understood the problem and they said that they checked the backend and confirmed that there was only 1 sale. They also said that they could not say how the relevance ranking works. So FAB support didn’t really help clarify the situation.

  2. There seems to be many concerns raised regarding low sales on FAB. Could there also be a technical reason for this?

So what is the answer?
Is this a bad product?
Is it overpriced?
Is the marketing poor?
Is FAB’s relevance ranking misleading?
Or is FAB’s backend actually broken?
Or am I missing something here?

I’m not trying to dismiss the effort you put into it, but fab users tend to expect plug and play or very easy to use solutions. The screenshots look like spaghetti code and I instantly was like “nope, I’m not gonna mess with this
” when I saw them. Your first screenshot just looks like a spiderweb, maybe rework the UI of the tool to be much simpler and more intuitive if you want to continue investing in it. I didn’t even bother reading the description with how intense the screenshots were.

2 Likes

Good day.
It’s probably already a fact — even for the FAB team — that how assets are ranked is a mystery. And the low sales are also a fact.

But in your particular case, to be honest, I didn’t really understand the purpose of your plugin when I visited the page, despite having over 20 years of experience. Maybe it is super useful, but you don’t communicate that on the page at all. You probably need to work on the presentation, and things will likely go much better for you.

2 Likes

How much external marketing did you do with your community before releasing? You might be better off going back to all your testers and clients/coworkers to see their opinions on why they didn’t end up needing to buy your product that you made for them.

I’m not sure that I would pay money to see a more busy view of the dependency graph. I watched the silent explainer video and im still not very much further along in understanding how this will improve my work, or assist my TD’s.
-# edit: I mean, I can see that it would be cool to see everything that calls a specific var/method/etc… I just never personally had a TD come to me asking me to walk them through all the times a particular one is used, i guess.

Maybe it’s a AAA thing. If you are making that high-end level of tools for gigantic companies, I would say that it might be better to give an overview of the big problems this tool solves during your next GDC talk or something.

edit: I guess i’ve always wanted a tool that shows all the OOP hidey-holes (like: overloads/interfaces/extension-methods) … but again, I feel like 60 mins of reading manuals I can probably work out how to call that up in my IDE for free.

3 Likes

Hi Komodo,

Thanks for the feedback. Clearly you did not like the thumbnail. Point Taken

The spaghetti or spiderweb is just reflecting how all the blueprints are interacting with each other.

This is kind of the point of the plugin to show instantly how complicated a project is.

The problem with blueprints in Unreal that it is trying to solve is that you don’t know how blueprints are interacting with other unless you look at each blueprint individually and read all the nodes.

This probably means that most projects are more complicated than you think but it is hidden.

The best analogy I can think of is a map of a subway system in a big city. Looks very confusing the first time you look at. But isn’t it much better to have the map then not have it?

This screenshot was from the Epic project Project Titan which has over 2000 blueprints which is why it looks so complicated. I choose this example to show an extreme case.

The plugin is actually plug and play but clearly this was not communicated well.

Do you have any thoughts on the relevance ranking on the FAB website?

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Hi Ametvile,

Thanks for the feedback. I will need to work on the presentation.

But if the ranking system is a mystery. Do you agree they should prioritize on making it more transparent?

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Hi Hicsy,

Thanks for your feedback. Funny that you seem to think I am in AAA. I am running an indie studio and I have never worked in AAA!

I didn’t really do any marketing for it aside from the youtube video.

The dependency graph is of course a closely related tool but it is still quit different. The dependency graph is for asset dependencies while this for blueprints only and is much more granular and is considering individual nodes and variables etc.

It looks more busy than dependency graphs because blueprints in actual projects are quite complicated and the plugin is showing the complexity. This is kind of the point of the plugin since it is really hard to understand how complex a project is without using this plugin.

The idea for this plugin was not meant as something for AAA. The original idea came about when I was trying one of the well-known game templates. I wanted to understand the blueprint code in the game template but this was really hard since it had hundreds of blueprints that were interacting with each other and multiple inherited blueprints and blueprint interfaces. So I thought it would be a big time saver if I could press 1 button and see everything on 1 graph instead of having to go back and forth between tons of blueprints.

2 Likes

I think they would have if they could. Apparently they are still in a very early stage of development.
Or they just don’t report on how things are going.
We’ll see.

It’s not a bad product, but it is overpriced and has poor marketing. And yes, FABs ranking is broken.

The asset looks more like a nice addition to the Reference Viewer rather than a crucial tool for daily development. Even your example of “understanding the blueprint code in a game template” is a 1 time usage, not a daily usage.
Paying $50 for this is a lot, especially when Unreal provides Referencer Viewer for free.

Many plugins that are priced at $5 make much more money because a lot of people buy them for a 1 time usage, or out of curiosity, or just in case they someday need it, without actually ever using them.

2 Likes

Hi Maciek,

Thanks for your feedback.

I agree the reference viewer is the most similar tool to this but it is still very different from the reference viewer in my view. References at the asset level is only a minor feature of this tool while its the whole point of the reference viewer.

Understanding a game template might be a once off activity but searching blueprints and navigating blueprints are day to day uses. So there was definitely room for improvement in clarifying this.

I will certainly keep the price feedback in mind but first I need to fix the presentation.

Thanks to everyone posting here. It was clear the presentation needed improvement so I replaced all the screenshots and rewrote the description. The changes are now live.

Hopefully the changes are an improvement.

1 Like

Hey, the product seems useful and interesting but IMO you need a shorter and more attractive Demo Video. Try to resume as much as you can the absolute most attractive feature of your product in the in the beginning of the video, in the store thumbnail, in the first pic, in the beginning of the description and if possible in the product’s name. I would make the vid as short and dynamic as possible and make a second video (or more) showing the details or how to use it. Also avoid too much text and long phrases in the video.

But still, being useful and well presented still isn’t guarantee that it will sell, this is unfortunately part of the business. FAB ranking algorithms aren’t public and maybe that’s to avoid exploitation.

1 Like

Hi Peace,

Thanks for the feedback. Yes, i agree the video is not that good. I will work on that.

There is already a lot going on in the new thumbnail so kind of hard to see how to fit even more into it, but I understand your point.

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I know what you mean, sorry I used the word ‘compress’ when I meant ‘resume’… The way I see it, the less you write and the more you communicate with few words and icons the best. It’s something I struggle with too, it’s not easy specially after you just finished creating your asset and you know all the features you worked hard to put there and you want to communicate all that…

Good luck with your asset

1 Like