Package prices are too high.

Actually, one of the best-selling items we’ve had in recent months (by the number of individual purchases as well as revenue) is the RPG Starter Kit at USD $125. Link: https://www.unrealengine.com/content/ac82395cf09c4bf0bd1474a24425656d

We definitely sell more items that are under the $100 mark, but I just looked at the sales data, and content above $100 sells surprisingly well. Based on the number of people that use UE and purchase content on the Marketplace, price sensitivity is less than one would think. Above a certain price, people are going to think “man, I better read some reviews or check the forums before I spend money on that.” This is an important lesson: The more expensive your content is, the more important it is to have positive word of mouth, a reputation for supporting your content, and to be involved in the community. You’re not going to attract impulse buyers with a high price point, so you’ll have to do a bit more work for it to catch on and build trust, but people will buy it if you have a great product that represents a lot of value and time savings, and if it’s presented really well.

Some of my favorite recent examples of this are 's Generic Shooter Sample Project (https://www.unrealengine.com/content/e1483f96f46b414386bd3ca5de33ed10) and UMG Mini Maps (https://www.unrealengine.com/content/f7569b75555146fd83660f44cc3904d1). They do target lower price points, but I think they do a great job at showing off how useful their content is, and being so active with the community and their users. I think that’s something everyone can learn from, especially if you’re selling something for a higher price and want to demonstrate value.

While I’m thinking of it, here’s some advice for everyone selling their content, but especially people that choose a higher price point: ask the people that purchase your content to leave ratings and reviews on your Marketplace product page. It really does make a difference.