Appears in presets: Business lens, Core read
- Videoball
Mass digital storefront distribution: Steam, PS4, Xbox One; marginal copies were cheap to distribute, but discoverability and concurrent population were the bottlenecks.
Sources: store.steampowered.com; playstationlifestyle.net; gameinformer.com.
- Rocket League
Distribution primarily ran through digital console/PC storefronts, then a cross-platform free-to-play service model under Epic. This channel choice shaped discovery, reviews, multiplayer liquidity, update cadence, and long-tail monetization.
Sources: store.steampowered.com; rocketleague.com.
- Killer Queen Arcade
Location-based physical distribution: made-to-order cabinets shipped to venues, with a public location map and communities around specific cabinets; later Raw Thrills/Betson helped bring it to a wider arcade market.
Sources: killerqueenarcade.com; killerqueenarcade.com; arcadeheroes.com.
- Nidhogg
Distribution primarily ran through Steam and later console digital storefronts, supported by festival/audience reputation. This channel choice shaped discovery, reviews, multiplayer liquidity, update cadence, and long-tail monetization.
Sources: store.steampowered.com; nidhogggame.com.
- FTL: Faster Than Light
The initial durable channel was Steam on PC, with Subset also listing iPad, Humble, and GOG. Kickstarter was not merely capital; it was an early audience, beta access system, and press amplifier before Steam launch.
Sources: store.steampowered.com; subsetgames.com; backerkit.com.
- ROUNDS
Distribution primarily ran through Steam premium digital distribution. This channel choice shaped discovery, reviews, multiplayer liquidity, update cadence, and long-tail monetization.
Sources: store.steampowered.com; landfall.se.
- Into the Breach
The distribution stack includes Steam, Humble, GOG, Nintendo Switch, mobile through Netflix, and a physical Switch version via Fangamer. Netflix materially changed mobile distribution by making the mobile game available to subscribers rather than selling it as a standalone app purchase.
Sources: subsetgames.com; subsetgames.com; toucharcade.com.
- TowerFall Ascension
Distribution primarily ran through OUYA first, then Steam/PlayStation and later other console digital storefronts. This channel choice shaped discovery, reviews, multiplayer liquidity, update cadence, and long-tail monetization.
Sources: store.steampowered.com; towerfall-game.com.
- Duck Game
Distribution primarily ran through OUYA first, then Steam and console digital storefronts. This channel choice shaped discovery, reviews, multiplayer liquidity, update cadence, and long-tail monetization.
Sources: store.steampowered.com; corptron.com.
- LIMBO
The original channel was Xbox Live Arcade's Summer of Arcade in July 2010, followed by PSN and Steam in summer 2011 and later Mac. Steam remains a current channel with demo, bundle, and long-tail review volume.
Sources: gamedeveloper.com; store.steampowered.com.
- INSIDE
Distribution included Steam, Epic, PlayStation, iTunes, Xbox, and Nintendo according to Playdead's official page, with Steam carrying the current PC storefront and demo. The channel structure is multi-platform premium digital distribution rather than subscription-first or service-based monetization.
Sources: playdead.com; store.steampowered.com.
- Ultimate Chicken Horse
Distribution primarily ran through Kickstarter/community build-up followed by Steam and console digital storefronts. This channel choice shaped discovery, reviews, multiplayer liquidity, update cadence, and long-tail monetization.
Sources: store.steampowered.com; cleverendeavourgames.com.
- Lethal League Blaze
Distribution primarily ran through Steam and console digital storefronts. This channel choice shaped discovery, reviews, multiplayer liquidity, update cadence, and long-tail monetization.
Sources: store.steampowered.com; team-reptile.com.
- Planet of Lana
The initial distribution included Xbox Series, Xbox One, PC via Steam/Microsoft Store, and Xbox Game Pass in May 2023; PlayStation and Switch followed in April 2024 according to public reporting. The official page now presents Steam, Xbox, PlayStation, and Nintendo storefronts.
Sources: vgchartz.com; planetoflana.com; store.steampowered.com.
- Killer Queen Black
Distribution primarily ran through digital storefronts and online service infrastructure, later affected by delisting and server shutdown. This channel choice shaped discovery, reviews, multiplayer liquidity, update cadence, and long-tail monetization.
Sources: store.steampowered.com; killerqueenblack.com.
- Brawlhalla
Distribution primarily ran through Steam/console/mobile digital storefronts with cross-platform live service. This channel choice shaped discovery, reviews, multiplayer liquidity, update cadence, and long-tail monetization.
Sources: store.steampowered.com; brawlhalla.com.
- Among Us
Distribution primarily ran through mobile app stores, Steam, and later console storefronts. This channel choice shaped discovery, reviews, multiplayer liquidity, update cadence, and long-tail monetization.
Sources: store.steampowered.com; innersloth.com.
- R.E.P.O.
Distribution primarily ran through Steam Early Access. This channel choice shaped discovery, reviews, multiplayer liquidity, update cadence, and long-tail monetization.
Sources: store.steampowered.com; semiwork.se.
- PEAK
Distribution primarily ran through Steam premium digital launch. This channel choice shaped discovery, reviews, multiplayer liquidity, update cadence, and long-tail monetization.
Sources: store.steampowered.com; aggrocrab.com.
- MECCHA CHAMELEON
Distribution primarily ran through Steam premium digital release. This channel choice shaped discovery, reviews, multiplayer liquidity, update cadence, and long-tail monetization.
Sources: store.steampowered.com; store.steampowered.com.
- Balatro
Distribution primarily ran through Steam and console digital launch followed by mobile/Apple ecosystem expansion. This channel choice shaped discovery, reviews, multiplayer liquidity, update cadence, and long-tail monetization.
Sources: store.steampowered.com; playbalatro.com.
- Vampire Survivors
Distribution primarily ran through Steam Early Access/full launch, then console and mobile storefronts. This channel choice shaped discovery, reviews, multiplayer liquidity, update cadence, and long-tail monetization.
Sources: store.steampowered.com; poncle.games.
- Slay the Spire
Distribution primarily ran through Steam Early Access, full PC release, then console/mobile storefronts. This channel choice shaped discovery, reviews, multiplayer liquidity, update cadence, and long-tail monetization.
Sources: store.steampowered.com; megacrit.com.
- Hades
Distribution primarily ran through Epic Early Access, Steam Early Access/full release, Nintendo Switch, and later console storefronts. This channel choice shaped discovery, reviews, multiplayer liquidity, update cadence, and long-tail monetization.
Sources: store.steampowered.com; supergiantgames.com.
- Noita
Distribution primarily ran through Steam Early Access/full release plus PC storefronts such as GOG/Humble/itch. This channel choice shaped discovery, reviews, multiplayer liquidity, update cadence, and long-tail monetization.
Sources: store.steampowered.com; noitagame.com.
- Laser League / Laser League: World Arena
Distribution primarily ran through digital PC/console storefronts, then free-to-play World Arena on Steam. This channel choice shaped discovery, reviews, multiplayer liquidity, update cadence, and long-tail monetization.
Sources: store.steampowered.com; 505games.com.