Appears in presets: Business lens, Core read
- Videoball
Primarily digital game sales on Steam/PlayStation/Xbox; possibly publisher/platform promotions, but no public data found for bundles, guarantees, or licensing.
Sources: store.steampowered.com; playstationlifestyle.net; steamspy.com.
- Rocket League
Revenue streams: premium launch sales, later free-to-play cosmetics, passes, licensed items, esports/media activity, and platform ecosystem value. The important comparison point is whether the game monetizes once, repeatedly, through cosmetics, through DLC, or through platform subscriptions.
Sources: store.steampowered.com; gamedeveloper.com.
- Killer Queen Arcade
Multiple streams: cabinet sales, parts/add-ons/service, financing, venue coin/card revenue, venue food/beverage lift, league/tournament ecosystem, merch, and later Killer Queen Black digital/physical sales.
Sources: bumblebeargames.com; killerqueenarcade.com; nintendoeverything.com; killerqueenarcade.com.
- Nidhogg
Revenue streams: premium game sales and later sequel/platform sales rather than microtransactions. The important comparison point is whether the game monetizes once, repeatedly, through cosmetics, through DLC, or through platform subscriptions.
Sources: store.steampowered.com; store.steampowered.com.
- FTL: Faster Than Light
Revenue streams likely include base-game sales on PC storefronts and iPad, soundtrack sales, bundles, and possibly merchandise via Subset/Fangamer links. There is no public evidence of microtransactions, subscriptions, advertising, loot boxes, or games-as-a-service monetization in FTL.
Sources: store.steampowered.com; subsetgames.com.
- ROUNDS
Revenue streams: premium unit sales; no major DLC/microtransaction dependency visible in the public store page. The important comparison point is whether the game monetizes once, repeatedly, through cosmetics, through DLC, or through platform subscriptions.
Sources: store.steampowered.com; store.steampowered.com.
- Into the Breach
Revenue streams likely include base-game sales, soundtrack sales, bundles with FTL and other tactics titles, Switch sales, physical Switch sales, and a Netflix licensing or distribution deal for mobile. There is no evidence of microtransactions, season passes, gacha, or service monetization.
Sources: store.steampowered.com; subsetgames.com; toucharcade.com.
- TowerFall Ascension
Revenue streams: premium game sales and expansion/port revenue rather than microtransactions. The important comparison point is whether the game monetizes once, repeatedly, through cosmetics, through DLC, or through platform subscriptions.
Sources: store.steampowered.com; store.steampowered.com.
- Duck Game
Revenue streams: premium unit sales, ports, and possibly soundtrack/ancillary sales rather than live-service monetization. The important comparison point is whether the game monetizes once, repeatedly, through cosmetics, through DLC, or through platform subscriptions.
Sources: store.steampowered.com; store.steampowered.com.
- LIMBO
Revenue streams include base-game digital sales across Xbox/PlayStation/Steam/Mac and later platforms, bundles with INSIDE, and possibly physical/collector packages after the Playdead catalog matured. There is no indication of microtransactions or service revenue in LIMBO's core business.
Sources: gamedeveloper.com; store.steampowered.com; playdead.com.
- INSIDE
Revenue streams likely include base-game sales across PC/console/mobile, bundle sales with LIMBO, and special/merchandise channels such as iam8bit listed by Playdead. There is no evidence that INSIDE relies on DLC, microtransactions, ads, or live-service monetization.
Sources: store.steampowered.com; playdead.com.
- Ultimate Chicken Horse
Revenue streams: premium unit sales, platform ports, and content/update-driven long tail. The important comparison point is whether the game monetizes once, repeatedly, through cosmetics, through DLC, or through platform subscriptions.
Sources: store.steampowered.com; store.steampowered.com.
- Lethal League Blaze
Revenue streams: premium unit sales, ports, and soundtrack/ancillary value rather than microtransaction-led monetization. The important comparison point is whether the game monetizes once, repeatedly, through cosmetics, through DLC, or through platform subscriptions.
Sources: store.steampowered.com; team-reptile.com.
- Planet of Lana
Revenue streams likely include base-game sales, Game Pass/licensing economics, Supporter Pack DLC, console sales, Steam sales, possible physical editions, and later catalog bundles with Planet of Lana II. There is no evidence of microtransactions, ads, or live-service monetization in the core game.
Sources: store.steampowered.com; planetoflana.com; vgchartz.com.
- Killer Queen Black
Revenue streams: premium sales before delisting; no durable public microtransaction/live-service revenue stream. The important comparison point is whether the game monetizes once, repeatedly, through cosmetics, through DLC, or through platform subscriptions.
Sources: store.steampowered.com; delistedgames.com.
- Brawlhalla
Revenue streams: cosmetics, battle passes, character/currency bundles, licensed crossover items, and esports ecosystem value. The important comparison point is whether the game monetizes once, repeatedly, through cosmetics, through DLC, or through platform subscriptions.
Sources: store.steampowered.com; news.ubisoft.com.
- Among Us
Revenue streams: premium PC/console/mobile versions, cosmetics, ads/mobile monetization depending on platform, merchandising, licensing, and media adaptations. The important comparison point is whether the game monetizes once, repeatedly, through cosmetics, through DLC, or through platform subscriptions.
Sources: store.steampowered.com; shacknews.com.
- R.E.P.O.
Revenue streams: premium Early Access unit sales, with possible future content/merch opportunities not yet fully visible. The important comparison point is whether the game monetizes once, repeatedly, through cosmetics, through DLC, or through platform subscriptions.
Sources: store.steampowered.com; newzoo.com.
- PEAK
Revenue streams: premium unit sales, potential future updates/DLC/merch, but no major microtransaction structure visible in the public Steam page. The important comparison point is whether the game monetizes once, repeatedly, through cosmetics, through DLC, or through platform subscriptions.
Sources: store.steampowered.com; gamedeveloper.com.
- MECCHA CHAMELEON
Revenue streams: premium unit sales at launch; no major DLC/microtransaction structure was visible in reviewed store materials. The important comparison point is whether the game monetizes once, repeatedly, through cosmetics, through DLC, or through platform subscriptions.
Sources: store.steampowered.com; store.steampowered.com.
- Balatro
Revenue streams: premium unit sales across PC/console/mobile and subscription/platform arrangements where applicable. The important comparison point is whether the game monetizes once, repeatedly, through cosmetics, through DLC, or through platform subscriptions.
Sources: store.steampowered.com; playstack.com.
- Vampire Survivors
Revenue streams: premium unit sales, DLC expansions, mobile/platform versions, and possible subscription-platform deals. The important comparison point is whether the game monetizes once, repeatedly, through cosmetics, through DLC, or through platform subscriptions.
Sources: store.steampowered.com; theguardian.com.
- Slay the Spire
Revenue streams: premium unit sales across platforms and soundtrack/ancillary sales rather than microtransactions. The important comparison point is whether the game monetizes once, repeatedly, through cosmetics, through DLC, or through platform subscriptions.
Sources: store.steampowered.com; gamedeveloper.com.
- Hades
Revenue streams: premium unit sales, soundtrack/merch value, platform ports, and later franchise/sequel value. The important comparison point is whether the game monetizes once, repeatedly, through cosmetics, through DLC, or through platform subscriptions.
Sources: store.steampowered.com; gamedeveloper.com.
- Noita
Revenue streams: premium unit sales and storefront/platform sales; no major microtransaction model visible. The important comparison point is whether the game monetizes once, repeatedly, through cosmetics, through DLC, or through platform subscriptions.
Sources: store.steampowered.com; store.steampowered.com.
- Laser League / Laser League: World Arena
Revenue streams: original premium sales and later attempted free-to-play/service monetization; no durable public revenue stream survived. The important comparison point is whether the game monetizes once, repeatedly, through cosmetics, through DLC, or through platform subscriptions.
Sources: store.steampowered.com; steamcommunity.com.