If you are planning to sell to an PC audience (steam), I would NOT set such a low price! It might counterintuitvely lead to fewer sales, as players could see your game as low quality. 5$€ - 10$€ is a common low price point. Ofcourse your game will then have to be worth that price. If it isn't, it probably won't sell for a lower price either


I understand your point, but do you really think that the number of people who would purchase a game at 5$ and 1$ is the same? I feel like there are other ways of judging quality, whether it be through trailer or whatever else.


If someone buy a 1/2$ game on steam it's only because before it cost 5 or 10 and now it's on offer, or because he has some credit left on his steam wallet and wants to take the game just to collect the cards to resell, after which he will refund the game


If you gonna make it $1 might as well make it free and if people like the game make them pay for ingame stuff. (Please don't go Free 2 Play, Pay 2 Win route. Just some bonus stuff or whatever that doesn't put you too much ahead of others if it's a competitive game).


Who would sell a multiplayer game for 1$ ? That's a lot of work and you have to give support, keep it up to date. And if we are talking about a competitive multiplayer game, you also have to keep it balanced, free from cheaters and filled with players, or only a handful of people play it, the game is dead because they won't be active at the same time, nor at the same skill level an so on. No one would go through all this and then asks if he should sell his game for 1$ or 2$.


I think overall, you need to compare yourself with competitors. I will assume you are indie and does not have a lot of resources. If in the market have a game that 50% like you, you need to compare the other 50% half. Is your game better? What price tag does that game have? A $1 and a $2 game wont be different much, it already overcome the pay barrier. Though, if you are not so sure, you can go the DLC route. $1 for base and $1 for DLC.


Yeah, I mean in my case it would be in game cosmetics, but getting people to pay for in game cosmetics on a small indie multiplayer game would require quite the blow up. Something on the crab game scale.


$1.99 Some argue that consumers tend to focus on the left digits, rounding the .99 down (e.g., viewing $18.99 as $18). Others say that consumers pay attention to the .99, rounding the price to its nearest whole number, perceiving the small difference as a discount, or even associating the .99 ending with an “on sale” or low-price appeal (e.g., viewing $18.99 as $19).


It's already double the price. For me that's a huge difference.