Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+3)

Depends on the audience and the genre and on the publisher's legal status and ability to collect funds. Also location and availability of financial services. And if the game has restrictions (think gambling laws and such).

The best form for paying for games is dependent on similar things, but mostly convenience and security. Including what happens for both parties if a refund is required.

But what you really seem to ask is pricing options. In general, for the indie game audience and on itch, pay what you want is said to be best, by people that should know.

The answer changes, if your indie game is ... professional ... enough to be on Steam. The crowd there does not even know what pay what you want is. Except with extra steps in the way of DLC. Developers might offer soundtracks or even a buy-me-a-coffee-dlc. A paid version and a free public version/web playable might be the best answer here.

If you can manage a successful patreon, the answer is different yet again. It depends on what you offer as rewards for supporters and how restriced your public version is. But the answer tends to be pay what you want. There is slight confusion over what you pay and what is offered. Itch customers excpect an in-development version, aka early access - and not a non updating project equal to a single month of support. Better do a public version and or a retail priced early access that includes the updates. (I cannot tell what maximizes profit in short term, but long term it is usually better to treat your customers better, since you might make more than one game, and people do have memories.)

(Also Itch might want to offer some things that brings people to Itch instead of driving them to Patreon and other subscription services. They should even consider opening up their own payment service, suited to the demands of low price games and indie developers.)

In my opinion, being an unknown dev and using a minimum price, while having no free stuff, is a bad idea. This might work on Steam with their no questions asked refund policy and if you have an actual marketing budget and use it, and have a suitable marketable game to go along with it.

But the reality is, most published on Itch do not even have to think about his. Less than 10% of the projects even make money to begin with. This is an estimate based on the browse rankings.