For the third year now, I am endeavoring to examine the 4X game market. Just to review, I’m looking at data strictly from the birth of eXplorminate through 2017. Part of this is personal – we’re proud of the effect our site has had on the 4X community. Part is practical: data prior to 2014 is sketchy at best, so collecting it would most likely prove counterproductive.
In part one of this article, just the raw numbers will be presented. I’ve found that some of our community members want to examine the numbers without my commentary and bias. I am totally sympathetic. I hope we can all learn from what is presented here. The most recent data (games from 2017) are shown first.
Games of 2017
Games of 2016
Games of 2015
Games of 2014
First, I’d like to thank SteamSpy and SteamCharts. Without those sites, this data analysis would not be possible. Also, as a reminder, I’m looking primarily at Steam data. Similar data for other services such as GOG or Origin are not available. Likewise, do not confuse Steam Owners with Steam Sales. There are a lot of ways to get a key on Steam, many do no require buying the game on Steam.
Now, with four years of data, we’re finally able to begin seeing some patterns to the 4X market. It’s a very exciting time, and with all this information, I believe we can learn a great deal from what’s going on in our beloved genre. I look forward to presenting my conclusions part two!