Abiotic Factor Hits 1.4 Million Sales on Steam

Abiotic Factor Makes 1.4 Million in Sales

Abiotic Factor, the co-op exploration and crafting game from Deep Field Games, surpasses 1.4 million sales on Steam after its 1.0 release, driven by cross-platform play, updates, and pricing.

Abiotic Factor, the co-op exploration and crafting game developed by Deep Field Games and published by Playstack, has sold more than 1.4 million copies on Steam following its 1.0 release. The game, which combines elements reminiscent of Half-Life with exploration and crafting mechanics, first entered Early Access in 2024 and has steadily increased its player base through updates, pricing strategies, and cross-platform availability.

According to GameDiscoverCo, the 1.0 launch provided a substantial revenue boost, contributing to Playstack’s parent company reporting a 125 percent increase in first-half profits to $9 million. Launches on PlayStation Plus and Xbox Game Pass further expanded the audience.

Abiotic Factor Hits 1.4 Million Sales on Steam

Abiotic Factor Reaches 1.4 Million Sales

Steam Sales and Long-Term Growth

Steam data indicates that Abiotic Factor sold approximately 600,000 units between May and August 2024 and grew to over 1.4 million copies by the end of August 2025. The game reached a peak concurrent player count of 29,000 during the 1.0 launch. Observers note that sales growth has been driven by a combination of discount events, major content updates, and ongoing community engagement. Rather than relying on a single major release, the game’s performance illustrates the cumulative effect of continuous promotional and update-driven interest.

Abiotic Factor Reaches 1.4 Million Sales

Abiotic Factor Reaches 1.4 Million Sales

Pricing Strategy and Early Access Incentives

The developers implemented a price increase from $25 to $35 prior to the 1.0 release to reflect the addition of new in-game features. According to Playstack’s lead marketing manager, Shawn Cotter, Early Access sold just under 250,000 units in its first month, while the 1.0 release sold fewer units but generated higher revenue due to the price adjustment. To encourage early purchases before the increase, the team offered exclusive cosmetic items and a Supporter’s Pack DLC for Early Access players, which later became a paid item at the 1.0 launch. Cotter noted that the DLC continued to perform well after the release.

Abiotic Factor Reaches 1.4 Million Sales

Abiotic Factor Reaches 1.4 Million Sales

Cross-Platform Play and Virality

Planned cross-platform play between PC and consoles contributed to the game’s broader reach. Estimates suggest an additional one million players engaged with Abiotic Factor through Game Pass and PlayStation Plus subscriptions. Cotter observed that cross-platform play likely accelerated word-of-mouth promotion, encouraging players to invite friends across different platforms, which increased overall sales beyond what a premium-only release could have achieved. The timing of the 1.0 release was coordinated to align with platform schedules and avoid competition with other major launches, which required careful planning to maximize visibility and impact.

Gameplay and Community Engagement

The gameplay of Abiotic Factor has been highlighted as a key factor in its success. The game combines co-op mechanics, crafting, and exploration with a narrative-driven structure. During Early Access, the development team focused on substantial updates organized into distinct “chapters” rather than frequent minor patches.

According to Deep Field Games’ design director Geoff “Zag” Keene, this approach maintained player engagement by providing clear content milestones and allowed the community to experience meaningful progress with each update. The structure also provided opportunities for streamers and content creators to showcase new content effectively. Player data indicates strong overlap with other co-op and survival titles, suggesting that targeted updates and ongoing community interaction helped sustain discoverability and long-term sales.

Abiotic Factor Reaches 1.4 Million Sales

Abiotic Factor Reaches 1.4 Million Sales

Marketing and Regional Outreach

Marketing efforts extended to international markets, particularly China, where localized assets and partnerships on platforms such as Bilibili contributed to an estimated 20 percent of the player base. The team also engaged with new influencers who began streaming the game at the 1.0 launch, which provided additional exposure. Steam store bundles with similar games were another component of the strategy, with some bundles selling over 80,000 units even at modest discounts, particularly when timed alongside updates to complementary titles.

Final Thoughts

Abiotic Factor’s performance demonstrates the importance of strategic pricing, continuous content updates, cross-platform availability, and targeted marketing in sustaining game sales over time. With over 1.4 million units sold on Steam and additional engagement across console platforms, the game provides a clear example of how thoughtful release planning, community engagement, and careful timing can contribute to long-term growth in the video game market.

Educational, Reports

Updated:

September 3rd 2025

Posted:

September 3rd 2025

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