Can 2D Platformers Still Be Profitable on Steam?
Author: Ross Burton, PhD, Head of Product and Data
Category: Data Analysis
Published: 2/20/2025
Updated: 4/3/2025
Are 2D Platformers Low Hanging Fruit for Indie Developers?
If you're a new indie game developer looking to create your first commercial title, you might be seeking a more accessible art style and mechanic. The obvious choice seems to be 2D platformers. The two-dimensional nature eliminates complex 3D modelling, texturing, and rigging, allowing developers to focus on core gameplay mechanics. Development cycles are typically shorter, and the simplified art pipeline enables rapid prototyping and iteration1,2. There is also a potential boost to market accessibility, with a guarantee that it will run smoothly on a wider range of devices, will have more straightforward and accessible gameplay mechanics, and could even appeal to the nostalgic vibes that certain players are looking for1-3.
Despite the attractive benefits, you will see scepticism online as to whether 2D platformers are worth the development time. The perception of 2D platformers as "easy to make" has led to significant market saturation. Even well-executed platformers with solid marketing strategies can struggle to achieve 50,000 sales. The genre has become extremely crowded, making it difficult for new games to gain visibility4. Some also argue that 2D platformers lock in creative limitations resulting in limited immersion compared to 3D games and the spatial limitations of the genre make it challenging to differentiate from existing titles3,5.
Today we're going to address these points and dive into the Steam data to try and ask, are 2D platformers still a good choice for indie developers?
How Did 2D Platformers Perform in 2024?
I think it is safe to say that 2024 was a tough year for game development, with record layoffs and shocking sales numbers6. So with the economy solidly running in "hard mode", assessing the performance of 2D platformers over this period should really tease out the truth as to whether the genre still has potential. We'll start by creating a cohort of games we can study that meet the following criteria:
- Games with the user defined tag "2D Platformer" OR "2D" and "Platformer"
- Exclude games with the user defined tag "3D" - user defined tags are notorious for their contradictions, so this is necessary
- Released in the calendar year of 2024
- Exclude free games
We're going to include AAA's and titles with a publisher as well, but don't worry, we'll segment our analysis later to see the impact of these factors on the success of titles. We're going to compare our cohort of 2D platformers to all other titles on Steam by selecting paid-for-games released in 2024 that do not appear in our cohort.
The release of 2D platformers has been steadily increasing over the years but this increase is in line with what we have seen for other categories on Steam. The number of monthly releases saw a steep uptick in 2024 though, with 150 per month being released towards the end of last year:

The number of 2D platformers released on Steam over time compared to other titles on Steam (top). If we focus solely on 2D platformers, we see a stark uptick in the number of monthly releases in 2024 (middle). The performance of these games in terms of reviews is slightly higher for 2D platformers compared to other genres in recent years (bottom).
The performance of 2D platformers in terms of reviews is shown on the bottom row of the charts above. Review performance is given as the average SteamDB score over time, a rating system that accounts for the proportion of positive reviews relative to the total number of reviews of a game. It might be tempting to speculate that overall the quality of these games has decreased over time, but it's actually hard to tell given that close to 70% of all games on Steam were released after 2017! Crazier than that, more than 50% were released after the pandemic. So the sample size for evaluating review performance is significantly lower for the years before 2020.
There is a slightly higher performance for 2D platformers in terms of reviews, with a median score of 69.1% for 2D platformers compared to the 68.1% average of other genres. This might reflect a slightly more accepting audience given the nature of the games released in this genre, but it also could just be accounted for by the variation of genres we're including in the "other" category. What is clear, however, is that 2D platformers do on average under-perform in terms of sales compared to other genres as shown in the graph below; the median number of copies sold for a 2D platformer is around 200, compared to 375 for all other genres combined. You could argue this is because 2D platformers are often sold at a lower price, but when you check the initial price of such games they only differ by a dollar on average.

Box plot showing the spread of estimated number of copies sold (left) and the initial price for 2D platformers vs all other genres on Steam. The whiskers either side of the box show the how much the values vary amongst each group. The horizontal line in each box shows the middle (median) value, which is lower amongst 2D platformers.
Is The 2D Platformer Market Over-Saturated?
The biggest push back against committing to a 2D platformer are claims that the market is over-saturated3-5 and on the face of things that does appear to be true - we all see vast amounts of 2D platformers on Steam and many indie developers release these kind of games. We wanted to test the claims by looking at our Steam Map, a statistical data model we have built that maps out the entire Steam market place to find regions of low and high saturation. We can use this "map" to quantify the saturation of individual corners of the market and determine if claims of saturation are true. Additionally, we can ask whether opportunities exist in the space.
In the image below we have visualised a cross section of our map as a heatmap (see below). Our Steam Map is also available in an interactive 3D form as part of our Data Explorer tool). The intense red areas represent a high density of very similar games, which suggests an over saturated section of the market. The white and blue areas represent sparse areas with fewer games released and potential for opportunity. The gaps between areas represent the absence of any game, perhaps due to economic, artistic, or mechanistic limitations, or simply because no one has come up with an idea to fill that space yet!
On top of our heatmap we have drawn a contour (the red lines) that represents the distribution of 2D platformers in the Steam market - it's a bit like reading a geographical map, pointing to the mountain of 2D platformers, peaking around the top right of our heatmap. From the visualisation it seems plainly obvious that yes, there is an over saturation of 2D platformers in the market, but there are still opportunities. Around the central peak are valleys of blue regions, showing regions of the market less saturated and possibly prime for opportunities.

Heatmap representing the degree of saturation in the Steam marketplace. The intense red areas represent a high density of very similar games whereas the white and blue areas represent sparse areas with fewer games released. The red contour (red lines) represents the distribution of 2D platformers within the heatmap.
As promised, we can quantify this as well. We have developed a saturation score which is a measure of how many similar games surround each individual title. If we plot the saturation score for 2D platformers (below) we can see that, although the average 2D platformer sits in a more saturated market compared to titles in other genres, the spread of saturation score is comparable - there are still plenty of opportunities for 2D platformers, but it could be harder to differentiate yourself from the competition compared to other types of games.

Box plot showing the spread of market saturation score for 2D platformers vs all other genres on Steam.
What Are The Chances of Earning at Least $1000 From Your 2D Platformer Game?
Given the saturated market you might be asking yourself, what are the chances of making any revenue in this space? We're discussing this topic mostly from the perspective of a new indie developer; at Game Oracle, one of our core values is to help manage expectations and construct realistic goals. As we have discussed before, we think developing games is a long term project and we should aim for small wins to begin with. So with that in mind, how many games in this genre sell at least 1000 copies?
In the table below we have given a breakdown of how many games released in 2024 hit this goal, segmenting AAAs, AAs/Publisher backed games, and true independently published titles. We have only included games that have been released for at least 6 months to account for the time needed to obtain significant revenue.
2D Platformers | All Other Genres | |
AAA Titles | 100% (5) | 87.9% (66) |
AA / Publisher-backed Titles | 44.7% (188) | 48.6% (1,534) |
Indie Games | 18.1% (763) | 29.6% (6,093) |
Unfortunately, the chances of a 2D platformer reaching 1000 sales are significantly lower compared to the other genres. We know that more of the 2D platformer titles will be first time indies, so maybe it shouldn't be surprising. Overall though, there appears to be roughly a 1-in-5 chance that an indie 2D platformer will make at least 1000 copies. The chances of this of course are not solely dependent on the choice to make a 2D platformer, but are the outcome of meticulous development, polish, and marketing. So let's take a look at some key examples of 2D platformers that hit the mark in 2024.
Against The Odds, There Are Success Stories
Despite the challenges, 2024 saw several successful indie 2D platformers. These titles stand out as achieving a substantial number of sales and overwhelmingly positive reviews despite the odds. We're going to summarise their gameplay, marketing, and release strategies to see what we can learn.
ANTONBLAST
ANTONBLAST is a fast-paced action platformer released in December 2024 by independent studio Summitsphere. The game follows demolition experts Dynamite Anton and Annie as they chase Satan, who has stolen Anton's collection of spirits out of jealousy over Anton's redder complexion.7,8.
The game's standout feature is its unique movement system centred around the "Clutch" mechanic - a rhythmic dash attack that can be chained together for increased speed and destruction9. Players can bounce off enemies and obstacles using a hammer, perform spinning vaults, and chain together high-speed movements in a destructive ballet that creates an unmatched sense of flow10. The game features 12 distinct levels, each with its own creative gimmicks, such as pinball transformations and shooting ranges11.
What sets ANTONBLAST apart from similar platformers is its blend of Wario Land-style gameplay with elements reminiscent of Crash Bandicoot12. Each level is crafted with a dual-layer system where players can switch between background and foreground, using color-coded detonators to transform the environment7. The game culminates each level with a "Happy Hour" sequence, where players must race back to the start before everything explodes9.
ANTONBLAST was developed in GameMaker and is the second game in the Anton series, following Antonball Deluxe. This means the game's success could be a result of an already substantial following, but it does highlight the potential benefit of playing the long-game by developing a series of similar titles, allowing you to develop a devoted fan base whilst also learning from each subsequent release and improving upon feedback.
The game positions itself as a spiritual successor to classic platformers while establishing its own identity. Rather than being a mere clone of similar games like Pizza Tower, ANTONBLAST carves out its own niche with unique mechanics and level design. The marketing emphasises the game's explosive nature, destructible environments, and the satisfaction of its movement system. The developers have successfully created buzz around the game's distinctive features, such as the dedicated "scream" button and the chaotic yet controlled gameplay style11.
What is especially fascinating about ANTONBLAST is, despite its success, it was rejected by 30 publishers! So the developers made a bet on a Kickstarter campaign instead. On 17th May 2022, they launched a Kickstarter with an accompanying demo featuring the game's first level which resulted in the crowdfunding goal of $75,000 being reached within 72 hours. Grayson of Summitsphere noted in an interview that some of the 30 publishers who rejected ANTONBLAST emailed back after the campaign's success, asking Summitsphere to work with them, but they declined and decided to proceed independently13. Thanks to their Kickstarter campaign and the community that Summitsphere had successfully fostered, ANTONBLAST launched on PC to overwhelmingly positive reviews and was quickly followed up by a release on Nintendo Switch.
BioGun
The second game we want to talk about is BioGun. It didn't quite match the success of ANTONBLAST, but considering it was the first title from the indie duo at Dapper Dog Digital, and to date has raked in close to 400 "Very Positive" reviews, we think it is a shining example of what can be achieved in this space.
BioGun is a metroidvania-style game where players take on the role of Bek, a vaccine created from pig DNA, who must fight inside a dog's body to save it from the deadly Dooper Virus. The game features twin-stick shooter gameplay, setting it apart from traditional melee-focused metroidvanias14.
The game's most distinctive feature is its biological setting, where players explore various organs like the liver, bladder, and heart, with environmental challenges derived from actual biological functions. The development team faced unique challenges in visualising these microscopic environments, having to balance familiar and alien elements to create an engaging world15. The game stands out for its light-hearted, humorous tone and cartoonish art style, offering a refreshing departure from the typically darker themes common in the genre15.
Dapper Dog Digital, led by developers John Rogeles and Ivan Elizalde, created BioGun as their first game. The project was originally meant to take place inside a human body, but the COVID-19 pandemic prompted them to shift the setting to a dog's body to avoid sensitive themes16. The team maintained a disciplined eight-hour workday schedule, though development often extended into late nights. As first-time developers, they faced numerous challenges and had to rebuild entire systems multiple times16.
The developers focused on differentiating BioGun through its unique biological setting and twin-stick shooter mechanics. They implemented what they called the "five-minute rule," ensuring players receive something new every five minutes to maintain engagement15. The game's marketing emphasised its accessibility to non-traditional metroidvania players, including support for mouse and keyboard controls. The developers also leveraged the game's humour and distinctive premise to separate it from competitors, while carefully balancing the serious theme of animal welfare with light-hearted elements15, 16.
The game first released in Early Access to gather player feedback and add more side content, though many players noted it already felt like a complete experience with significant polish17. Despite positive reception, including being considered one of the best in the genre by some players on Reddit, there have been indications that initial sales were not as strong as hoped18. We still think the developers should be immensely proud of what they have achieved in a crowded market, especially with their first release. BioGun should serve as an example for many first time indies what can be obtained with a novel idea that is professionally executed.
Leap Year
Leap Year is a unique puzzle platformer released in 2024 where players must collect calendar pages representing the days of February 2024. The game's most distinctive feature is its unconventional jumping mechanic - the player character dies when landing from most jumps, only able to survive falls of one grid height despite being able to jump twice that height19,20.
What sets Leap Year apart is its subversion of traditional platforming mechanics. Rather than being a limitation, the fatal jumping mechanic becomes the foundation for clever puzzle design. Players must discover creative solutions to navigate levels, such as jumping to higher platforms or using low ceilings to limit jump height20. The game features over 40 rooms filled with hidden paths and secrets, gradually revealing new mechanics and possibilities without actually giving the player any new abilities19.
The game was developed by Daniel Linssen and commissioned by Sokpop, an indie game studio from the Netherlands. While we couldn't identify any specifics regarding development time prior to release, the game went through several patches between June and August 2024, suggesting a period of active development and refinement19. This also demonstrates the developers willingness to not "ship and forget," but respond to feedback positively and nurture their audience.
Leap Year positions itself as a "clumsy platformer," though this modest description doesn't do its sophisticated design justice21. Marketing emphasised its accessibility and approachability, with about 2 hours of gameplay and a $4- $5 price point. The game was marketed as a knowledge-discovery experience rather than a traditional platformer, targeting players who enjoy uncovering secrets and solving environmental puzzles. Its hand-drawn art style and minimalist presentation were used to create an intentionally deceptive façade, hiding the game's true complexity beneath a seemingly simple exterior21.
The game draws comparisons to other discovery-focused titles like Animal Well and Tunic, though it distinguishes itself by being more direct with its hints and more accessible to newcomers in the genre22. This positioning helped establish Leap Year as an entry point for players who might find traditional "metroidbrainia" games too obscure or challenging.
TLDR - 2D Platformers are risky, but are an accessibly first game for Indies with realistic expectations
2D platformers remain an attractive entry point for indie developers due to their relatively straightforward development process and lower technical barriers. The simplified nature of 2D game production allows small teams or solo developers to focus on creative expression and gameplay innovation rather than complex 3D modeling and animation. This accessibility, combined with the availability of robust development tools like Unity and GameMaker Studio, makes the genre particularly appealing for first-time developers.
However, the marketplace for 2D platformers has become increasingly saturated. Even successful 2D platformers typically command lower price points, and only the most successful titles generate sales above 100,000 copies. To stand out in this crowded space, developers must offer unique mechanical twists or innovative artistic approaches rather than relying on traditional platforming elements. Successful examples have incorporated elements like dimension-shifting, unique movement systems, or distinctive visual styles to differentiate themselves.
In summary, for indie developers entering the 2D platformer space, maintaining realistic expectations and carefully managing scope is crucial. The combination of market saturation and lower price points means that even well-executed games may struggle to generate significant revenue. Success in this genre often comes from focusing on a single innovative mechanic or artistic vision while keeping development costs and timelines under tight control. And of course, like with any game, this must be combined with a strong marketing strategy and community out-reach.
References
- Business Money | Differences between 2D games VS 3D games
- BraveZebra | 2D vs 3D: Why Indie Developers are Preferring 2D over 3D Games
- 5Star Designers | 3D vs 2D Games
- Positech.co.uk | Common Mistakes by Indie Game Developers
- Reddit | Why Shouldn't Indie Developers work in 2D
- Matthew Ball | State of Video Gaming 2025
- Steam Store | ANTONBLAST
- Wikipedia | ANTONBLAST
- GodIsAGeek | Antonblast review
- Polygon | Antonblast plays like a Wario Land made by the devil
- The Verge | Antonblast Review
- The Gamer | Antonblast Review
- GameMaker | Antonball Deluxe Interview
- Steam Store | BioGun
- Game Rant | Interview: BioGun Developers Talk Progression, Difficulty, and Biology in Microscopic Metroidvania
- Construct.Net | Developer Diaries: Dapper Dogs
- GodIsAGeek | Biogun has wonderful combat, great upgrades and a serious level of polish | Early Access Impressions
- Reddit | Biogun is Very Good
- Steam Store | Leap Year
- csanyk.com | Leap Year Review
- Buried Treasure | Leap Year
- Polygon | Leap Year is a Metroidbrainia for people who hate Metroidbrainias