Quick answer: The blunt numbers: Mac and Linux each typically add a low single-digit percentage of sales, while Proton has made native Linux ports largely optional — most Windows builds run well on Linux and Steam Deck without one. Port to Mac when your genre skews to Mac-owning audiences and your engine makes it cheap; otherwise ship great Proton compatibility and spend the time elsewhere.

The blunt numbers: Mac and Linux each typically add a low single-digit percentage of sales, while Proton has made native Linux ports largely optional — most Windows builds run well on Linux and Steam Deck without one. Port to Mac when your genre skews to Mac-owning audiences and your engine makes it cheap; otherwise ship great Proton compatibility and spend the time elsewhere. That's the short version — the sections below get into the how, the why, and the mistakes worth dodging.

What Proton changed

Valve's Proton runs Windows builds on Linux well enough that Steam Deck — the largest Linux gaming audience ever — plays Windows games by default. For most indies, 'Linux support' now means testing under Proton and fixing the occasional issue (launchers, anticheat, exotic middleware) rather than maintaining a native build.

A native Linux build still serves a small, loyal, vocal audience — but it's a second build to QA forever. Many studios have retired native builds in favor of Proton-verified Windows ones, and players have largely accepted the trade.

The Mac decision is genre math plus engine math

Mac players over-index in some genres — strategy, simulation, cozy, narrative — and barely exist in others. Check comparable games' platform splits before assuming. Engine-wise, modern engines export Mac builds easily, but Apple adds friction: notarization, signing certificates, the Metal-only graphics stack, and architecture transitions that periodically break older builds.

The recurring cost is the real one: every patch needs a Mac build, signed and tested. An abandoned Mac port collecting 'broken on macOS' reviews is worse than none.

Decide with a support budget, not a checkbox

Each platform you ship is a promise: builds in your pipeline, hardware to reproduce bugs on, platform-specific failures arriving in your reports. Budget honestly — if a platform's projected revenue wouldn't cover a few days of your time per year, ship fewer platforms and point the savings at the game.

Whatever you ship, segment your crash and bug reports by platform from day one. Platform-specific breakage is invisible in aggregates and obvious the moment you can filter for it.

Get unglamorous things in writing

Splits, deadlines, deliverables, who owns what if the project dies — the awkward conversations are dramatically cheaper before money shows up. A one-page agreement between friends feels like overkill right up until it's the only thing that saves the friendship.

You rarely need a lawyer for a first project, but you do need clarity. Write down what was agreed, date it, and make sure everyone has a copy. Future-you will be grateful.

Cheap experiments beat expensive certainty

Most business questions in indie development — price, platform, publisher, marketing spend — can be tested small before they're answered big. A two-week itch.io experiment, one festival demo, or a single contractor invoice teaches you more than a month of forum threads about what other people's games did.

Treat every irreversible decision with suspicion and every reversible one with speed. The studios that survive aren't the ones that guessed right the first time; they're the ones that made their guesses cheap.

Close the loop with real players

Advice gets you to a sensible starting point; only real player behavior tells you if it worked. Ship the change, then watch what actually happens — the reports that come in, the errors that spike or vanish, the place sessions end.

Make that loop short. When a player can report a bug in ten seconds and you see it with logs attached, you stop guessing what to fix next. Tight feedback loops are the closest thing indie development has to a cheat code.

Putting it to work

Don't try to act on all of this at once. Pick the one change that costs you the least and pays the most this week, do it, and see what actually happens before reaching for the next.

Most of this rewards steadiness over intensity. A small improvement made every week, checked against how real players respond, outruns any single burst of effort — in this corner of game development and every other one.

Make the guesses cheap, the agreements written, and the runway longer than the plan.