The problem with the 100% of the profits thing is that, per court documents, there aren't any profits and games sell extremely poorly on Epic's store. So you could get 100 percent of 500 sales on Epic or 70 percent of 100,000 sales on Steam, for instance. But indie devs have shown in the past that they aren't particularly business savvy, so this will probably seem like a great deal to many of them.
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You can take this or leave it. I don't have any interest in going back and collecting the numbers again (and I'm not sure it's even possible at this point to reconstruct it), but at least when Epic first started, I tracked--only occasionally and very poorly and with little interest in actual accuracy--the estimated sales of games that came to Steam after the Epic exclusive period, and they were very anemic except for the lone exception, Satisfactory. I always assumed that some of the new game shine wore off after a game had been somewhere else for awhile, that games were missing out on a big launch week. I know that the Playstation games sell a tiny fraction of what they would have sold had they come to PC to begin with, but those games are older than the ones coming from Epic. Still, I think Epic reduced the exclusive period hoping to address this problem. I have no idea how that went, but I doubt it went well. You only really have one launch week. There are throngs of day one buyers. A portion of those are going to move along after six months.
Again, I only haphazardly "tracked" these games. I don't put much stock into what I determined, tbh, because I only checked in rarely and wasn't overly interested in it. But there did seem to be a serious lack of sales for these games. However, there's no way of knowing how much they would have sold had they launched on Steam, so it, perhaps, doesn't mean much.