I'm not sure about anyone else being comfortable with sharing their numbers, but here's some estimates based on my own sales. If someone thinks this is in bad taste, or if the Roll20 staff have an issue with the following information being shared, please send me a message and I'll remove it. Generally I make around 50 sales a month of all my products combined. I have 6 sets available for download. I don't exactly have any other data to compare it against, but the sales from Roll20 alone pay for my gaming hobbies. Generic Wasteland Maps sells the least, with anywhere between 0 and 1 sales. I understand why, as it's set for a very niche gaming focus, being post-apocalyptic sci-fi/modern. The one that sells the most is always the Generic Forest Maps , which accounts for slightly less than half the sales. Oddly, it was also one of the first sets I've done. The other four sets sell a few units here and there, and bring in a couple dollars every month. When I first started out, each map/tile would take me about 2+ hours. After doing it so many times, I can whip out a map in about 30-45 minutes. The great thing is that once a set is complete, it continues to generate funds. I have some sets that have been in the Marketplace for over a year and they've had a steady stream of sales from Day 1. If you plan on creating a set to sell on the Marketplace, here are my recommendations, based upon my own sales: - Find something that either has not been done yet, or has not been done in the method you're thinking. - Stay away from being too specific, as you want a potential customer to look at your product and realize they can get a decent amount of use from it. - More content is better. If you create a set that has 10 maps, and it sells for $4.99, and someone else has a set that sells for the same price, but only contains 4 maps, your set will most likely look more appealing to the customer. - Add customization options, but don't make that the focus. I've found that adding a piece or two , such as an extra room or extra tree, allows a customer to reuse your product more than once, and their players may not realize it (I've certainly pulled this trick before).