Hard to say - I'm still not convinced there's a huge market out there for Houdini plugins(when I say “market” I mean people willing to actually spend money

). Houdini is so damned extensible by definition that so many things are just built in shop - more control over things, plus of course sheer number of Houdini cuts out there. However, this particular product might do well since there isn't any quick(and good!) solution for cloth on Houdini and certainly really good cloth is commonly needed. Other candidates I think that would be a faster/easier rigid body dynamics system and certainly some sort of smoke/liquid simulation(although I think Martian Lab has one of those - I wonder how that's doing?).
This was of course a port not an original product, however I admit to being quite impressed with not only the performance but the integration of the product. They allow such niceties as using a map to control attributes of the cloth so it lets you have multiple “materials” in one piece. I believe in Maya it used Artisan - and they could have just hacked in a “load texture map” approach and left it at that, but they have ther own “paint” SOP that lets you paint the attribute right in the pipeline. Very nicely done port - I'm impressed. We're going to buy a cut the very first job that asks for cloth.
About the only downside I've found is that they've appeared to work outside the Houdini point attribute paradigm - you can't get in there and fiddle with their numbers. I strongly suspect that would have required more port time, and very likely would have had a performance hit. They seem to have done come clever “cheating” to have the basic cloth type sim perform stunningly fast - so for many uses you just plug it in and run - but once you start fiddling with drag and stuff it begins to behave like the fairly complex particle sim we all know it is.

Nonetheless, still very fast for what it's doing, and man it behaves *well* - very hard to “break” the cloth.
Cheers,
J.C.