racofer
Thread Incliner
Or not at all.It'll likely force the Rockstar launcher wherever you buy it, so might as well buy it directly from them.
Or not at all.It'll likely force the Rockstar launcher wherever you buy it, so might as well buy it directly from them.
lol okminimal operation costs
Steam is probably the only store that does something to deserve the 30%.
As indie developer if you are one, without much back/investments, you will hate Steam and their incompetence (lack of curation, adding algorithms without proper tests, that can cut your income by 70% for some months, etc).
As indie developer if you are one, without much back/investments, you will hate Steam and their incompetence (lack of curation, adding algorithms without proper tests, that can cut your income by 70% for some months, etc).
I don't know, Vault Dweller sure has remained adamant in not shitting on Steam.
Calling them games is pretty generous of you mate.I have over 15k games on Steam on ignore now(which is apparently roughly half of the entire Steam catalogue.) I'd imagine I'm probably in the top .1% — if not even higher — of most games viewed by users on Steam.
From going through all those games I've realized one thing: Most games are awful. I'm not skipping over your game from a lack of exposure, I'm skipping it because something about it sucks. There is no algorithm in the world that can fix most games being complete shit.
This especially applies to games that possibly don't actually suck but I'm tired of seeing rehashes of. 2D "souls-like", metroidvanias, etc., There's so god damn many of them and they all look bland as hell.
It gives you access to the biggest gaming market on the planet (90 mil monthly users who can buy a game with a click). It's worth 30% and then some.Steam gives u some traffic on launch, but without huge PR ans/or a 30-50k wish lists, low chance to get anything out of it, and now with the latest algorithm, it basically killed indies, that are under 10k to 30k copies sold. So why give 30% then? Well cause fuck you!
Year to date we added twice as many wishlists that were deleted and converted 31% into sales.So these days instead of adding proper curation, they added an algorithm with the title "helping indies!" ay lmao ! that basically destroyed the sales, wishlists by 70-90% for almost all indie games without huge marketing under 10k-30k sales. Steam is great!
How can one succeed *without* building a community and marketing the game?The future for a few indies that will survive, is either sell big on steam by luck/skill and PR, or build slowly and smartly a community on your site, and use these stupid stores as secondary or tertiary income.
It gives you access to the biggest gaming market on the planet (90 mil monthly users who can buy a game with a click). It's worth 30% and then some.
Like I said before, we sold more in the first month of Early Access than we sold in a year taking preorders with that same access to new content. AoD is still selling fairly well, 4 years after release, we'll probably sell a bit more this year than we sold in 2018 despite having no exposure in the last 3 years. So I can't speak for everyone but for us Steam is a fantastic platform. Anyone who thinks that Steam offers nothing of value should set up their own store and compare.
Year to date we added twice as many wishlists that were deleted and converted 31% into sales.
How can one succeed *without* building a community and marketing the game?.
"While you bear all the costs."
Today I learned from Tim Sweeney that retailers and storefronts have no operating costs.
Encased seems to be doing pretty well. Disco Elysium will definitely do well. Stygian was brought down by bugs, otherwise it would have done well too. I know you're talking about smaller games, possibly non-RPGs, but I don't know that market at all.On smaller scale not so much. Remember you haven't released a game since 2016...
Check the sales and wish lists and sales from 12th September 2019 to this day, compared to lets say August 2019. For AOD, it should be probably be the same or more, for Rats there is a chance that you lost a lot of sales and wish lists during this period (compared to Aug), since its not a big/popular game.
No, that's a dead end. I did my best to promote AoD and in the pre-Kickstarter days we had good media coverage but it amounted to next to nothing compared to Steam.I was talking about building up your store on your site and market it to there (which incredible hard)...
He talks about profit. Most video games turn a deficit, so yes, Steam makes more profit than the developr in this case, but given that games have a duplication cost of 0, it really depends on how many you sell, and how much it costed to get the game done.
Sweeny does math:
30% is larger than 70%
To be fair, he didn't say that "30% is larger than 70%", he said "a company that had nothing to do with creating your game make more profit from it than you" and that is very much possible. For instance consider someone is making an Indie game and worked on it for several years, let's say it cost $50.000 to develop with the man hours put into it, art/sound assets and whatnot and it sells only 3600 copies at $25 for a total of $90.000. After making back the development costs, the developers are left with ~$13.000 in profit, while Valve made $27.000 profit from selling all those copies and taking their cut (30%) while they have very little overhead on listing and providing services for that specific game.
Sweeny does math:
30% is larger than 70%
Alternatively, the same game sells 500 copies at $25 on the developer's own store. The developer earns $12,500-$1,250 payment processing fee. Thus as always it comes to the biggest question of them all: is 90-100% of a very small pie better than 70% of a much, much bigger pie?To be fair, he didn't say that "30% is larger than 70%", he said "a company that had nothing to do with creating your game make more profit from it than you" and that is very much possible. For instance consider someone is making an Indie game and worked on it for several years, let's say it cost $50.000 to develop with the man hours put into it, art/sound assets and whatnot and it sells only 3600 copies at $25 for a total of $90.000. After making back the development costs, the developers are left with ~$13.000 in profit, while Valve made $27.000 profit from selling all those copies and taking their cut (30%) while they have very little overhead on listing and providing services for that specific game.
Sweeny does math:
30% is larger than 70%
What % of the pie would I get if I enable the chinese supercorporation to destroy all competition and therefore no longer have a reason to buy games off of competing stores?Alternatively, the same game sells 500 copies at $25 on the developer's own store. The developer earns $12,500-$1,250 payment processing fee. Thus as always it comes to the biggest question of them all: is 90-100% of a very small pie better than 70% of a much, much bigger pie?To be fair, he didn't say that "30% is larger than 70%", he said "a company that had nothing to do with creating your game make more profit from it than you" and that is very much possible. For instance consider someone is making an Indie game and worked on it for several years, let's say it cost $50.000 to develop with the man hours put into it, art/sound assets and whatnot and it sells only 3600 copies at $25 for a total of $90.000. After making back the development costs, the developers are left with ~$13.000 in profit, while Valve made $27.000 profit from selling all those copies and taking their cut (30%) while they have very little overhead on listing and providing services for that specific game.
Sweeny does math:
30% is larger than 70%
What % of the pie would I get if I enable the chinese supercorporation to destroy all competition and therefore no longer have a reason to buy games off of competing stores?