Indie developer behind 'Overwhelmingly Positive' rated shipbuilder argues that Steam's "free advertising" is worth the 30% cut - eviltoast
  • PoliticalAgitator@lemmy.world
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    5 months ago

    I have mixed feelings on it.

    When I was putting out games, publishing on Steam would mean a guaranteed 1 million impressions on the “New releases” list. That’s incredible exposure for an indie title, which often succeed or fail on exposure alone.

    But 30% can be a lot for those same indie teams, especially combined with taxes. You can put years of work into a title and lose half the money it earns to groups that didn’t directly contribute at all. It can easily be enough money that long-term support or follow up games just aren’t viable. It can be your entire outsourcing budget or a whole employee for a year.

    And after that initial exposure, you’re not getting much for your perputual 30%. The value of Steamworks can vary greatly game by game so you could end up paying $30k for $100 of bandwidth and minor marketing through things like sales and rich presence.

    I would much prefer to see something like “30% after the first $X in sales”. Their cut would kick in only after they’ve demonstrated their value as a platform and small teams wouldn’t have to watch a company with billions of dollars take a very large bite out of their very small pie.

    • ÚwÙ-Passwort@lemmy.world
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      5 months ago

      Then generate the steamkey(for free) and sell them elsewhere! Steam is toatally Ok with that, as long as the price is the same.

        • SpacetimeMachine@lemmy.world
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          5 months ago

          You absolutely can do what you are saying. You CAN sell games for lower on other platforms as long as they aren’t steam versions. You CANT sell games that use steam keys for cheaper on another platform which makes sense because steam is still providing bandwidth and other services for your game.