Well, after Disney got quite some bad press for taking the right to accidentally kill people that have tried out Disney plus, it seems to be quite a logical move.
Steam probably realised that they cannot claim these things in court without seriously hurting their reputation.
if this is true I’d recommend sending GamersNexus an email with the details as they might be able to help considering their past actions to hold companies accountable
It’s true, but it’s Steam policy. If you haven’t reached the threshold for the month, you are not getting a payment. I guess I just have to sell more games and do better next time. I mean with Steam Sale events I will probably get there eventually.
For context: I make indie games and have released two so far and I’m currently working on the third one which is weird as fuck. So the way that Steam works is, they don’t send you money anytime you make a sale, but they send all of it at the end of every month. Now September is almost over and I got an e-mail titled “Steam Payment Notification” and I get all hyped up. I open it and read it that the Payment Notification is actually that there is no Payment since I didn’t make $100 in sales. Way to hype me up and bring me down, Steam.
Yes, their cut is 30% which is a lot, but they are pretty much the only big platform out there. Epic games has been trying to get in the game but so far they are not close. Their cut is 15%.
I want to note that you’d need about $143 in gross sales to meet the threshold of $100 in net profit.
On the surface that sounds like a lot. But, they’re providing a service without any guarantee of any income. Epic can only compete because they’ve few users and are willing to operate at a near loss in attempt to garner market share.
This will be a difficult one for others to understand as a “good deal”. Gamers are usually correct when they pull out their pitchforks. This should not be one of those times.
While I’m no fan of Epic Games for bribing companies to keep games off of Steam for a year or more, Valve’s market dominance in PC game sales isn’t a good thing for developers or consumers.
Competition in capitalism is always better than a lack thereof. But, we’ve not busted monopolies in a significant way since Ma Bell. And, even if we were, at 75% of the global market share they’d not warrant any action yet.
There’s going to be a dominant organization because late stage capitalism sucks. And, I’d rather it be Valve than some alternative trying to fuck me over at every opportunity.
The thing is, steam’s market dominance is one of user choice rather than anticompetitive strategies or lack of alternatives. Steam doesn’t do exclusives, they don’t charge you for external sales, they don’t even prevent you from selling steam keys outside the platform, or users from launching non steam games in the client. The only real restriction is that access to steam services requires a license in the active steam account. Even valve-produced devices like the steam deck can install from other stores.
Sure, dominance is bad in an abstract theoretical way and it’d be nice if Gog, itch.io, etc were more competitive, but Steam is dominant because consumers actively choose it.
Youtube and twitch work this same way. When I was starting there were months where I didnt make any money because I didn’t meet the minimum. Hoping next month meets the requirement for you boss 🙏
It accumulates, so there is no money lost. It does kinda suck though that as you start, even though you can make money and did make a bit you don’t get to see it yet
It does make sense from a payment processing standpoint. It doesn’t make sense to spend more money on creating the transaction than is actually being sent.
Sending a simple transaction like this costs a couple cents though, which they could in theory bill to the developer as well. Setting the threshold at 100 is probably more to accrue additional interest on Steams bank accounts.
I think in the US I’ve heard ETF/ACH transaction fees are usually around $2.50? It might be possible to have that apply across a batch, though, as in if you submit 10 payments to 10 different people as a single transaction it’s still just $2.50, or 25¢ per person. I’m only getting this from hearing accountants complain at companies I’ve worked with, so I don’t understand the details. But I’ve seen it pretty common with companies doing payouts to want to see a minimum amount before they actually send the payment, otherwise it’s not worth doing.
I used to pay a particular company by purchase order for this exact reason. CC takes 2-3% of the payment, but purchase order - they’ve got to get themselves into the company system, track the PO, invoice, track the payment…at the time, a common estimate was $50 to process a PO, and if you’re only buying $100 batches, that’s a big hit. Did not like that company, but they were the only place to get whatever it was I had to buy.
Do they just keep your earning in your account until one month your total outstanding earnings breach the 100$ threshold and you’ll receive all your earning in one transaction or does this money get swallowed by steam?
Complete guess here, but refunds are probably handled differently by the banks compared to new payments, i.e. undoing an error is probably free(ish), but paying people is how they get you
I can’t even begin to understand how hard it is to make it on Twitch. I assume probably the top 1000 streamers make the real money and the rest 99,5% probably make like $50 per month…
They don’t. Their payouts leaked a couple years ago, of the thousands of streamers there’s a few hundred that make minimum wage or better. This pattern holds true for YouTube, only fans, etc.
It’s way more than a few hundred. What leaked was the twitch subscriber payout, which doesn’t count all the money spent on bits. Then there’s also sponsorships and youtube content.
I follow several Path of Exile streamers, and when that released they said that that was not the total payout. They usually do some video guides of builds for the game that, alongside twitch generates content for them. Then there’s also sponsors for gaming rigs and other kind of stuff, sponsors to try new games… Maybe it’s PoE specifically but even streamers that oscillate between 200-800, maybe 1k viewers when there’s no other PoE streamer online earned more that minimum wage with just the twitch payout (given the country they live in ofc).
How often are those small streamers the only one though? Having times where you do almost ok aren’t that great if you make nothing 30% of your streaming time.
It’s still more than a few hundred. I don’t remember how big the leaked doc was but it wasn’t in the thousands, it was bigger. Your statement can be true while the statement of the one I responded to be incorrect at the same time.
I mean, you comment is true and refutes nothing I said.
Fanatical (if you are comfortable with going through external resellers for steam Keys) currently has a GOTY bundle with both Fallout 3 and Fallout New Vegas’s GOTY. I got New Vegas GOTY for a friend and picked up Fallout 3 GOTY for myself somewhere down the line
The game is called Shoot Your Friends. It’s a death match couch game for 2-4 players who share a screen and pilot tanks around an arena.
Please be aware that it is somewhat niche, it’s only compatible with controllers and local multiplayer. But if you ever get the gang over for game night it can be a fun way to spend the evening.
I don’t use a controller, but I bought two copies for friends that do! Keep going, make more games, add features! (Like maybe keyboard controls for us dinosaurs.)
Revenue divided by time is a depressing metric for anyone who starts trying to monetize their hobby, but that’s not the point. Do your fun project because it’s fun. If you make enough to cash out on Steam, get yourselves some actual trophies. Or pizza. Trying to make money will force you to do all the depressing capitalist things the big studios do, and then it’s not fun anymore.
But please don’t spend money on my previous games, I recognize that they aren’t that good I don’t want to burden anyone financially with them (I loved every minute of making them, but I was still a noob back then).
I will advertise this to my friends, they have lots of young people in their circles that go through games at a good pace. This looks right up their alley.
But please don’t spend money on my previous games, I recognize that they aren’t that good I don’t want to burden anyone financially with them (I loved every minute of making them, but I was still a noob back then).
You’re not my mum! I bought Be a Rock anyway. Keep going, make games!
Would you mind explaining how wishlisting a game helps the devs? Is it an algorithm thing? Will it be shown to more people when it is being wishlisted more?
One of my friends has your game wishlisted. That’s one more than I expected to see based on your post, so shoutouts to you for exceeding expectations! Hope you keep making better and better games. :)
It definitely helps. Every dev I’ve heard talking about releasing a game stresses wishlisting. I forget why, unfortunately. It might make it more noticable, sort of like likensub on YouTube.
I do know that refunding a game is the absolute worst thing you can do to it.
I think its because people who wishlisted will get a notification to buy it once its out, boosting the game’s sales at launch, giving it a better chance to be featured on the front pages
This is what I assumed,but if it helps in any other way, I’m happy to wishlist more games from small time developers.
I use likes and subs liberally on apps like YouTube or TikTok, even if I wouldn’t normally want to subscribe. It costs me nothing to do and gives someone else joy. Why wouldn’t I?
Eh, it messes up my algorithm but I don’t care. These Corporations know too much about me anyway, might as well give them a curveball.
You’re correct on the two thoughts you listed. Wishlisting also makes the game more visible before release. For example, highly wishlisted games appear in the “Popular Upcoming” section, along with some other spots. This increased visibility before launch then feeds into the two points you made. I believe games that are highly wishlisted before launch are also more likely to appear on the frontpage right after launch.
Funnily I saw the playthrough of your game in YouTube and it really looks like a labour of love. As the guy who did the playthrough suggested, still need to buy it as a thank you.
Or is that another game with a red button? The maker of the game I’m thinking about wrote a comment on YouTube
I’ve been playing through Fallout New Vegas for the first time. Got it modded to look modern too so that’s been a really nice touch. New Vegas Reloaded is a bitch to get running but so worth it.
Fallout 3 was my very first Fallout and played it way back when it came out, then proceeded to skip new Vegas and played thru 4 back when that one released.
All this time I was time I was like damn, 3 is my favorite only because of nostalgia and actually ran a quick play thru back in April when all the Fallout hype started because of the TV show.
But I also bought New Vegas finally during this hype and am almost done with my first playthrough and wow I get why it’s considered the best Fallout game.
The RPG elements are perfection, the stories are so interesting and gameplay is challenging but fair. I’m so glad I can now understand all the hype behind this game.
4 was my first fallout. Got it passed down from a family member for the PS4, and played through the entire thing. Had maybe over 200 hours in it. Then I got a hand me down PS3 from the same family member with a copy of Fallout 3 and Fallout New Vegas. I’m disappointed though to say it took a few more years for it to stick to me as younger me was very stingy about the games he would play.
I think New Vegas being made by the remains of Black Isle allowed it to pick up some cool ideas and also grow the old ideas involving the west coast lore, while carrying what Bethesda constructed from scratch with 3, at least that’s my personal opinion.
How do you get into this? Could you DM me the info and perhaps a good starting place? I can’t work right now due to an injury and I’d love to look into this
My experience is with iPhone (yeah yeah boo Apple).
Most of how I learned was just digging through Apple’s documentation, focusing on one goal at a time. How do I draw stuff to the screen? How do I handle touch inputs? How do I use the built in UI elements? How do I play sounds? How do I get GPS data? Things like that. I’d usually have an idea of a specific mini-project that would make use of a specific new tool.
Note that I already had some programming experience (although it wasn’t much) before I started teaching myself this way.
Just start by downloading XCode and playing with one of their sample projects. SpriteKit is particularly easy to get started with and there’s a sample project for it. (I’m assuming you want to make something like a game. If you want to make more of a utility app, look up SwiftUI).
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