The changing games-portal landscape. What you will have to provide in 2019, or lose developers. October 21, 2018 cliffski I’ve sold games through yahoo games, Realgames, GoG, Steam, Iwin, the apple appstore, macgamestore, the humble store, and probably about a dozen minor ones I cannot even remember. Currently the ‘active’ ones, where I make literally 99% of my sales are: Steam GoG Humble Store Apple OSX store Everything else is a rounding error. To be honest, those last two are pretty close to rounding errors already. I am about to release a few games on the new kongregate store, but after that I am doing some serious reconsidering of my strategy on this. The landscape has changed, technology and expectations have changed, developers options are definitely better, and its time to take a long hard look at the current system. Basically any store of any consequence is trying to grab market share from steam. Steam had a VERY rocky start (younger gamers may not remember the absolute hatred and anger at the instability and clunkiness and inconvenience of steam on its initial release), but quickly rose to be the market leader. When it started accepting indie games, the premise was pretty simple: We take 30% of the retail price, and we provide a website to handle discovery, order-taking and fraud detection, demo and full-version hosting, automatic updates and some community features. Is this a good deal? And the vast majority of people thought ‘fuck yes’. It WAS a good deal, but 90% of the ‘good’ part came from exposure to such a huge audience. You could already get order taking, fraud detection and stats for about 5-10% from other companies, including getting the email addresses of your customers, depending how you haggled. Later, steam improved vastly on what it had to offer, as we got achievements, real-time sales tracking, trading cards, steamworks, a simpler (GUI-based) updating tool, better customisation of store pages, a steam-widget you could embed on your site, developer pages, and GUI tools to simplify setting discounts and participating in sales. Debate goes on in 2018 as to whether this is worth 30%, because of the vast change in discover-ability on steam caused by the opening of the store to hobbyists and practically everyone. Thats an argument for another time, and not one that I feel is the most relevant to this blog post. The real point of this post is to point out a pretty big discrepancy between the steam value-proposition (to devs) and that from other portals. Here is the headline: Unless you are offering ALL of that, AND something new or better to make it worth my while, and probably throwing some swag my way, why the fucking fuck would I give you 30% of my hard earned income? Chefs at Steam Dev Days cooking free food for devs The assumption seems to be that you can set up a store, do some minimal GUI design on it, put out a press release and expect to cash in your thirty percent of every game that the developers take the time to configure for your portal. I think that time is coming to an end. The thirty percent is arguable anyway, but unless you developer experience is BETTER than steam (and lets be honest, its really not), why on earth should you take the same cut? Hell… even steam’s offerings in some areas are extremely low quality. The steam community forums are awful, with no WYSIWYG component, no real-time preview, very limited features in comparison to software like discourse (which I have here on my forums). The stats reporting is nice, but still nowhere near as fast as it should be. There is no really usable inbuilt player-metrics component in steamworks, no way to easily upload images of work-in-progress stuff to show off early access development on the forums, there is no tech support ticket system to allow us to give proper tech support to our customers, no notification of new reviews for developers… I could go on. Valve can ‘kind of get away with this’ for a while… because they are the market leader. But new portals cannot. Valve also do the odd cool thing like steam dev days, or send people nice gifts, even chocolate, which is definitely appreciated. they meet up with developers and give them free drinks (also appreciated). This kind of thing actually *does* matter. The Humble Bundle guys and Kongregate do get that side of it, but I’m not sure others do, and even those two have a long way to go to offer true competition for steam. Try setting sale discounts for 20 different titles on the humble store. its not fun. So starting with next year, and my *next* game (Democracy 4), I’m going to change my view when it comes to online game stores. The game will definitely come to steam, but if anybody else wants to sell that game, my attitude will very much be… Whats it worth to me? It doesn’t JUST have to be money (although setting your cut noticeably BELOW 30% would definitely get my attention), it can be way-better community experience, way better stats and metrics support, an awesome tech-support feature, incredibly fast and helpful developer support, an annual expo where you wine and dine us, fuck it… free chocolate or bottles of champagne sent to my house. A free fucking T-shirt? Throw us developers a fucking bone. There is no magical law that means we have to be on your store. We cover 95% of the market simply by being on steam. lets see some actual competition for a change.