@CodeRed_dev Most days between 12 and 14 hours. I try to work a bit less on the weekends; about 6-8 hours those days. I take the day off every other Saturday for family. May sound extreme, but I genuinely enjoy this and wouldn't trade it for a 9 to 5.
@zazuch1@TrashTripp@PirateSoftware There is definitely value in their 30%, we agree on that. However, Steam does not promote the game for you. It amplifies what you put in yourself which eats into your budget too. The days of "build it and they will come" are long gone.
@ElkiSmalls@TrashTripp@PirateSoftware There's plenty of examples of studios that made several games, sometimes dozens, and after many failures finally make it big. It's a creative and iterative process and the success of a game is not always directly correlated with the talent of the team making it.
@MatthewAbelArts@TrashTripp@PirateSoftware The difference is you are negotiating a price for your work, games rely on predicting the right amount of sales. If they come in under their prediction then they're in trouble. Nowadays not even always through any fault of their own. Meanwhile, Valve always profits.
@MatthewAbelArts@TrashTripp@PirateSoftware For a solo developer, sure. When you scale your studio and all the numbers involved get bigger, that 30% starts to become painful. Valve has made a lot more money off my game than I have personally.
@TrashTripp@PirateSoftware The 30% can make the difference between a studio making another game or having to close down. I like how legislative pressure made mobile platforms use a 15% fee on the first million dollars for small businesses. Would be a gamechanger on Steam (Pun intended)
@DearIndieGames @DominicTarason I agree with your point that checking all the boxes isn't a 100% guarantee, but I do want to point out that huge marketing does not equal good marketing. It's VERY easy to spend tens if not hundreds of thousands, get a lot of views, but barely have it seen by your target audience
@JonasDigitalArt @knifedemontris @DominicTarason For a hobby game, it would be a success! For an indie studio that's more than a solo developer? It would only work if the game was created in less than 6 months, which they rarely are. The ratio is more like 1:30 and lots of money is lost along the way (platform, sales tax,..)
@2_left_thumbs@Steam I'm sure a case can be made for the algorithm to be tuned more but at the end of the day games are games and their business model shouldn't put them in a specific box unless the user specifically filters for it, which is already possible. My two cents but I'm obviously biased :)
Alright @UbisoftConnect, repeat after me:
π JUST π BECAUSEπ SOMEONE π LIVES π IN π BELGIUM π DOESNT π MEAN π THEY π WANT π THEIR π SHIT π IN π FRENCH π
Support confirmed there is no way to change it because language is region based. It's been 10 yrs of this merde
Another one bites the dust. I wonder when publishers will realize that GaaS is a marathon, not a sprint and that there is a plateau to every niche
Funny how we've outlived most related GaaS titles that launched close to us & are still going strong
https://t.co/Ov1n8mV48g