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I can relate though, two years ago, i needed at least three days to download a game the size of Fallout 3.
It seems like they can't win. A small package needing almost the same space of the uncompressed size of the installed game because that how patching works but replaced files cause a complete redownload because of Steam's file-check features. Or because patching would be extensive, a nearly-full redownload is provided. Or other reasons.
We have to think beyond our own situations. As Sinius stated, that is life.
Game developers do not and cannot control how Steam patches games. They upload their files to a depot and then publish those to the public branch (or some other branch). Valve's servers and the Steam client do all of the work.
(Frankly, I don't believe that the OP has been a developer for decades. What Valve is doing is routine when compared with CI/CD pipelines used across the software industry.)
I get the point and I understand. My point is that we do not know exactly why these updates are packaged the way they are. There can be many other considerations other than laziness. I am not going to make that assumption from my bedroom/den/computer room.
No, I am questioning why common sense has gone extinct. There truly is no need to force customers to download all the content for a single update. What I am saying is, let's be more responsible as developers. I am not the only one (temporary) that has poor connectivity, and share a connection with others. I have to be mindful of the other people and because of that Steam is set to only download at certain hours and at a capped speed. This is beside the point. No update should ever require replacing every file. Common sense!
I am thinking as a developer. I would never do this to my fans/customers. It defies logic, and is negligent. Did they re-record all the audio? Really? OK then, but why send it again if they have not?
We all have game update all the time, and it doesn't usually bring down and replace the entire package. Only two companies have done this that I know of. Normally, an update is a fraction of the entire product. Really.. This is avoidable. And it is lazy not to be more efficient. We only update needed files. This is what manifests and planning is for.
The devs do not control the Steam client or Valve's servers.
Why haven't you read the actual documentation?
https://partner.steamgames.com/doc/sdk/updating
Upload a new build via the browser (Not so good, less control)
Steam will compare the new build to the previous one and only send the necessary updates to players
Upload a new build using the Steam command-line application (Good, full control)
This method requires setting up script files to tell Steam what to upload, and it will only upload the changed files This can significantly reduce upload times for larger games
Yea, option one is pretty easy. So is option two, but it would require someone to create some scripts. "Oh, that's right, we renamed some of the archive, that doesn't need to be sent, let's script that out.. Nahh, let's go to lunch, screw the fanbase. "