Formas1 May 15, 2020 @ 9:14am
Is it worth to publish in steam?
I'm about to publish a game in steam. My worries are that I don't have any usua public and I'm afraid that no one will play the game or either buy extra content for it. How can I know if my game is good enough at the point that spending 100€ to get it here is a good deal?
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Showing 1-15 of 21 comments
cSg|mc-Hotsauce May 15, 2020 @ 9:30am 
Request to join... https://steamcommunity.com/groups/steamworks

Ask in their discussions.

:qr:
Start_Running May 15, 2020 @ 9:33am 
The better question is. WHat are you doing to raise awareness of your game?
Have you sent out review copies to youtubers and journalists. Have you been using twitter, facebook, etc to network and grow an interested audience.

The feedback you gert from these early marketing efforts will clue you in on anything you need to refine, change or outright rework before you launch proper.

That you didn't even bother to drop the Name of the game leads me to believe you've done none of these things. and if you haven't, then you're not ready for release anywhere. You'll be buried by the games whose developers actually did those things.
Last edited by Start_Running; May 15, 2020 @ 9:34am
wuddih May 15, 2020 @ 9:42am 
Originally posted by cSg|mc-Hotsauce:
Request to join... https://steamcommunity.com/groups/steamworks

Ask in their discussions.

pointless. you do not get access there unless you have permissions to control an appid.
cSg|mc-Hotsauce May 15, 2020 @ 9:45am 
Originally posted by wuddih:
Originally posted by cSg|mc-Hotsauce:
Request to join... https://steamcommunity.com/groups/steamworks

Ask in their discussions.

pointless. you do not get access there unless you have permissions to control an appid.

Does the OP not have that yet?

:qr:
Formas1 May 15, 2020 @ 11:07am 
Originally posted by Brockenstein:
Originally posted by formas1:
I'm about to publish a game in steam. My worries are that I don't have any usua public and I'm afraid that no one will play the game or either buy extra content for it. How can I know if my game is good enough at the point that spending 100€ to get it here is a good deal?

There's no guarantees if that's what you'e asking. Plenty of decent games come and go and are lost in a sea of other decent games. I would say if you don't have confidence in your work, and aren't willing to spend 100€ and let the chips fall where they may, I think you already have your answer.
yeah i think that's a good answer
Formas1 May 15, 2020 @ 11:08am 
Originally posted by Start_Running:
The better question is. WHat are you doing to raise awareness of your game?
Have you sent out review copies to youtubers and journalists. Have you been using twitter, facebook, etc to network and grow an interested audience.

The feedback you gert from these early marketing efforts will clue you in on anything you need to refine, change or outright rework before you launch proper.

That you didn't even bother to drop the Name of the game leads me to believe you've done none of these things. and if you haven't, then you're not ready for release anywhere. You'll be buried by the games whose developers actually did those things.
okay, so your advice is for me to share the game before it publishes? Yeah that makes sense
Originally posted by formas1:
Originally posted by Start_Running:
The better question is. WHat are you doing to raise awareness of your game?
Have you sent out review copies to youtubers and journalists. Have you been using twitter, facebook, etc to network and grow an interested audience.

The feedback you gert from these early marketing efforts will clue you in on anything you need to refine, change or outright rework before you launch proper.

That you didn't even bother to drop the Name of the game leads me to believe you've done none of these things. and if you haven't, then you're not ready for release anywhere. You'll be buried by the games whose developers actually did those things.
okay, so your advice is for me to share the game before it publishes? Yeah that makes sense
lol? It's called advertising
Brian9824 May 15, 2020 @ 12:01pm 
Originally posted by formas1:
Originally posted by Start_Running:
The better question is. WHat are you doing to raise awareness of your game?
Have you sent out review copies to youtubers and journalists. Have you been using twitter, facebook, etc to network and grow an interested audience.

The feedback you gert from these early marketing efforts will clue you in on anything you need to refine, change or outright rework before you launch proper.

That you didn't even bother to drop the Name of the game leads me to believe you've done none of these things. and if you haven't, then you're not ready for release anywhere. You'll be buried by the games whose developers actually did those things.
okay, so your advice is for me to share the game before it publishes? Yeah that makes sense

Yeah thats how many indie games are. Offer a free copy to some streamers in exchange for them advertising, making videos, etc.

You need a way to generate hype and get the word out. It's marketing 101
crunchyfrog May 15, 2020 @ 1:59pm 
Originally posted by formas1:
Originally posted by Start_Running:
The better question is. WHat are you doing to raise awareness of your game?
Have you sent out review copies to youtubers and journalists. Have you been using twitter, facebook, etc to network and grow an interested audience.

The feedback you gert from these early marketing efforts will clue you in on anything you need to refine, change or outright rework before you launch proper.

That you didn't even bother to drop the Name of the game leads me to believe you've done none of these things. and if you haven't, then you're not ready for release anywhere. You'll be buried by the games whose developers actually did those things.
okay, so your advice is for me to share the game before it publishes? Yeah that makes sense

Back in the old days, every game would get in house (and sometimes on occasion, outside) testing. Literally people employed to play a game by running around testing environments by pushing up and jumping against EVERY tiny area of the maps boundaries, or racing the wrong way round a track, and so on. Mindless, repetitive testing.

It was often the "tea boy" entry level job along with assistant who'd spend their whole day scanning in artist work for textures.

Nowadays that's still there, but it's more streamlined and most definitely in house in the majority of cases.

Here's the point - if you haven't had ANY Of this done, then let's assume you just released the game.

Can you imagine the ♥♥♥♥♥♥♥♥ of backlash you'd face because would be riddled with bugs, let alone whether it was good or not. I really want you to avoid that, asit's something you don't want.

And no, self testing CANNOT work, as you are going to miss stuff because YOU designed it.

So you need to get your game out there to first test properly, THEN improve and bugfix, THEN get it out again for yet more testing. And so on.

You CANNOT know your game is even remotely finished unless you get at least some outside persepctive, even if unexperienced.

I'd offer to do it for you, but I don't have the time.
Start_Running May 15, 2020 @ 2:01pm 
Originally posted by formas1:
Originally posted by Start_Running:
The better question is. WHat are you doing to raise awareness of your game?
Have you sent out review copies to youtubers and journalists. Have you been using twitter, facebook, etc to network and grow an interested audience.

The feedback you gert from these early marketing efforts will clue you in on anything you need to refine, change or outright rework before you launch proper.

That you didn't even bother to drop the Name of the game leads me to believe you've done none of these things. and if you haven't, then you're not ready for release anywhere. You'll be buried by the games whose developers actually did those things.
okay, so your advice is for me to share the game before it publishes? Yeah that makes sense
Tyes, thats why its such a common practice. Have you ever wondered how game mags, youtubers , etc canhave in dept reviews of a games up the same day as it launches. In many cases they get review copies sometimes as much as a month before release. You can't expect people to want or look for a game they've literally never heard of. See this is what I'm talking about. You need to be building interest in your game at least 3 months before you decide to publish it. You should be putting out Screen shots, gameplay teasers, demos, etc, etc. You shoudl be trying to get the ear of youtubers, games jurnos, even community groups .

Making the game is just the start of your work as a game developer.
crunchyfrog May 15, 2020 @ 2:15pm 
Originally posted by Start_Running:
Originally posted by formas1:
okay, so your advice is for me to share the game before it publishes? Yeah that makes sense
Tyes, thats why its such a common practice. Have you ever wondered how game mags, youtubers , etc canhave in dept reviews of a games up the same day as it launches. In many cases they get review copies sometimes as much as a month before release. You can't expect people to want or look for a game they've literally never heard of. See this is what I'm talking about. You need to be building interest in your game at least 3 months before you decide to publish it. You should be putting out Screen shots, gameplay teasers, demos, etc, etc. You shoudl be trying to get the ear of youtubers, games jurnos, even community groups .

Making the game is just the start of your work as a game developer.


THis, indeed.

I've said this before, but back in the days of the Official PS1 magazine, I was a freelancer writing guides and tips.

I would normally get a choice of one or two games to pick from (I often would get the racing games reserved for me as nobody else much liked doing them). I'd choose, and then I'd get about a month to 5 weeks to play the game and write up about 1200 words with associated maps and graphics, which would stretch to about 4 or 5 pages or so. It was about £65 per 600 words back in the late 1990s.

We would have that deadline and we would have to physically send it in on actual paper (the horror!). SO, minus a couple of days for post. The editors would then have the rest of that week to get the mag finalised and off for printing.

One months later than that, the printing came back and they'd get to finally check before a few weeks later the actual publication hit the shelves.

So, all told this meant often at least 3 months before release I'd have the game in my hands. Sometimes they weren't even finished in rare cases, but the point is this is how it works in detail with print media.

Sp yeah, you very much have to get your stuff out there and in PLENTY of time before release. It's about getting all your ducks lined up too. You want to land the game about the point when people are finding out about it, which means you will need to make sure there are people working on it BEFOREHAND. Never make the mistake that other people have done in the past by having people interested in a game you can't get, or having the game out there and nobody knowing about it.
Halo May 15, 2020 @ 3:06pm 
Sounds like you are frightened generally and that will stop you doing all sorts of things in life.

What is the worst that could happen - you spend $100 and you get nothing back. And?

If you spend your life worrying about what may/may not work you won't ever do anything.

I do things that I am not sure will work all the time, some don't, a lot do.

Trouble is that is generally as well, a new game on Steam in the millions already on here?

Unlikely you will even be noticed BUT you might have the next Fortnite (sadly).

If you have $100 to spare do it and see what happens, I sell collectible popular culture items on ebay for fun that are so niche it is a challenge to sell them and yet I still do.

If I don't, doesn't really matter and I can wait years to see if I do. All I do is wait for that one person somewhere who will eventually find it.

Better to try and fail than sit and 'what if' your whole life and do nothing.
Last edited by Halo; May 15, 2020 @ 3:08pm
i would advice to eventually try on itch.io first for an indy game
crunchyfrog May 15, 2020 @ 4:57pm 
Originally posted by CommieMouse:
i would advice to eventually try on itch.io first for an indy game


This is an excellent idea.

If I were you, OP, I'd stick yiour current build up on Itch.io, with the description saying that you're a single dev starting out and this is the current build, so not finished and you're looking for feedback.

That should get you some valuable feedback, as the people using it will be the least biased.

And best off, you get it for free.
Start_Running May 15, 2020 @ 5:53pm 
Originally posted by crunchyfrog:
Originally posted by CommieMouse:
i would advice to eventually try on itch.io first for an indy game


This is an excellent idea.

If I were you, OP, I'd stick yiour current build up on Itch.io, with the description saying that you're a single dev starting out and this is the current build, so not finished and you're looking for feedback.

That should get you some valuable feedback, as the people using it will be the least biased.

And best off, you get it for free.

Yup. It worked for theMeatly
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Date Posted: May 15, 2020 @ 9:14am
Posts: 21