Will you be selling on Steam next year? It's a bit exciting to think about it

#10

We’ve always said that we’d release on Steam. Years ago we were talking about Steam. In fact we talked about releasing on Steam well before the game even went on Kickstarter. There has been no change of plans here, never ever.

Regarding the marketplace, we need it to be independent of any reseller. The game will eventually be released on various platforms - directly on our website, Steam, GoG, etc… - We cannot rely on a single provider, which is why we have to buid it in our own system. And of course, not having resellers take a huge part of the sale is a reason too.

I don’t understand what the fuss is all about. We’re doing exactly what Elite: Dangerous is doing, too.

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The «Steam / GOG» thing…
#11

Point being that Keith has spent more than 6 months working on the marketplace and the launcher/patcher, what he made in that time is a marketplace that doesn’t support purchases and a launcher/patcher that doesn’t do incremental patching. He will probably need to spend another few months on those systems.

You guys have two coders and can not compare yourselves to Frontier or Unreal with their hoard of employees, the point of releasing on Steam is precisely so that you don’t need to waste resources on making your own systems.

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#12

Yes but it’s not like he worked 6 months full time on this installer/launcher. He has a full time job, he worked on tons of other tasks, he handles all the support/e-mail requests too. The installer is only the top of the iceberg and he’s not even getting any Kickstarter money from all this work.

We have decided from the beginning that there was a number of tasks that would be investments for the future of the company. Yes, you’ve made your point, you believe we should produce a game, put in on Steam, and voila done, don’t care about anything else. That’s fine, I respect your opinion. But you’ve been whining, repeating over and over that you disagree. This discussion happened a year ago, 6 months ago, now it happens again. Time to move on, critic. We are not going to drop the launcher or the idea to sell the game directly on our own website. It’s a done deal, set in stone. Time to accept it, and focus back on more constructive topics.

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#13

There is still time to dump these systems, call it time wasted for now, release on Steam and come back to them once needed. It’s gonna save 3 months of Keith’s time in which he can make pretty fonts or something. Also seriously you guys keep bringing up the Keith is not really on this project, he takes no money, how the hell does $370k buy one coder…

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#14

See, that’s part of the issue, though. In order to get noticed on Steam, games with no marketing budget are now fighting a battle to the bottom by offering their games for free. It’s rapidly falling into the same trap that the mobile app stores did.

And simply being free won’t be enough in short order. It only provides meaningful exposure when the number of free titles is relatively low.

#15

Critic, please stop. Seriously.

What ? If you take an average $35k/year gross salary and multiply it by 3 ( me+jan+kristian ) and add some extra $$/year for hosting, accounting, licensing, legal fees etc… you’re already at $120k/year.

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#16

We’ll see Flavien, doubt Keith has the time to finish the marketplace and patcher/launcher.

You should obviously fire Jan. :wink:

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#17

This one specifically is a free open-source game, so it is not a commercial project. But for tiny or small games, Steam’s reach can help, compared to, say, Itch.io.

I:B isn’t a small game, though, but a medium game. No idea how well Steam helps for those.

#18

The big advantage of steam in my eyes is the easy installation and updating of games. I don’t see myself permanently having the launcher run in the background (I have no apps run in the background except the windows 10 system), so I will always have to update battlescape when I actually want to play it. Sure I don’t have steam running in the background aswell, but I think it is far more likely that people do that, than permanently running the battlescape launcher.

So purely from a user perspective I have to side with cybercritic, but I fully understand the reasons against launching exclusively on steam first and my guess is, that it is probably the smarter choice to be independent right from the start.

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#19

Good point, although I would argue that the benefit of Steam’s autopatch is highly dependant on the user’s download speed.

#20

Huh. Cool. I will have to check this game out, then! Thanks for bringing it up.

For most games without pre-existing marketing or hype, Steam has become an ocean to get lost in. It’s been completely flooded with ultra cheap or free titles, and so much garbage, that sales are way down for most indie games. Getting recognized by the Steam community is now mostly winning a lottery, unfortunately.

It’s great if you have outside marketing or pre-existing interest from a community, but if you’re starting off, it’s a crapshoot with a pair of d1000s

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#21

Steam is still useful for providing infrastructure, like patching, order processing, dealing with many local regulations, VAT processing, tax reporting, community services…

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#22

Thus I:B is a AAA-like game so… not like a random indie game

#23

In what parallel universe is IBS a AAA title with millions in funding and millions of people in following?

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#24

AAA-like in terms of quality. And I say like not title

#25

Show me a game of this quality (graphics, network, physics, seamless open world true to scale…) not AAA of course

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#26

I found this an interesting commentary on the new function of releasing on steam as an indie game. Give people what they want and steam amplifies your marketing a shitton, but its not like it used to be, just get on steam and get exposure automatically.

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#27

Got a question for devs and community.
So If the game get listed on steam , or other dematerialization (DEMAT) plateforms , to get more exposure.

Will it be some "community market " open to trade some items ? :
(vessels skins, customisation kit (like need for speed garage like , rare items ect …) ?
Secondary market like dota 2 with community mod incentive ?

Or maybe later in few years, that is not priority ,
Any toughts ? thanks for reply.

#28

We’re planning on releasing our own virtual marketplace at some point. There is still a lot of internal debate over when exactly we would do this and how it’ll be implemented but it’s definitely something on the TODO list.

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#29

Can’t wait. You know what you could sell? Space Mobile Homes! And also a ship to take them around and drop them off on a planet’s surface. You could talk about how modular they’ll be. Then a few months later say they aren’t going to be modular, and instead sale “variants”. Including a Double Wide variant and a super fancy Triple Wide variant, that will have all the Space Luxury your Space Mobile Home needs!

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