For context: I make indie games and have released two so far and I'm currently working on the third one which is weird as fuck. So the way that Steam works is, they don't send you money anytime you make a sale, but they send all of it at the end of every month. Now September is almost over and I got an e-mail titled "Steam Payment Notification" and I get all hyped up. I open it and read it that the Payment Notification is actually that there is no Payment since I didn't make $100 in sales. Way to hype me up and bring me down, Steam.
Youtube and twitch work this same way. When I was starting there were months where I didnt make any money because I didn't meet the minimum. Hoping next month meets the requirement for you boss 🙏
Yes, their cut is 30% which is a lot, but they are pretty much the only big platform out there. Epic games has been trying to get in the game but so far they are not close. Their cut is 15%.
Hey me too! I released my first game on Steam a month ago and by all objective measures it was a flop, but as a hobbyist I'm still proud of it. It honestly did better than I thought for a small niche game that I did a terrible job of marketing, and my one review so far was quite positive so I'll count that as a small win as I move onwards to the next game.
EDIT: Here's the game because my reply is getting harder to spot below - https://store.steampowered.com/app/2792160/SnowDown/ - It's a small Jackbox-inspired party game (using phones as controllers) but with real-time action and physics as you throw snowballs around and destroy structures.
This is super cute! If I buy these now for my friends and family but set it to deliver the gift near Christmas, would you get the money now? Or not til Christmas?
This looks perfect for when everyone is over on Christmas eve! <3
As someone who is also awkwardly treading the line between being a soulless hack and trying to get my work noticed by literally anyone: please edit your top comment with a link to your game.
I mean it. I can't even muster the courage to post my renders to Instagram without feeling like some desperate influencer goof.
Considering you're a hobbyist and probably don't have marketing, it's too soon to say it's a flop. Many games like that pop off later once it gets seen.
I appreciate the optimism! I hope it can find an audience over time, but it's definitely tough to stand out. For now, I'm aiming to just keep making games and improving, rather than giving up after the first try, which sadly seems to happen a lot out there.
But please don't spend money on my previous games, I recognize that they aren't that good I don't want to burden anyone financially with them (I loved every minute of making them, but I was still a noob back then).
But please don't spend money on my previous games, I recognize that they aren't that good I don't want to burden anyone financially with them (I loved every minute of making them, but I was still a noob back then).
You're not my mum! I bought Be a Rock anyway. Keep going, make games!
I will advertise this to my friends, they have lots of young people in their circles that go through games at a good pace. This looks right up their alley.
Would you mind explaining how wishlisting a game helps the devs? Is it an algorithm thing? Will it be shown to more people when it is being wishlisted more?
It definitely helps. Every dev I've heard talking about releasing a game stresses wishlisting. I forget why, unfortunately. It might make it more noticable, sort of like likensub on YouTube.
I do know that refunding a game is the absolute worst thing you can do to it.
One of my friends has your game wishlisted. That's one more than I expected to see based on your post, so shoutouts to you for exceeding expectations! Hope you keep making better and better games. :)
Funnily I saw the playthrough of your game in YouTube and it really looks like a labour of love. As the guy who did the playthrough suggested, still need to buy it as a thank you.
Or is that another game with a red button? The maker of the game I'm thinking about wrote a comment on YouTube
shouldn't those service providers wait until the total is $100 before they started to receive my money due to cost associated to sending and receiving money then?
They should almost just make it so the blaze plan of firebase or other cloud services has a $1 non refundable pre-payment so they can just whittle away at the pennies instead of getting charged processing/transaction fees on a $0.01 transaction. Tops up to $1 if it goes to $0
I think people would pay $1 to enable the paid plans. If you're going that far, you're getting $1 of use out of it.
They don't. Their payouts leaked a couple years ago, of the thousands of streamers there's a few hundred that make minimum wage or better. This pattern holds true for YouTube, only fans, etc.
I can't even begin to understand how hard it is to make it on Twitch. I assume probably the top 1000 streamers make the real money and the rest 99,5% probably make like $50 per month...
Complete guess here, but refunds are probably handled differently by the banks compared to new payments, i.e. undoing an error is probably free(ish), but paying people is how they get you
Do they just keep your earning in your account until one month your total outstanding earnings breach the 100$ threshold and you'll receive all your earning in one transaction or does this money get swallowed by steam?
How do you get into this? Could you DM me the info and perhaps a good starting place? I can't work right now due to an injury and I'd love to look into this
My experience is with iPhone (yeah yeah boo Apple).
Most of how I learned was just digging through Apple’s documentation, focusing on one goal at a time. How do I draw stuff to the screen? How do I handle touch inputs? How do I use the built in UI elements? How do I play sounds? How do I get GPS data? Things like that. I’d usually have an idea of a specific mini-project that would make use of a specific new tool.
Note that I already had some programming experience (although it wasn’t much) before I started teaching myself this way.
Just start by downloading XCode and playing with one of their sample projects. SpriteKit is particularly easy to get started with and there’s a sample project for it. (I’m assuming you want to make something like a game. If you want to make more of a utility app, look up SwiftUI).
Jesus. This makes it reasonable to just buy $100 worth of your own game every month, just to make sure. Assuming that the number of real sales cover Valve's percentage and then some. Yeah, that's a non-zero opportunity cost for you, and additional float for Valve, however petty it may be. But for a small developer, maybe that makes sense.
The break even point would be at a balance of 23.08$. However, if the account balance doesn't expire, buying your own game to put you over the threshold would be checking the couch cushions for loose change level of desperation.
Oh, it's petty cash to be sure. If you have $100-ish bucks to throw around, you probably aren't going to miss much by not doing this. Unless, of course, letting someone else take even one dollar from you in this way is against your religion or something (i.e. the principle of the thing). Conversely, if you need the handful of dollars this makes, you probably don't have that kind of walking-around money in the first place.
if this is true I'd recommend sending GamersNexus an email with the details as they might be able to help considering their past actions to hold companies accountable
It's true, but it's Steam policy. If you haven't reached the threshold for the month, you are not getting a payment. I guess I just have to sell more games and do better next time. I mean with Steam Sale events I will probably get there eventually.