How to post a game on steam?
Aug 25 2018 10:14 AM
The process of uploading is a little complex, I'll see if I can dig out the instructions. I seem to remember having all sorts of problems uploading from mac as it needed a very specific version of python, used a Windows VM in the end.
Yep, you just pay the fee $100USD and that buys you a token that you can use to post a item. It's not much more complex than Apple's process as far a signups go...
Once you have a "partner account" create your game page and community pages... These are pretty simple. You upload images to the Steamworks site an use a Markdown-like sirte to build descriptions. Here's SKIPCHASER's page (*cough* *cough*) if you want to try out purchasing and reviewing
Once you are ready to test your game, the easiest thing is to start with a WIN32 Build and upload it with the SteamPipe GUI tool and flag it as a BETA. Then you can give away keys that just unlock BETA builds while you work the kinks out. You could do all this via a CLI, but this tool is dead simple.
Once you are ready to rock, set your price, flag it as ready to release and after a minor review your game is for sale.
All in all, once you have the upload process figured out it super easy to make new beta builds, test those out and then switch branches to make the beta the public branch.
There's a bunch of other stuff you *can* do with DRM, cross-platform with one content directory, etc. But I'd reco doing a basic Win32 build first. We only sell about 15% via the Mac Steam store.
Hope that helps!
- roaminggamer and sporkfin like this
Steam isn't as viable as it used to be, but we wanted to have products in lots of different places--wanted to make a joystick centric game too... So mission accomplished. That said, I don't know if I've ever been "happy" with sales...
Our game is here...
Thanks Ponywolf. Out of curiosity, how hard is it to go from the directory created by the Build for Win32 in Corona to having it set up on the Steam store from a files perspective. It is as simple as uploading the directory, or do we need to create some type of setup exe or a setup script?
Generally, you monetize on steam by selling your game or app for an up-front fee. They do have micro-transactions and our plugin has some support for them, but I don't have any experience.
Ad-supported games and apps on desktop platforms are very rare and there isn't a lot of evidence that it's an effective way to monetize your apps. Ads are common for websites and mobile platforms, but not desktops.
- roaminggamer likes this
Per game, I believe.
No need to wrap the game, although you can apply Steam's DRM tools if you want. For Mac this involves running the .app file through a local program before uploading, for Windows you upload the .exe to Steam, download it again and replace the old one.
Mac and Windows can both be uploaded at the same time through their uploading tool. It's fairly complex to setup and I never managed it on Mac (involves very specific versions of Python etc.), so I always switch to Windows to use a shortcut to the command line tool. However once it's setup it works well because it only uploads the difference between the previous build and the current one, so if it's just code changes it can be a matter of kilobytes.
Really? Then this would not be worthwhile for most casual games. They would only start to bring profit after a couple of months then - if at all.
I think it's fair enough. Do we want Steam to be infested with cheap, crappy clones and shovelware like the app stores? It's already heading that way, this at least provides some protection against spammers.
If you don't think your game can make $100 why bother with Steam?
- roaminggamer likes this
I have to say I concur: what's 100 dollars per game? I would think that you would put in at least a couple of thousands of dollars into any project in (virtual) wages, so the 100 dollars shouldn't matter that much.
Plus: you do get a whole distribution channel in return.
- roaminggamer likes this
Just to clear things up.
That 100$ per game fee is recoupable. Valve will pay it back to you once your product has at reached at least $1000 USD adjusted gross revenue on Steam.
The only reason why that fee exists is to keep the worst of the worst and the laziest of the laziest games out of Steam, i.e. to help weed out effortless and "hey look at my first game"-type deals out of the store.
That's understandable but I think there is way too much competition on Steam for casual games to reach a gross revenue of $1000 USD (at least not in a reasonable period of time).
BTW, what's the average (user-accepted) pricing range for Corona-like indie casual games on Steam at the moment?
You can have a look at what other Corona devs have done and what they are asking on Steam: https://store.steampowered.com/curator/34260302-Made-with-Corona/
Your price should be based on what you consider the game to be worth and what you expect people to be willing to pay for it. Not what someone else is asking for theirs.