Steam Greenlight closed today; Steam Direct launches June 13th

Dusk Golem

A 21st Century Rockefeller
Hey everyone, this is Dusk Golem aka AestheticGamer. I have posted on NeoGAF since 2011, and have decided to resign. I have enjoyed posting about horror games here for years, but I no longer wish to support the site and will be leaving for good. I will still be around the internet, I go by AestheticGamer on YouTube, I make games on Steam as Yai Gameworks, and I plan to go by Dusk Golem on other forums. I'll be joining an off-set of the GAF community leaving to try other ventures like ResetEra (Official Twitter for that here: https://twitter.com/reseteraforum ). I hope some of you who read this may consider it, and I plan to try to expose more people to horror games in the years to come. Just not here.

I hope you all are having a good day, and know I always loved the community, and in the end it's the community I'm going to stick with, not the site itself. If you want to follow me, my official Twitter is here: https://twitter.com/AestheticGamer1
 
Good. Too many idiots, cowboys and conmen used Greenlight for it to be an effective manner to push good games forward. Although the $100 fee won't prevent this again, it'll at least help control it somewhat.
 
I'm confused by this. If a game has already been Greenlit but not released yet, they don't have anything to worry about, right?
 
Good that it's coming so fast.

I'm happy too, I kind of was expecting it to come after the Steam Summer Sale but seems it'll be hitting before.

1245 votes?!?

Be interesting to see what changed with Direct, if anything.

I supported some games over the years.

I can say as a niche small developer with some well received but still small titles I find this a relief since I kind of hated pimping my games to try to get votes I predict this won't slow down Steam releases, but I'm curious how it will work. I also wonder if Steam Direct will release with the other new features mentioned, like expanded Curator options and Steam Explorers.

Pretty damn nice. I wonder how long until we get the "fee should be 1000$!" posts.

Probably soon, some people I think want things to be harder than they are already for small time developers already, I don't think people realize how much of your time and money already goes into making games for often little feedback even if you have a good game, money barriers wouldn't stop bad games and in fact I think would dissuade more legitimate but poor developers than developers in the mental mind of selling poorly made legitimate trash who have some strange creators pride in their low-effort garbage. I think the amount of money required wouldn't dissuade many of these types, and I think the fee is mainly to just prevent people from selling things that will be pulled from the store for illegal content or breaking Steams terms of services, ie troll entries.

What will help I think is the bigger review process and burying games no one wants, while making methods to discover gems that may be underlooked initially on release. Also Valve being more willing to break off contracts and block devs who are just shitty people and display malicious behavoir, I think them stomping down harder on those types and blocking them from selling on the store will be beneficial to everyone.
 
Good. Too many idiots, cowboys and conmen used Greenlight for it to be an effective manner to push good games forward. Although the $100 fee won't prevent this again, it'll at least help control it somewhat.

I think what will help more is some increased involvement of Valve with approving and reviewing developers along the line. The rest is to be seen with how they're changing how games are displayed, but I do think this will be an improvement. Keep in mind not to keep BAD games off Steam, as in games that are legitimate efforts but unfortunately just end up being poor games but not malicious and not serious efforts on the developer side, but will help against scam artists, malicious developers, 'fake game' developers, etc. And to be seen how the rest of the tools aid in bringing some gems out and burying others. I am curious if Direct is releasing with some other things mentioned, or if Direct is coming first though.

Good riddance. Its a shame Direct doesn't sound any better though.

I think it's better, but I think it depends on what you personally consider the problem. Valve's goal is not to lower the amount of releases onto Steam.

I'm confused by this. If a game has already been Greenlit but not released yet, they don't have anything to worry about, right?

A Greenlit title doesn't need to submit to Direct, they've already been greenlit and Valve works the system where the titles which have previously been approved stay approved. Valve also is going through the rest of the titles on Greenlight and once and for all approving and declining the titles either submitted more recently or are still on Greenlight before Steam Direct becomes a thing. You can no longer submit or vote on any Greenlight titles, but anyone who's been greenlit is still so, and anyone who has a game on Greenlight is being reviewed right now and will see if they're ultimately greenlit or not with the final batch in the next week or so.
 
A Greenlit title doesn't need to submit to Direct, they've already been greenlit and Valve works the system where the titles which have previously been approved stay approved. Valve also is going through the rest of the titles on Greenlight and once and for all approving and declining the titles either submitted more recently or are still on Greenlight before Steam Direct becomes a thing. You can no longer submit or vote on any Greenlight titles, but anyone who's been greenlit is still so, and anyone who has a game on Greenlight is being reviewed right now and will see if they're ultimately greenlit or not with the final batch in the next week or so.

This was my impression. Thanks for clarifying.
 
I also will post this here because I think it's relevant, it's the thoughts on Steam Direct from a developer in a poor country. His name is Rob Fearon, he's known for two things. First is making retro remake images of various games, which he's been doing since 2000: http://retroremakes.com/nostalgia/

And also has made a few niche games himself, he's made a lot of small retro remakes for people that are free and mostly makes freeware games, but has released one game on Steam and had one other greenlit he is currently making. Here's the one he's released: http://store.steampowered.com/app/338760/Death_Ray_Manta_SE/

He has some thoughts on even the $100 fee:

Can't be arsed logging in to check exactly how long but it would have taken me months to get that $100 back from Valve if Direct existed.

I doubt I could have found a week where I could afford the Greenlight fee so it's lucky I was through the door before they charged cash.

Bluntly, my game would not be on Steam if I'd have had to pay for the slot in -any- way.

I mean, maybe if it was twenty or thirty quid but seventy or eighty? That's my kid's food.

I think you're all more than aware by now that I am indeed serious about games and very serious about what I do here.

So you know, hundred dollars per game is essentially my games won't appear on Steam without a miracle.

Just so we're clear as to how this works.

Yer J to the Blows will still be fine. Other Indies will rant about seriousness and borrowing money or working to get it.

I'll just be sitting here going "well, there goes Steam for me then"

Sorry about that.

Still, was fun whilst it lasted eh.

https://twitter.com/retroremakes/status/872155121714683904

Just for those who don't realize how poor some countries and people are.
 
I also will post this here because I think it's relevant, it's the thoughts on Steam Direct from a developer in a poor country. His name is Rob Fearon, he's known for two things. First is making retro remake images of various games, which he's been doing since 2000: http://retroremakes.com/nostalgia/

And also has made a few niche games himself, he's made a lot of small retro remakes for people that are free and mostly makes freeware games, but has released one game on Steam and had one other greenlit he is currently making. Here's the one he's released: http://store.steampowered.com/app/338760/Death_Ray_Manta_SE/

He has some thoughts on even the $100 fee:



https://twitter.com/retroremakes/status/872155121714683904

Just for those who don't realize how poor some countries and people are.

Exactly. It was honestly disgusting to see all the posts on the recent threads here going "uhhh that's too low, should have been 500$ or more! 500, 1000$ is pocket change for me! If you're really invested in game development you can easily get 1000$!" and similar posts. Sometimes the bubble some Neogaffers live are way too thick to remember that other countries exist. It's already sad enough that a bunch of developers won't be able to release on Steam because the fee is 100$ per game now, if it was higher it'd be even worse. But hey, it may lead to less "shit" on Steam! Jim Sterling said that Steam is filled with shit so I need to agree with everything!
 
He has some thoughts on even the $100 fee:

https://twitter.com/retroremakes/status/872155121714683904

Just for those who don't realize how poor some countries and people are.

What these developers conveniently forget is that Steam isn't the only platform on Windows. You have GOG, Humble Bundle, GameJolt, BundleStars, IndieGala and lots more including making their own Twitter or Google Blog for free to advertise their game. The argument of "but Steam gives the most exposure" is only theoretically true and that isn't the case for every game. There are some really good indie games and classics on Steam that don't get much attention because of overshadowing products released around the same time. It's actually quite common for foreign, especially Brazilian, developers to release their game first on a non-Steam platform, and use their profits to put it onto Steam Memelight.

Hell, if you can't afford $100, you should not be making commercialised video games.

Video games are an art that can be incredibly expensive and resourceful, even the most simple games can cost hundreds if not thousands in licensing fees and such. If that guy can't chop up $100 for an exchange of potential thousands back, what's he doing looking at Steam to save him?
 
Exactly. It was honestly disgusting to see all the posts on the recent threads here going "uhhh that's too low, should have been 500$ or more! 500, 1000$ is pocket change for me! If you're really invested in game development you can easily get 1000$!" and similar posts. Sometimes the bubble some Neogaffers live are way too thick to remember that other countries exist. It's already sad enough that a bunch of developers won't be able to release on Steam because the fee is 100$ per game now, if it was higher it'd be even worse. But hey, it may lead to less "shit" on Steam! Jim Sterling said that Steam is filled with shit so I need to agree with everything!

How is that a bubble? You realize Steam is the complete outlier here, right?
 
How is that a bubble? You realize Steam is the complete outlier here, right?

Bubble as in "100$ is pocket change/too low". Did you even read the rest of my post?

Like the post above yours. Yes, of course Steam isn't the only place you can release your game, but so fucking what?
"Hell, if you can't afford $100, you should not be making commercialised video games."

Like what the fuck is this? Jesus Christ.

Video games are an art that can be incredibly expensive and resourceful, even the most simple games can cost hundreds if not thousands in licensing fees and such. If that guy can't chop up $100 for an exchange of potential thousands back, what's he doing looking at Steam to save him?


Oh come the fuck on, how can you not see how incredibly fucking elitist you're being right now?
 
Oh come the fuck on, how can you not see how incredibly fucking elitist you're being right now?

It's helpful advice, if you can't afford to put your game onto Steam then seek other distributors to sell on first, and then put your game on Steam once you can afford it. The entire purpose of the $100 entry fee is to help stop people willy-nilly slapping whatever they want onto Steam, and that's one of many reasons as to how Memelight became the awful place it was.
 
It's helpful advice, if you can't afford to put your game onto Steam then seek other distributors to sell on first, and then put your game on Steam once you can afford it. The entire purpose of the $100 entry fee is to help stop people willy-nilly slapping whatever they want onto Steam, and that's one of many reasons as to how Memelight became the awful place it was.

What if I want to use some Steam services in my game? Steam inventory? Steam trading cards? Steam matchmaking? Leaderboards? If my game is a game that depends on these what should I do? Implement all of these on my own then after I somehow get 100$ from the sales of a game with badly implemented services, just rewrite everything to start using Steam? Oh geez, you're right, poor devs shouldn't have access to those Steam features. They should've raised that fee to 1000$!
 
Bubble as in "100$ is pocket change/too low". Did you even read the rest of my post?

Like the post above yours. Yes, of course Steam isn't the only place you can release your game, but so fucking what?
"Hell, if you can't afford $100, you should not be making commercialised video games."

Like what the fuck is this? Jesus Christ.




Oh come the fuck on, how can you not see how incredibly fucking elitist you're being right now?



I agree on your part when you claimed that people were crazy to say it's too low. But on the other hand, I disagree to say 100 dollars is too much when you're planning to sell a product and planning to make money out of it.
 
Hmm, I was expecting those who've paid the Greenlight fee but haven't been greenlit to be grandfathered into Direct with one "slot". I don't think Valve's thought the refund suggestion through; the fee is actually giftable/tradable, so not everybody who has Greenlight access paid for it directly themselves or even with real-world money. For example, I had it gifted to me as it was supposed to be a milestone "game" and I didn't want to pay USD$100, so the refund would go back to the GAFer from whom I bought it, and I'd imagine anybody who received it via trading is completely out of luck as Valve no longer reverses trades.
 
I guess the question is how many devs are really going to avoid Direct because of not being able to afford the fee. I guess it makes sense that $100.00 is a lot more costly in many foreign countries and could be more than pocket change for developers, but I'm wondering how many legit games this will really stop from going to Steam.

I have never even looked at Greenlight, but with how bad you guys are saying it's gotten with bloat, wouldn't the $100.00 fee be more beneficial in cutting a lot of the crap (assumption) than it would be detrimental in hindering a few devs (another assumption that it's a relative few)?

Edit: To the post above mine, ugh, that does kind of suck.
 
I agree on your part when you claimed that people were crazy to say it's too low. But on the other hand, I disagree to say 100 dollars is too much when you're planning to sell a product and planning to make money out of it.

For most of the world 100$ is a feasible amount, I agree with that. I wish it was a LOWER amount, but I can live with the fee being 100$. But as already posted in this thread there are already devs that can't deal with 100$ per game.

Is 100$ way, waaaay better than what I was expecting(especially since they even mentioned 5000$ back then)? Absolutely.

Do I think it could be lower? Yes, of course. I may have come a bit too aggressive in those posts, and I apologize for that. But it does makes my blood boil to see some people here on Gaf, especially in the recent threads, talking about 100, 500, 1000 dollars like it's something you can get as easily as snapping your fingers.
 
I also will post this here because I think it's relevant, it's the thoughts on Steam Direct from a developer in a poor country. His name is Rob Fearon, he's known for two things. First is making retro remake images of various games, which he's been doing since 2000: http://retroremakes.com/nostalgia/

And also has made a few niche games himself, he's made a lot of small retro remakes for people that are free and mostly makes freeware games, but has released one game on Steam and had one other greenlit he is currently making. Here's the one he's released: http://store.steampowered.com/app/338760/Death_Ray_Manta_SE/

He has some thoughts on even the $100 fee:



https://twitter.com/retroremakes/status/872155121714683904

Just for those who don't realize how poor some countries and people are.


Isn't he from UK though ?
Also I'll say it again, if you think 100 dollars is too much to release a commercial product, I dont see how you can make it a job.
His game seems to have beyond 50k owners and even if these were 10 cent sales, that would vastly cover said fee already.



For most of the world 100$ is a feasible amount, I agree with that. I wish it was a LOWER amount, but I can live with the fee being 100$. But as already posted in this thread there are already devs that can't deal with 100$ per game.

Is 100$ way, waaaay better than what I was expecting(especially since they even mentioned 5000$ back then)? Absolutely.

Do I think it could be lower? Yes, of course. I may have come a bit too aggressive in those posts, and I apologize for that. But it does makes my blood boil to see some people here on Gaf, especially in the recent threads, talking about 100, 500, 1000 dollars like it's something you can get as easily as snapping your fingers.



Totally agree with you. Whenever I see someone claiming it's too low, it's just baffling. And yes, it could've been lower. I mean, 500 or 1000 dollars are already amounts that is too high for small indie devs, because it represents a lot in term of savings as a short term investment. As for the 100 dollars, while I wished it was lower, I have troubles to see how can a dev, wishing to release a commercial product, can be turned away by that.
 
Looking forward to the new format of application and entry vs greenlight. Greenlight imo has done some amazing things in bringing games that simply wouldn't be around, to PC services. At the same time it was quickly gamed by its nature and Valve's unwillingness to sacrifice the open nature that is so complementary to the PC ecosystem of creators, games and experimentation in the first place.

I'm fairly sure the same "crap" "garbage" games that people complain about will simply increase - but that isn't what I care about since as made demonstrably clear on GAF, those proclaiming "crap" and "garbage" are often highlighting games others cherish. If Steam Direct can actually drag down "fake" games / card harvesting games etc - then it is a job well done as far as I'm concerned, as that is the principle problem beyond the Steam Store algorithm having idiotic metrics at the moment to define your own interests
 
What if I want to use some Steam services in my game? Steam inventory? Steam trading cards? Steam matchmaking? Leaderboards? If my game is a game that depends on these what should I do? Implement all of these on my own then after I somehow get 100$ from the sales of a game with badly implemented services, just rewrite everything to start using Steam?

No, it's not uncommon for indie games to patch in Steamworks functions, especially EA games. They can be added in post release if the game engine supports it, in which case, that is the conscious decision of the developer to choose what engine they use.
 
What if I want to use some Steam services in my game? Steam inventory? Steam trading cards? Steam matchmaking? Leaderboards? If my game is a game that depends on these what should I do? Implement all of these on my own then after I somehow get 100$ from the sales of a game with badly implemented services, just rewrite everything to start using Steam? Oh geez, you're right, poor devs shouldn't have access to those Steam features. They should've raised that fee to 1000$!

No, it's not uncommon for indie games to patch in Steamworks functions, especially EA games. They can be added in post release if the game engine supports it, in which case, that is the conscious decision of the developer to choose what engine they use.

If on Steam, Steam features can be added in later. Achievements are available to anyone if you know how to program them into your engine, and honestly I think every game on Steam should use Steam Cloud because cloud saves are insanely easy to do on Steam (it's not even needing any additional programming in the game itself, you just tell Steam Cloud to save the files to the cloud related to save files). This said, some Steam features have been restricted already with this change. IE, Trading Cards are no longer available on launch unless you're an approved publisher on Steam (IE, Bethesda, Capcom, Square Enix, xSeed, basically the 'big boy' publishers). Trading Cards now you can't add to a game before release, you're only allowed to submit for Trading Cards post-release and only if your game gets above a certain sales and positive review threshold. However, when cards are added to players who played the game previously they'll get the cards their hours in the game attribute to if they're approved (IE, if I had four hour on a game and the game had three trading card drops with one hour per drop after two hours, I'd get two cards in my inventory automatically when approved as a player).

Isn't he from UK though ?
Also I'll say it again, if you think 100 dollars is too much to release a commercial product, I dont see how you can make it a job.
His game seems to have beyond 50k owners and even if these were 10 cent sales, that would vastly cover said fee already.

Totally agree with you. Whenever I see someone claiming it's too low, it's just baffling. And yes, it could've been lower. I mean, 500 or 1000 dollars are already amounts that is too high for small indie devs, because it represents a lot in term of savings as a short term investment. As for the 100 dollars, while I wished it was lower, I have troubles to see how can a dev, wishing to release a commercial product, can be turned away by that.

I think there's many different positions for many different people, my main point is I do think $100 is for the best if you keep a global eye in mind and different positions for different people, and with Valve being clear they're not trying to make less games release on Steam, just filter out 'fake' games. I think the fee is doable, and it being refundable for a reasonable fee is good too. The fee and how it works makes me relieved as a smaller niche dev who has positively received game but not a big audience yet.

Looking forward to the new format of application and entry vs greenlight. Greenlight imo has done some amazing things in bringing games that simply wouldn't be around, to PC services. At the same time it was quickly gamed by its nature and Valve's unwillingness to sacrifice the open nature that is so complementary to the PC ecosystem of creators, games and experimentation in the first place.

I'm fairly sure the same "crap" "garbage" games that people complain about will simply increase - but that isn't what I care about since as made demonstrably clear on GAF, those proclaiming "crap" and "garbage" are often highlighting games others cherish. If Steam Direct can actually drag down "fake" games / card harvesting games etc - then it is a job well done as far as I'm concerned, as that is the principle problem beyond the Steam Store algorithm having idiotic metrics at the moment to define your own interests

This is kind of my thoughts too. I think many who want the fee higher are taking issue in a different thing that the actual issue is, IE I would bet some people who want the fee higher would claim certain games others love that are smaller, niche things are garbage that doesn't need to be on Steam. Valve's goal is to eradicate what they call 'Fake Games', games done with minimal effort or are shitty cash grabs, by devs who aren't serious about game development or are essentially scam artists or at worst are malicious developers who try to abuse the system. They have a few other systems outside of just Direct to combat this too, including the developer review process and the changes to Steam Trading Cards, but this is what Valve's trying to combat. They want to make it a market anyone with a serious effort at a game can release it, no matter how small or niche. But also are adding tools and systems to try and improve visibility of games that are worth checking out with increased Curator features and the upcoming Steam Explorer program. They also say they're following this closely to add and change things over time and build off this foundation over time, so it'll be interesting to see how this goes down.

The goal was to broaden the market to different tastes, not seclude it to the cream of the crop. Just to try to tackle the issue with 'fake games' and scam artist/malicious devs, not to eradicate every bad game or every small developer game.
 
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