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Thread: Should I upload game on Steam?

  1. #1
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

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    Should I upload game on Steam?

    Hi all,

    I want to ask You for opinion. I've got 3 android games (500-1000 installs) and I think about remake them to Steam.
    PC gamers have got much higher requirements, but in other hand I saw so much worst games than mine on Steam...
    So, I'm not sure, steam upload is quite expencive. Have You got any Steam experience? Which game should pass Steam Direct, or which fail?
    What do You think, is it any sense to do that with one of those projects? Which one? which not?

    my favourite and the longest time before un-install:
    https://community.clickteam.com/threads/102286-First-Release-FallBax-(Build-the-Tower)

    most engaded players (surprise for me):
    https://community.clickteam.com/threads/105100-MinerHD-second-game-with-cross-app-ShareMe-function

    the most complex:
    https://community.clickteam.com/threads/105280-4K-Bricks-Breaker-3rd-free-game-with-cross-app-promotion

    I will be gratefull for any comments from anyone

  2. #2
    Clicker Install Creator Pro
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    Quote Originally Posted by shaku88 View Post
    Which game should pass Steam Direct, or which fail?
    According to steamwork documents:
    Reviewing Product Build
    Our review of your game or software build prior to release typically takes 3-5 business days to complete, but we ask that you plan for at least five business days to ensure that we are able to review and approve in time for release and to allow for time in case an issue should arise. We'll send you any feedback if necessary, or if none is necessary, we'll mark your product as "Ready for release".

    Here's a list of things we check for when reviewing your product:
    Your product will need to start up properly.
    This means that your product must successfully launch in all supported operating systems listed on the store page.
    All supported features listed on the store page will need to be implemented in the current build.
    If you intend to add a feature in the future, you'll need to remove the selected feature in the Basic Info tab until it is implemented and released.
    Your product must use Steam Wallet for any in-game transactions.
    This means that your product cannot link to other store pages that does not offer Steam Wallet.
    This means that steam doesn't care the quality of your game, they just need to make sure it is a game.
    You know, it's much easier to upload to steam by steam direct rather than greenlight.

    Also check this new section:
    Bringing Mobile Games to Steam
    https://partner.steamgames.com/doc/g...started/mobile

    Besides, as far as I know, steam now has strict restrictions on child pornography, e.g. Galgames, are difficult to pass or need a long time to review.

  3. #3
    Clicker Fusion 2.5Fusion 2.5 Mac
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    zip2kx's Avatar
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    If you got 100 bucks why not.

    Steam rarely declines a game totally unless you are breaking their rules. They do give technical reasons e.g. my game page said it supported controllers but the xbox controller didnt work in the build i sent so they declined it. I had to then remove controller support from the page and I was good to go.

  4. #4
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    You can also upload them to Kongregate's https://developers.kartridge.com/ store PC client (make account, fill out, install client, toggle Developer, wait for approval, then upload and share to the world.) or on https://itch.io/developers with no costs other than your time to provide the correct assets (videos and images) for each store. itch.io also accepts Android games. You might consider putting your android games on Amazon's App Store too.

    You can also try https://www.humblebundle.com/developer and see if they approve of your titles too (PC & Android).

    If you are super diligent about getting onto other stores, the Epic Games Store, GOG, and others have a more involved process like Steam.

  5. #5
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

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    Quote Originally Posted by Xhadoe View Post
    ...
    Thank You so much for Your answear. It open my eyes

    Currently I'm trying to remake from Android to PC version, but Steam integration was easy like a pie
    The real nightmare is that everything works different on PC than on mobile!!!! This is absolutely inpossible to create single cross-platform project!!!!
    Physics works different
    Order event could be different
    Object values works different
    I think it was a mistake, I should re-write my game to normal programming language, it could be faster then tests, bug trace, and discover everything one more time



    Quote Originally Posted by zip2kx View Post
    ...
    I will remember that. Could You tell me more about Your experience? Here or in Private.
    100$ is returned if game earn 1000$... is it easy? Steam promotion give You something?
    Did You make Arcane Golf only?

  6. #6
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    Quote Originally Posted by shaku88 View Post

    I will remember that. Could You tell me more about Your experience? Here or in Private.
    100$ is returned if game earn 1000$... is it easy? Steam promotion give You something?
    Did You make Arcane Golf only?
    I made Baby Redemption not Arcane Golf so i dont know how that went. The experience is easy but it takes a while to set everything up (lots of text that needs to be written and then approved). Getting to 1000 depends on your game and price, mine was quite cheap but i went break-even so I'm satisfied. I used the initial launch week discount and am gonna try the summer sale opportunity. But As i said before, if u have 100 bucks it's worth it just to say you have your game on Steam.

  7. #7
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    Well there is no magic bullet in any cross platform development. The hardware is different, and Android is as fragmented, if not more so than PC/Linux.

    An OS update can change the way memory or temp storage is used, can change security methods/certs/etc. The best time I have had with cross platform being consistent was years ago with the Fusion Flash/SWF exporter. My little games would work the same no matter if PS3, PC, Android (old versions when flash was supported) and I enjoyed it. Unreal, Unity, AIR/Flash, and others have pros and cons with how they handle consistency. I still prefer middleware to reinventing the wheel for the same processes that have been made repeatedly for over 40 years, and the newer stuff in the last 5-10.

    Cross platform can also be a jerk with inputs and gamepads or touch surfaces/events. Any extensions you use may be interpreted slightly different per platform.

    Weird example: At my day job recently, a client's project kept having click/touch weirdness bugs with displaying a certain type of modal. Everyone could reproduce the bug except the programmer. Turns out, he had just gotten a new Apple touch trackpad replacing a mouse, and the trackpad would handle a click/touch event different so the modal worked fine for him. Once he fully used a "click" with it, THEN he could reproduce the bug. Tracking that down was not fun, but it is because of how (in theory) Apple handles those types of inputs with their hardware and OS, regardless of browser. Random things like that always happen. We support Mac, PC, Android and iOS which is always an adventure.

    You have to be prepared to test the heck out of your game at least every 3-5 builds/versions of it.

    If possible, I never use system fonts. I carefully choose whether to use any kind of aliasing or shaders/special extensions. I work to preformat my art and audio assets so that the compiler/Fusion does not have to do it for me so much. I try not to insist upon GPU usage unless required for the project.

    When developing a game, think about its ideal inputs and how it should be played best. Then develop it on THAT platform first. Some games do better as touch/tap games, others require precision of a mouse/stylus, or even a gamepad. You may have to change from landscape view to portrait, and change the resolution/size of your level/board. You may have to change how some things are calculated. It is really difficult to release a cross platform game simultaneously. For the studios that manage it, much respect. Middleware helps.

    It can be discouraging, but take a moment and realize you have really powerful tools to work with that most of the planet does not. You can create prototypes and experiment to your heart's content, and iterate until you get where you have a solid, playable game.

    Many of us have multiple dead in the water projects, or a ton of demos/prototypes we haven't completed. Getting to a completed project of any kind is hard work. Don't give up. Share your creativity, as we share ours to help each other.

  8. #8
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    I decided to do that, so if anyone want to see PC version, please send me a private message, I've got a few unused test codes.
    PC version received few new animations, music, and I will add few additional things in future.
    Best Regards!

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