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[–] 73 points 1 year ago (2 children)

How many of them were good games and original?

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    [+] 58 points 1 year ago (3 children)
  • [–] 26 points 1 year ago (2 children)

    Yeah. The same thing has happened in the music world, the book world, and even the movie world.

    YouTube lowered the barrier to entry to basically nothing if you want to publish your own movie. Getting millions of people to watch it, even completely for free, is very difficult. Almost all of the videos out there with millions of views were published by people who were already well known (even if they grew their fanbase directly on YouTube).

    Music is probably fairly similar to movies in that you can publish easy on YouTube and then direct everyone to your Bandcamp site to buy music from you.

    The book world is probably hardest to crack. There are so many authors out there and it’s very easy (from a technical standpoint) to publish your own book. Writing a book a lot of people want to read and getting people to read it is a totally different matter!

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  • [–] 7 points 1 year ago (1 child)

    I think the book part is solved through ebook portals. There's a LOT of books on the Kindle store with shitty stories, grammar mistakes and AI cover pics (if not completely wwritten by AI nowadays)

    What the all have in common is they're digital products. There is a fixed overhead cost to host on a platform, but almost no cost per sale/visit/download, so you don't need to worry about scaling production and distribution.

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  • [–] 5 points 1 year ago

    The deeper thing they have in common is that they’re all products which follow power law distributions based on popularity. Popular items get more exposure by word of mouth than unpopular or unknown items. That exposure leads to even more popularity which results in exponential takeoff.

    Thus you can have a music industry where Taylor Swift can make a billion dollars on one tour while millions of other musicians languish in total obscurity.

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  • [–] 90 points 1 year ago (11 children)

    [A] ton of games were released on Steam this year. Valve's store has seen nearly 13,000 game launches since January 1, 2025, according to Steam data hound Gamalytic, and a majority of those games went straight under the couch to be forgotten for the rest of time like lost batteries.

    This sounds like too many games are being made. I suppose a lot of these are hobby/passion projects or learning exercises people have made, but that has to be more games than there is any viable market for.

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  • [–] 64 points 1 year ago (1 child)

    There's a lot of complete trash. Multiple reskins of the same puzzle game with randomly generated names. Bare bones minesweeper clone written entirely by AI, and advertised as such. That sort of thing.

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  • [–] 123 points 1 year ago (3 children)

    Just knowing how the internet be, I bet it’s 98% shovelware garbage looking for whales

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  • [–] 27 points 1 year ago (3 children)

    Its also that it takes time building an audience, and some devs are awful at setting up their store page.

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  • [–] 46 points 1 year ago (1 child)

    It's also a marketing problem. I find games all the time on Steam that are a year+ old that I would have bought long ago if I'd even known they existed. It's a problem with small indie developers - they either don't know how to or don't have the money to market their game and just hope putting it on Steam will get it visibility.

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  • [–] 9 points 1 year ago

    It's not necessarily a marketing problem because it's not necessarily an economic question. Steam and a few small other platforms like it are the reigning paradigm for indie game distribution, but games aren't necessarily an economic endeavour. Ars gratia artis is still a thing for a non-zero contingency of creatives.

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  • [–] 12 points 1 year ago

    It's the same as in any art field I think. Inevitable side effect of the internet and modern technology. I listened to a podcast a while back that had one of my favourite small indie bands as guests, and they were discussing how the same thing applies for music. The market is simply way, way oversaturated.

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  • [+] 43 points 1 year ago (2 children)
  • [–] 22 points 1 year ago (1 child)

    Maybe. Quickly looking at games that don't really sell:

    https://steamdb.info/sales/?max_reviews=10&min_discount=0&min_rating=0&min_reviews=0

    Mostly it just looks like games nobody asked for. Definitely some A.I. and asset flips included, but some look like effort was put into them ... however they don't look fun to me. Like, at all.

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  • [–] 10 points 1 year ago (14 children)

    To release something for free on steam, does it cost $100?

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  • [–] 8 points 1 year ago (11 children)

    Is that 100 per game or per developer account?

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  • [–] 18 points 1 year ago (10 children)
  • [–] 0 points 1 year ago* (8 children)

    Oof. Forking over a hundred dollars as a dev just out of college looking to get broader critiques kinda sucks

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  • [–] 18 points 1 year ago

    Depending on what you're looking for in critique, Steam may not be a great place to get feedback. If you're looking for just a handful of focus users, you're better off uploading a game to itch.io and then asking people to try it via whatever relevant channels you're looking at.

    Steam is better for reviews. Though reviews are not aimed at the dev but aimed at potential buyers which is very different looking.

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  • [–] 22 points 1 year ago (2 children)

    $100 is nothing compared to how long a game costs to make. Hundreds of development hours is tens of thousands of dollars. And if you’re making a game for less than a hundred development hours… maybe it’s not a very good game?

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  • [–] 2 points 1 year ago (1 child)

    Most student projects I found weren't particularly good, you’re right. They seemed to be looking for perspective on a specific thread they were winding through. Whether it be visuals or a basic gameplay loop. It’s just funny to look back and see thousands of dollars and hours spent to receive responses like “I couldn’t get past the first page because the menu was broken.”

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  • [–] 11 points 1 year ago

    If you're just looking for critiques there's plenty of other spaces to post your product. 100USD for the outreach & services steam provide a developer is actually quite cheap in western countries. I could see it being more difficult in parts of the world with lower purchasing power though unless they have some regional pricing scheme.

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  • [–] 7 points 1 year ago (2 children)

    Is there a search filter for hardly bought games?

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  • [–] 4 points 1 year ago

    With the economy tanking like it is, they likely won't recover soon either

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  • [+] 7 points 1 year ago* (last edited 1 year ago) (2 children)
  • [–] 3 points 1 year ago* (last edited 1 year ago)

    ow did they limit it? I still see all the regions in steamdb. I know the exchange rates haven’t been updated in a while so their suggested regional prices haven’t been pretty bad

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    [–] 18 points 1 year ago* (last edited 1 year ago) (3 children)

    I am not a programmer, but I guarantee I could gobble together enough free or paid assets to technically qualify as a game and have it "released on Steam". That's not a high bar.

    And yet, I don't think we're headed for another crash similar to the 80's one, or that digital marketplaces are necessarily even oversaturated with games, since there's multiple ways of curating, sorting, and showcasing the best and most popular ones.

    But I do think the onus is on consumers to use these tools and shop smart (and patiently, if they want the best deals), especially in this economy...

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  • [–] 14 points 1 year ago (2 children)

    And yet I don’t think we’re headed for another crash similar to the 80’s one, or that digital marketplaces are necessarily even oversaturated with games, since there’s multiple ways of curating, sorting, and suffering the best and most popular ones.

    The '80s crash was the result of physical hardware sitting unsold on shelves, such that retailers no longer wanted to keep them in stock anymore.

    By contrast, the '20 deluge of slop isn't taking up inventory space. It's taking up marketing bandwidth. You're not going to dig a big pit and shovel in all the Ataris nobody wants to buy. But you might hit a point of saturation such that nobody can hear about the next BG3, because every media channel is inundated with ads for Mobile Command Wizard Fortress Nuclear Fantasy Final Ninja War Strikers.

    I'm already seeing this in the mobile space. Finding a mobile game that isn't dog shit is virtually impossible.

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  • [–] 3 points 1 year ago* (1 child)

    Yeah, the gaming crash is imo, already underway.

    Sooo many huge, recent, AAA or even "AAAA" basically catastrophic failures, so many games that are just gacha mtx'ing the fuck out of people...

    And people don't have the money anymore.

    The gaming industry is going to crash, but that won't actually really hurt gaming in general, imo, it will refocus onto smaller and medium sized teams, who focus on gameplay, style, actually competent stories and writing, anybody or team who can make something good without even needing a publisher.

    Sure, there will still be big mega corpo games with recognized IPs and graphics thst you can only appreciate with a $2000+ GPU and such, but I think its gonna look a lot more like the 90s / early 00s pc gaming market, basically, wild fucking west.

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  • [–] 4 points 1 year ago

    And people don’t have the money anymore.

    The joke of it is that these games don't even bother targeting "retail" players anymore. They're all hunting for the Whale Player - the individuals who will spend upwards of five or six figures on a game's loot boxes and other gimmicks.

    The gaming industry is going to crash

    I don't know what a "crash" looks like at this point. When your very model is "Free 2 Play" and your primary revenue stream is this tiny minority of players, what are we expecting the change? A bunch of these players aren't even in the US. They're gamers in ultra-wealthy Emirates states or failkids from Korea and Japan, with credit cards that have no real upper limit. And if they fail... so what? These are clones of clones. Reskinned copies of games that never had much of a production budget to begin with.

    Or they're subscription based games that generate revenue off people who have simply forgotten to cancel their accounts. The Gym Membership enterprise model, where you're just collecting $15/mo from thousands upon thousands of people who got suckered in during the hype cycle and forgot they were getting billed.

    Sure, there will still be big mega corpo games with recognized IPs and graphics thst you can only appreciate with a $2000+ GPU and such

    This is where I think we might genuinely see a ceiling. If the supply of semiconductors ever hits a serious crunch, you're going to see the price of high end cards and consoles go well beyond the reach of retail gamers. And then we really will all be stuck on Stardew Valley, because that's the high line of computer graphics we can support.

    But the idea that people will stop turning out new titles (or clones of clones of archaic titles) seems dubious. We're never going to have a cartridge graveyard. And we're never going to run out of three-person teams of novel developers pushing the next generation of Cult of the Lamb or Slay the Spire or Deep Rock Galactic.

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  • [–] 21 points 1 year ago*

    Uh, yep, a lot of people who think they are game devs are actually morons, and/or just trying to be able to say 'I have a game that is listed on Steam'.

    Yep.

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  • [–] 6 points 1 year ago*

    The market situation is really difficult, unless you are really really lucky. We've continued with a college project and eventually managed to release a hand-drawn coop top-down shooter, around 2 hours of story-based gameplay, that was locally pretty successful as far as marketing goes - we were in local national television, have several "best indie game" awards from conferences, even including Czech Game of the Year in student category. We had czech streamers playing the game, had reviews and even were featured in a Microsoft article about student gamedev, and we were featured in the New and Noteworthy on Steam for quite a bit.

    We've eventually managed to get around 6000 wishlists, and the reception was generally positive.

    After almost half a year after realease, we have only dozens of sales.

    We don't have any investors we own money to, and never really made it for profit, but it is still difficult to see 6 years of your work that you though was going pretty well end up like this. I'm not really surprised, because it is local-multiplayer only story based game (although Steam Remote works), which will limit the target audience size by quite a bit, but I definitely won't be ever making a game where I expect that it will sell, and rather focus on smaller experiements, gamejams, and making games for making games sake.

    Tying money into your gamedev is a recipe for disappointment.

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  • [–] 10 points 1 year ago

    That's not even a lot of money, and it at least creates a small barrier of entry. And there's still a lot of crap in Steam.

    I see a lot if indies talking about their game development on other platforms, so hopefully by the time they list they already have an audience and can handle the fee.

    But if a game is just low effort shovelware they deserve to lose it.

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  • [–] 4 points 1 year ago

    Doesn't mean they were bad.

    Just means the market is oversaturated :/

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  • [–] 2 points 1 year ago (1 child)

    I would love to try making a game. Even games that I love to play still have a few minor things here and there that I wish were different. If I made the game myself, I could just change it myself and make it as close to perfect as I'm humanly able. Engines like Godot and similar make it so easy to do these days.

    But the competition is extremely fierce. There are so many games on Steam that the chances of "making it" and being the next Hades or similar are just not that good. I'm clearly not the only one with a dream like this. That and the fact that making a game is a ton of work. Graphics, audio, gameplay, balancing, marketing, social media🤮, etc.

    If I'm in the position someday where I don't need to turn a profit from it, then I may do it anyway, but I really feel bad for all the people who are trying to pursue their dream and yet may never make it there. We're in a golden age for the players, but for the creators, it's very difficult, to say the least.

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  • [–] 3 points 1 year ago

    The best thing I ever done in relation to my gamedev dream/career was to make sure I don't ever get into a situation, where my livelygood depends on the art/games I make. That's a recipe for disapointment.

    It doesn't matter if it's only working in gamedev instead of general software development, because that's where you get way less money for basically the same code-monkey crunching Jira tickets job, only there's now a bunch of exec exploiting your passion and underpaying you, or if it's more bold attempt to save up money and be able to afford to make a game on my own, because then you have to sell it, and that sucks if your livelyhood is on the line.

    The best course of action I could come up with is to just go work to a generic corporate in software development/cybersecurity, get a part time job (which will get you basically the same money as fulltime in a gamedev company), and use the free time for my own personal gamedev projects that I don't have to tie in any way to my income. Finding a comunity of similarly minded students or art collectives also helps.

    I've mostly given up on larger projects, because that exactly a ton more work, and now focus on a short gamejams here and there (usually two to three days, a week or two max). Being extremely limited by time means that the project usually fits into my short attention span, I can experiment with the obscurest of game designs, and you get to meet cool people, especially when the gamejam is onsite. So, if you're at all interrested in trying out gamedev, I highly recommend looking into those - it will take a weekend of your time, and if it doesn't work or isn't fun for you, then you won't loose much.

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