Hacker News new | ask | show | jobs
by TerrifiedMouse 957 days ago
They also host the game download and all its updates allowing buyers to (re)download whenever they want.

30% is the standard retail cut if I’m right. So if you sell your game at Walmart, they take 30% too.

Edit: There is actually a way to bypass Steam’s cut - provide by Valve strangely enough - if I’m right. As developer you can mint as many API keys for your games as you like and sell those through other means. Your customers will still download and play through Steam but Steam gets nothing - i.e. you use their infrastructure for free; of course they would get their cut from copies sold via their store.

2 comments

yea, I don't get how people complain about Valve. Google, Apple, Sony, Nintendo, Microsoft all take roughly the same.

The difference is people actually like using Steam. They actually want to be locked in. I'd rather by a game on Steam vs Gog. Consider that. DRM free, but people prefer the lock-in. That's because Valve is nailing it.

Imagine people saying the same about Microsoft, Epic, EA etc.. Nope.

Many games on Steam are DRM free. You have to download the game through Steam... but from Gog you have to download the games from Gog too. One uses their app as a gatekeeper and the other uses a website. KSP is an example just off the top of my head where you can download the game, delete steam and keep playing. Not all games implement Steam DRM.

But also yes. Steam has made the gaming on linux process so much easier. Using steam is the easiest way to game now and I definitely prefer all my games to be there.

They all do. You can argue it's too high but the issue is that they all own those platforms and the hardware you develop on (except Google). Valve, not so much.

>The difference is people actually like using Steam. They actually want to be locked in.

yup, and that's where the danger starts. People like being locked into Apple as well. the consoles all conditioned people to being locked in. I understand it, but don't think it's a good thing.

Microsoft does technically have a lock in with PC, but they have enough historical lawsuits on those issues that they are lax on what is hosted on Windows. The reckoning for Apple/Google is definately coming, though.

> but the issue is that they all own those platforms and the hardware you develop on (except Google). Valve, not so much.

Console manufacturers charge a separate per unit royalty for every game published for their consoles, typical in the range of 10-20%.

That’s how they make most of their money before online stores - the console is sold at near break even typically but they do earn on extra accessories.

The store charges are separate and independent.

> People like being locked into Apple as well.

I don't. I just use Windows and Linux occasionally and that reminds me why I prefer Mac OS.

It's easy to get lock in effects when the alternatives are crap wrt usability. Even if you can get larger numbers for less money on the spec sheet.

On one level, it's evil lock-in. On another, it's all-products compatibility with very tight integration.

I don't like being locked into Apple, but I can't argue with the extraordinary convenience of doing it their way. New iPhone or iPad? Just set it next to your old one and it will pull everything over. New Mac? You can clone from a backup of a different Mac. I started with an iPad, got a Mac a few years later, and finally got an iPhone after Google released the amazing (loved the fingerprint reader on the back for unlocking) but disastrous (the battery would decide to go to hell one day, no warning, and you were losing 30+% of power per hour) Nexus 6P.

I don't remember the details but I thought they clamped down on the CD key work-around in the last year or two.
No. Valve was never against legit developers using their infrastructure for games sold elsewhere even if Valve dont get any cut. If you have game that sold 1000 copies on Steam you can still generate 10,000 keys for selling elsewhere.

What they clamped down on was developers who built $0.01 game for trading cards farming. Now Valve just have some fair usage rules so developer of game that sold 10 copies on Steam can't request 1,000,000 keys for it.

Disclosure: I am indie game studio co-fouder so Steam keys is something we deal with.

I found it - in February 2023 it looks like added some limits and are enforcing that Steam customers don't get a worse deal than customers who use CD keys.

But yes they have clamped down on the fake games for trading card farming too.

It was a news in February 2023, but Steam had this as part of their ToS for decade or more. Basically Valve want you to run the same discounts on Steam as you run on other stores.

AFAIK it's perfectly fine to temporary run something like lowest-ever price outside of Steam on a condition that within some timeframe (not sure about timing) there will be similar sale on Steam.