this post was submitted on 19 Aug 2026
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[–] chemical_cutthroat@lemmy.world 93 points 1 week ago (36 children)

It only costs $100 to list your own game on Steam, and that money is refunded if you make $1000. That's all there is. The rest is up to the dev or the publisher. That barrier to entry is absurdly low. If a game isn't making sales, it's not Steams fault, it's advertising. ANYONE can list games, which means there is a lot of chaff on the market. What do you want them to do? Increase the listing price so that trash games don't get listed as often? Then you cut out the good indie dev, too. Game dev is only half the battle. You still have to reach your market once you post your game.

Steam allows you to buy from whomever. Want to support an indie dev on their first title? Go for it. Steam won't stop you. You can be the change you want to see in the world.

[–] otacon239@lemmy.world 51 points 1 week ago (1 children)

Yep. You either allow the garbage or block the upcoming indie dev. One person’s trash is another person’s Power Washer Simulator 2024.

[–] abfarid@startrek.website 9 points 1 week ago

Couldn't stop playing it for days when I first got it.

[–] Natanael@infosec.pub 1 points 1 week ago

As always, discoverability could be better. But mostly that's discoverability of recommendations and a smarter system for suggesting new games that would make a difference IMHO. Valve certainly isn't the worst at finding things you like, although their search is a bit clunky

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[–] glimse@lemmy.world 34 points 1 week ago (1 children)

Why is this written like some kind of hit piece.

Behold, it's easy to make a game and hard to make a good one

[–] Smaile@lemmy.ca 8 points 1 week ago (1 children)

Yah it feels targeted, I'd ask who paid this writer to make this.

[–] M0oP0o@mander.xyz 3 points 1 week ago

Epic store would be my guess.

[–] givesomefucks@lemmy.world 28 points 1 week ago (7 children)

"Half of all paid games on Steam have earned less than an estimated $3,622 in their entire lifetime," the report reads. "A game at the 90th percentile has earned about $236,184, and the 99th percentile starts at $15,872,031."

10% making over $235k paints a very different picture tho...

Especially considering how 8/10 games seem to be utter slop lately.

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[–] KairuByte@lemmy.dbzer0.com 27 points 1 week ago (1 children)

/sigh

They admit the numbers are estimates.

This doesn’t seem to take into account “paid games” that are mangles of free assets smashed into a scene.

I’m not saying there isn’t going to be disparity, because there absolutely is. But these numbers are just grasping at straws and don’t control for obvious issues.

[–] LodeMike@lemmy.today 6 points 1 week ago

I'm surprised it's not more extreme. There's lots of trash on steam.

[–] Catoblepas@lemmy.blahaj.zone 22 points 1 week ago

Is ‘games that sell more copies make more money’ supposed to surprise me?

[–] Almacca@aussie.zone 15 points 1 week ago

There is a hell of a lot of shit and slop games on Steam, though,

[–] supersquirrel@lemmy.ca 13 points 1 week ago* (last edited 1 week ago) (1 children)

This is one of the reasons why the narrative is nonsense that renting games is better because you can easily own "too many games" if you keep buying them and then... oh no!!! You own too many digital games!!!

When you buy an indie game you are supporting art whether you get to the game or not, remember that, which isn't to say buy random games but I think this statistic underlines how much it does matter to the smaller game developers to take a leap and buy their indie games. It helps that they usually cost 1/50th the cost of a AAA game lol....

[–] tburkhol@slrpnk.net 0 points 1 week ago

The problem for all creators on the internet is discoverability. All the faults in the pre-internet publishing system, but those publishers did a huge amount of screening and reduced the choice paralysis on consumers. Now, we get the whole firehose of games, music, stories, movies, and who's really got time for that? Who wants to spend the time installing 10 different, random games to give each of them a 10-minute test and uninstall? That's 2 hours that could have gone into an actual good game, nevermind currency.

"They" used to solve discoverability by having "experts" decide where to spend advertising dollars. Algorithms try to solve discoverability by seeing what everyone else is playing, but that just amplifies the hyperbola distribution of plays & revenue. Most of those indie games will never even show up, unless you somehow search for them by exact name. And now with AI just flooding the zone...these statistics are only going to get more lopsided.

[–] DupaCycki@lemmy.world 9 points 1 week ago (1 children)

The same is true in literally every industry, and practically every sphere of society. Nothing new.

Read more here: https://en.wikipedia.org/wiki/Pareto_distribution

[–] GamingChairModel@lemmy.world 3 points 1 week ago

The ideas described in Clay Shirky's Here Comes Everybody and Chris Anderson's The Long Tail made the mid-2000s super optimistic about having fewer gatekeepers between those who would create something and those who would enjoy that thing: you no longer needed to convince an agent and publisher and distributor for the funds or approval to publish a book, or release an album, or even distribute a short film or movie, because you could just do those things and see if you could find an audience.

And it worked, because on the internet it became economically feasible to publish for a small audience, and it became economically feasible to aggregate a lot of small creators and small audiences into big content-agnostic platforms for the thing being distributed. And a few of them would make it big, too.

Yes, app stores still funnel the overwhelming majority of the money on the platform to a small handful of developers. But I'd argue that the recent moves towards consolidation and concentration is because the ecosystems have betrayed the democratic, decentralized, nondiscriminatory/content-neutral ideals that we built the user-created Web 2.0 on, and instead of descended into enshittified monetization of the platforms' algorithmic control, SEO-like strategies so that slop isn't filtered out, and our utterly hacked brains that can't resist clickbait and ragebait and hornybait to where it's mostly sorting through slop instead of organically finding the niches we enjoy.

And now instead of traditional gatekeepers, we have tech gatekeepers. It was a fun run, though, from 2005-2015.

[–] mp3@lemmy.ca 6 points 1 week ago

You get access to the largest game distribution platform in the world, but you end up being a single game in a sea of competitors. You gotta distinguish yourself from the lot, on top of being lucky that your stars are aligned.

[–] BigTrout75@lemmy.world 6 points 1 week ago

When if true, why is this news? There's a ton of games on Steam and gaming is totally saturated at this point. There's just too many games.

[–] D06M4@lemmy.zip 5 points 1 week ago* (last edited 1 week ago)

I'd be more worried about most people buying from Amazon or communicating through services owned by Meta.

Too many games on Steam (and any other store) and too many people believing if something trends and/or has extensive marketing it must be great. Added to this is the fun fact that any live service multiplayer game that's not part of the most played is considered "dead". I miss the days when I'd visit someone, each would grab a controller and have a blast playing some weird ass game nobody talked about. Good stuff that can still be done over long distances when someone bothers to purchase local multiplayer games and stream them through Steam's Remote Play Together or some other alternative like Parsec (or less common still, games with LAN multiplayer), but too many people are stuck on the loop of typical live service hooks.

[–] Smaile@lemmy.ca 4 points 1 week ago

What's with these news pieces, they exclusively focus on steam, industrys slinging mud.

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