The Premium PC Games For Free Thread

EA games are a bad example because they are the biggest money grabbing company in the video game industry. All of their games basically have micro-transactions.

Steam takes big time fees from publishers and all of the users. That's what Epic Games are trying to compete against, by making the better platform publisher wise. I mean if you can make a lot more money by going to another platform, why work with steam?

Perhaps a mod can kindly split the thread. I don't want to derail the thread.I am content developer, and sell through websites each taking about 30% cut, steam is no different.Currently I am getting 50% royalties from steam after they have taken their 30% cut.30% cut sounds bad.

But you have to take into consideration that some one has to pay for bandwidth, some one has to pay for the staff that keeps steam up and running.If steam were to charge you for every thing a user downloads a game/software/DLC you are going to end up paying a LOT more then 30% cut.

For my particular market I have 200K + users, been keeping close tabs on sales and currently featuring on the second page of the top selling software list, highest peak was number 2 and average is top 20 especially over weekends. Currently getting royalties of 8$ average after all deductions have been made. Steam can gladly take their 30$ cut, we only get sales stats every 45 days, indications are we are closing in on 2.5K in sales.

So yeah more then happy to pay 30% cut to steam, without any further expenditure on my part.Also on another 3rd party website, where I pay a 30% cut, and have no problem to do so.

Also epic games is the creator of unreal engine, which has a large market place for their developers to buy content, and they are taking a cut there, they also entitled to royalties from game sales when developers hit certain sales targets.

You have this illusion that publishing platforms shouldn't be entitled to any thing from the developer, but actually they are doing all the work, and supplying the bandwidth and the staff and all the misc stuff, even advertising on your part.

Put it this way I have made my 90K back in development costs over 9 months and then some and I haven't reached 10% of the entire client base as yet.

You are far better off on steam even with a 30% cut, as they have the largest client base of any platform out there, the bigger the client base, the more insignificant the overall the steam cut is, versus a small client base and no fees, honestly it really a no brainer.

Epic games is raking in the money from royalties and market place sales, so don't be fooled.

Additionally we worked on a price on what we want as a min on the product, developers work in the 30% cut in part or in full into their asking price.
 
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That's the same thing people said with traditional stock photography sites. Now some people are making a killing on sites with as little as 5% commission. Monopolies are bad, really.
 
Perhaps a mod can kindly split the thread. I don't want to derail the thread.I am content developer, and sell through websites each taking about 30% cut, steam is no different.Currently I am getting 50% royalties from steam after they have taken their 30% cut.30% cut sounds bad.

But you have to take into consideration that some one has to pay for bandwidth, some one has to pay for the staff that keeps steam up and running.If steam were to charge you for every thing a user downloads a game/software/DLC you are going to end up paying a LOT more then 30% cut.

For my particular market I have 200K + users, been keeping close tabs on sales and currently featuring on the second page of the top selling software list, highest peak was number 2 and average is top 20 especially over weekends. Currently getting royalties of 8$ average after all deductions have been made. Steam can gladly take their 30$ cut, we only get sales stats every 45 days, indications are we are closing in on 2.5K in sales.

So yeah more then happy to pay 30% cut to steam, without any further expenditure on my part.Also on another 3rd party website, where I pay a 30% cut, and have no problem to do so.

Also epic games is the creator of unreal engine, which has a large market place for their developers to buy content, and they are taking a cut there, they also entitled to royalties from game sales when developers hit certain sales targets.

You have this illusion that publishing platforms shouldn't be entitled to any thing from the developer, but actually they are doing all the work, and supplying the bandwidth and the staff and all the misc stuff, even advertising on your part.

Put it this way I have made my 90K back in development costs over 9 months and then some and I haven't reached 10% of the entire client base as yet.

You are far better off on steam even with a 30% cut, as they have the largest client base of any platform out there, the bigger the client base, the more insignificant the overall the steam cut is, versus a small client base and no fees, honestly it really a no brainer.

Epic games is raking in the money from royalties and market place sales, so don't be fooled.

Additionally we worked on a price on what we want as a min on the product, developers work in the 30% cut in part or in full into their asking price.
Ok, you proved me wrong. Clearly, you have more knowledge in this industry, thanks for the in-depth answer.
 
Ok, you proved me wrong. Clearly, you have more knowledge in this industry, thanks for the in-depth answer.
Been doing game development close to 17 odd years, professionally about 11 years. Quite a harsh and competitive environment, always fancied level and prop design, doing this without any formal training meant I took much longer that average Joe with formal training to get to a point where I can call my self a professional 3d artist.

Prop and level design is pretty easy and straight forward once you get your head around shape modelling, when I started out a rarely made use on edges bevelling, or calculating object normals and Boolean operations were my staple diet of doing things I didn't know how to model, eventually progressed to be able to model what ever I wanted from simple primitives. Seamless UV mapping and general UV mapping is an art form on its own and honestly my biggest stumbling block it meant models were pretty low polygon because the were easier to UV map. Definitely advise any one wanting to do 3d modeling to pour all their resources in to UV mapping first, you will be far more confident when modeling.

As you advance you need to start with apps like substance painter or Photoshop and then have to learn how texture paint normals and apply things like dirt masks, alpha masks and things like pbr shading.It's a really interesting subject could likely talk about it for weeks non stop :D That said getting money from content creation takes ages and often you have to work for free or give content away just to learn and build up a reputation.

My content has been used in several game engines and commercial games so that is quite nice as well as also have a few other steam content projects that were once off and the rights sold to a 3rd party.Dec my first project was released on steam where I partially retain rights and full right after 5 years, so that is quite nice
 
Been doing game development close to 17 odd years, professionally about 11 years. Quite a harsh and competitive environment, always fancied level and prop design, doing this without any formal training meant I took much longer that average Joe with formal training to get to a point where I can call my self a professional 3d artist.

Prop and level design is pretty easy and straight forward once you get your head around shape modelling, when I started out a rarely made use on edges bevelling, or calculating object normals and Boolean operations were my staple diet of doing things I didn't know how to model, eventually progressed to be able to model what ever I wanted from simple primitives. Seamless UV mapping and general UV mapping is an art form on its own and honestly my biggest stumbling block it meant models were pretty low polygon because the were easier to UV map. Definitely advise any one wanting to do 3d modeling to pour all their resources in to UV mapping first, you will be far more confident when modeling.

As you advance you need to start with apps like substance painter or Photoshop and then have to learn how texture paint normals and apply things like dirt masks, alpha masks and things like pbr shading.It's a really interesting subject could likely talk about it for weeks non stop :D That said getting money from content creation takes ages and often you have to work for free or give content away just to learn and build up a reputation.

My content has been used in several game engines and commercial games so that is quite nice as well as also have a few other steam content projects that were once off and the rights sold to a 3rd party.Dec my first project was released on steam where I partially retain rights and full right after 5 years, so that is quite nice
Any examples we can go and check out? Sounds awesome that we have local(s) doing this.
 
Any examples we can go and check out? Sounds awesome that we have local(s) doing this.

Welcome to check out my youtube channel, only has the last 5 years worth of content on it.(Just a channel to post video to use on forums and stuff)
https://www.youtube.com/user/wizardofidFPSC/videos

Steam DLC's I created
https://store.steampowered.com/app/996910/GameGuru__Cold_War_Pack/
https://store.steampowered.com/app/365540/GameGuru__Death_Valley_Combat_Pack/?snr=1_5_9__405

DLC's I assisted with
https://store.steampowered.com/app/365530/GameGuru__Fantasy_Pack/?snr=1_5_9__405
https://store.steampowered.com/app/321141/GameGuru_Mega_Pack_2/?snr=1_5_9__405

Demo level made for the software ( has since been revamped for PBR and DX11 as well as complete AI overhaul)


Did some work for the VR content for this software
https://store.steampowered.com/sub/82282/


Created a bunch of content for this software.
https://store.steampowered.com/app/492150/RPG_World__Action_RPG_Maker/

Some screenshots.
http://makegamessa.com/discussion/2312/content-creation-various/p1
 
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