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7 votes
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Why Steam games are getting mysterious sale spikes in Argentina
13 votes -
Valve argues anti-Steam suit lacks “the most basic elements” of antitrust case
13 votes -
User reviews are still the best tool we have
7 votes -
Final Fantasy V and VI disappear from Steam next month
8 votes -
EA is pulling the plug on old Need for Speed games today
12 votes -
Sex game can't get on Steam, even after $20,000 worth of attempts
14 votes -
Humble Bundle creator brings antitrust lawsuit against Valve over Steam
19 votes -
Humble Bundle is removing the "choose where your money goes" sliders, intending to switch to a choice between giving 5% or 15% to charity
13 votes -
Epic Games paid developers about $11.7 million for the games they gave away for free on the Epic Store from December 2018 to September 2019
14 votes -
Microsoft reducing Windows store cut to just twelve percent
12 votes -
The indie online storefront itch.io is coming as a downloadable app to the Epic Games Store
12 votes -
Sony cancels their plan to shut down the PlayStation Store for PS3 and PS Vita this summer
26 votes -
Epic CEO Tim Sweeney is very excited about the Epic Games Store losing a ton of money
7 votes -
Meet the developers who are about to lose their PlayStation Vita games forever
10 votes -
PS3, Vita, and PSP Stores to be permanently closed in a few months
20 votes -
Frogwares says the version of The Sinking City on Steam was not made by them
This is a wild, ongoing story that is playing out in a rather bizarrely. First off, here is Frogware's open letter on the situation from August 25, 2020. Basically, Frogwares signed an agreement...
This is a wild, ongoing story that is playing out in a rather bizarrely.
First off, here is Frogware's open letter on the situation from August 25, 2020.
Basically, Frogwares signed an agreement with Nacon (formerly Big Ben Interactive) to license and publish their game in return for funding, but Frogwares still owned the IP. Frogwares claims that Big Ben was consistently late with payments and did not honour milestones for further funding. They took on an EGS exclusivity agreement to help get funding. At some point during the development, Nacom bought another studio and then demanded that Frogwares give their source code to this new company, which Frogwares refused to do.
The released the game in June 2019 but then were told by Nacom that the milestones that were previously agreed to were cancelled, therefore Frogwares would see no profit from the game. Frogware filed a lawsuit and finally got access to some sales data but found it wanting in many regards. They also found that copyright notices on the game were incorrect with the result of misallocating the IP ownership. Their logo was removed from the PS4 and X1 versions of the game and they discovered that Nacon was presenting themselves as the IP owners for the game, and had bought domains for Frogwares' other Sherlock Holmes titles (most of which was published by Focus Home Interactive, with some published by Atlus in North America or self-published by Frogwares).
Frogwares believes they had what they needed to terminate the contract with Nacon, despite some complications with the French legal system due to the COVID pandemic, and so they pulled their games from various storefronts alongside this letter.
In January 2021, that French legal complication played out against them when the Paris Court of Appeals determined that Frogwares acted unlawfully and decided that Nacon would be able to put the game back on the market.
Today, The Sinking City was put back on Steam with Frogwares listed as the developer, but Frogwares says they did not make this version. It seems to be an older version, missing much the DLC and features like achievements and cloud saves.
Frogwares' own version of the game is being sold only on Gamesplanet, Origin, and the Xbox 1 Series, PlayStation 5, and Nintendo Switch.
21 votes -
Apple subpoenas Valve as part of its legal battle with Epic: Valve fights back
21 votes -
GOG advises Cyberpunk 2077 players to "keep a lower amount of items" to avoid corrupting save file
20 votes -
GOG bails on selling Taiwanese horror game Devotion
14 votes -
New Steam Labs experiment adds new ways to browse games through genres, themes, and player modes
9 votes -
Deleting your Facebook account forfeits Oculus VR games you already paid for
23 votes -
Revamped PlayStation Store ditches PS3, Vita, PSP content
8 votes -
The storefront conundrum - Thoughts about where to sell a text-based indie game
4 votes -
Steam Labs celebrates one year of experimentation - A look back at what they've learned, shipped, and shelved so far
6 votes -
Opinion so far on the Epic Games Store?
Okay, so it's been around now for a year and a half. What's the good, bad, and ugly? I know they've got free games every week, I know they've got a bunch of timed exclusives, and I hear they've...
Okay, so it's been around now for a year and a half. What's the good, bad, and ugly? I know they've got free games every week, I know they've got a bunch of timed exclusives, and I hear they've still got kinks to iron out. I'm primarily asking from the perspective of an occasional gamer who prefers to be as hassle-free, launcher-free, and DRM-free as possible.
20 votes -
Kingdoms of Amalur: Re-Reckoning listed in Xbox Store
7 votes -
G2A profited from illegally obtained game keys, will pay Factorio developer damages
17 votes -
How do you organize your gaming library?
I'm currently reorganizing my Steam library, as I do every other year or so, and I'm curious as to how people here organize things (or not). Do you have certain categories or a taxonomy you put...
I'm currently reorganizing my Steam library, as I do every other year or so, and I'm curious as to how people here organize things (or not). Do you have certain categories or a taxonomy you put your games into? What are the benefits and limitations for the way you've chosen?
13 votes -
CS:GO has set a new record of one million concurrent players, which makes it the third Steam game to do so
@steamdb: CS:GO has set a new record of ONE million concurrent players, which makes it the third @Steam game to do so. 🚀 Congratulations to the @CSGO team! https://t.co/bzLMfMOJvD
13 votes -
GOG expands its policy to allow refunds up to thirty days after purchase
13 votes -
"Total" Discord integration for community participation in development
I've been discovering recently how convenient Discord can make developing with the feedback of your community, or of selected members of your community. This is assuming that you are already...
I've been discovering recently how convenient Discord can make developing with the feedback of your community, or of selected members of your community.
This is assuming that you are already talking with your dev team and community on Discord and have a server for that.
Create your game on the Discord platform (they do the same thing as Steam basically), and integrate an alpha-access store page right into your Discord server as a channel. This store page can be restricted to whomever you want via normal Discord permissions. Binaries can be distributed wonderfully simply this way, becuase if you're talking with the community in Discord already, you can just send them to that store page channel embedded directly in your server where they can simply click "install" to test your most recent binaries.
The agreement with Discord restricts only a few things that I wasn't interested in anyway: They don't want you to do an exclusive deal with another distribution service (duh), and anywhere you advertise your game you must mention that it's also available on Discord in addition to wherever else you're distributing it. That's pretty much fine with me.
Anyway, I'm having a lot more fun with this than I had previously trying to distribute pre-release alpha binaries, so I wanted to see what you all thought about it. And what criticisms there are to be had.
7 votes -
Google Stadia announces plans to add over 120 games this year, including over ten exclusives
17 votes -
Google is working to bring official support for Steam to Chrome OS
12 votes -
Epic Games Store has generated $680 million in revenue so far, largely from exclusives. Weekly free games will continue through 2020
12 votes -
EA Access and EA Games on Steam
16 votes -
French court says Valve must allow Steam users to resell games
33 votes -
Classic Doom games vanish, reappear on Xbox One with features missing
13 votes -
1993’s Doom requires a Bethesda account to play on Switch, quickly becomes an internet joke
11 votes -
Under fire from game devs, G2A proposes new 'Key Blocker' tool
18 votes -
Introducing Steam Labs - a place for testing and giving feedback on experimental Steam features
11 votes -
GOG's quest to unite all game launchers just might work, and Microsoft is already on board
22 votes -
All remaining Telltale games will be removed from sale on GOG on Monday, May 27
7 votes -
Valve explains their thoughts about whether the recent Assassin's Creed: Unity giveaway resulted in the first "off-topic review bomb" with a positive effect
14 votes -
BattlEye now say they're working with Valve to support Steam Play
6 votes -
Epic buys Rocket League developer Psyonix, strongly hints it will stop selling the game on Steam
62 votes -
Nintendo pulls Switch game A Dark Room from eShop after dev reveals he sneaked in a basic code-editor as an "Easter egg"
23 votes -
Tim Sweeney - If Steam commited to a 12% take, we would stop buying exclusives
@timsweeneyepic: @GV_Delchev @riggedforepic @BeegorBucleor @MrAngryBates If Steam committed to a permanent 88% revenue share for all developers and publishers without major strings attached, Epic would hastily organize a retreat from exclusives (while honoring our partner commitments) and consider putting our own games on Steam.
7 votes -
Ubisoft will only sell Anno 1800 on Epic Games Store (in addition to Uplay) when it launches
7 votes -
Steam is finally getting a redesigned library—here's our first look
16 votes