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35 votes
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Rogue Legacy 1 source code released
22 votes -
Against the Storm - Keepers of the Stone DLC and Fishing Update (1.4) available!
13 votes -
Introducing Fantasy AGE Cthulhu Mythos
5 votes -
Metaphor: ReFantazio prologue demo arrives today on Xbox, PlayStation, and PC
14 votes -
Playdate pizza cover available for a limited time for $29
29 votes -
Godot 4.3 release - A shared effort
48 votes -
DOOM and DOOM II have been combined, re-mastered, and re-released
43 votes -
The original Resident Evil trilogy is releasing on GOG
16 votes -
HarbourMasters' 2Ship2Harkanian, PC port of Majora's Mask, released
10 votes -
V Rising 1.0 out now
22 votes -
Stardew Valley 1.6 update released on PC
51 votes -
Mars After Midnight for Playdate
20 votes -
Silent Hill: The Short Message | Launch trailer
3 votes -
Daggerfall Unity 1.0.0 release: an open source recreation of Daggerfall in the Unity engine
37 votes -
The Aether | Release trailer
11 votes -
Mobile Suit Baba by Hempuli is out today and free for now
25 votes -
Black Myth: Wukong | Official release date trailer
13 votes -
T minus Zero, or releasing a game on Steam
Well, a few minutes ago I finally pushed the button, the game is released. So I wanted to write a short write up of some things that I had to do to release the game. I won't really talk about...
Well, a few minutes ago I finally pushed the button, the game is released. So I wanted to write a short write up of some things that I had to do to release the game. I won't really talk about making the game itself too much, more about the part of actually releasing the game, if you are interested in more of that you can see my posts from Timasomo (1, 2, 3, 4, showcase).
Steam
I have already created many games in the past, I've been making games for more than 5 years, but always as a hobbyist. So I never experienced releasing a game on a platform like Steam. I have to say working with Steam and Steamworks is very pleasant and streamlined, but it is still much more complex than for example releasing a game on itch.io, which is what I did before for all my other games. I'll try to summarize how the process looks like.
First, before you can even get on Steam, you have to register, fill out a ton of paperwork, wait some time for it to be manually approved. Afterwards, you have to pay the 100 dollars for Steam Direct. At this point you finally get a Steam app id, which you can use to start integrating Steam features into your game. For example, having achievements, Steam cloud integration (so the saves get synced between devices), leaderboards and potentially more, especially if you are making a multiplayer game. To make my game I am using Godot, and I found a C# library called Facepunch.Steamworks which made this all quite easy, I'd definitely recommend it if you are using Unity or Godot with C# and want to release your game on Steam.
Before releasing a game on Steam you also have to finish everything on a gigantic checklist, including things like: uploading 10 various header, capsule and other images which are used on the store page and Steam library. An icon for the game. What are the minimum requirements required to run the game, whether the game has adult content, whether it supports controllers, how much the game will cost, screenshots, a trailer, there are just so many things to do! And when you complete parts of this checklist you have to have your game go through manual reviews. Each review could take about 3 days to get done. I failed one review first so I had to resubmit it too and wait again. Let me tell you, if you plan to release a game on Steam, reserve at least a month to do it, and start going through the reviews as soon as possible -- actually I think there even is a minimum of a month before you can release the game from the day you get an app id.
Trailer
Creating a good trailer is super hard. I am not a video creator/editor at all, but luckily I at least own a solid program for creating videos -- Vegas 14 pro, that I got for super cheap in some Humble bundle about 8 or something years ago, so I at least had a good start there. I ended up with not that complex of a project and Vegas still kept crashing when rendering, so I am not sure if I'd recommend it though.
The hardest thing for a trailer is deciding what to put in it for me. I know that a trailer should be super short, should showcase how the gameplay looks, what are the features and so on, but when I got to actually making it, it was still super hard to decide what to put there. How do I even start? I watched a ton of other indie game trailers to get some inspiration and that also didn't help that much. There are some trailers which are really just gameplay, some trailers which are actually just incredible with editing I could never do as a pleb... So I started with something that I know a bit more. I created a very short music track, and decided that I will just edit the trailer to fit the music.
The music track basically splits the trailer into 4/5 very short sections:
- Basic gameplay, how the game looks when you start playing it
- Explaining the roguelite part of the game, selecting spells and items
- More complex gameplay, how some combinations of spells and items can look later in a run
- List of features
- Special bonus ending section showing a "Legendary" spell, which should show how insane spells can get, followed by the logo of the game
I think the trailer ended up being not too bad, but I still had some feedback that it isn't flashy enough. And it's true, but I am not really sure how to improve it easily. When watching the Vampire Survivors trailer for example I can see that they did a much better job: it's so much more dynamic, the music really pumps you up, it's overall better edited, it has cool transitions, camera movement and so on.
End
Releasing a game on Steam was a great experience. I learned so much! I basically made this game over weekends and evenings, since I also have a job. To try maintain my productivity I tried to do at least some work on the game every single day. I have to say that towards the end I started losing some steam (haha), some days scrambling to do at least something late in the evening before I went to sleep. But, if at least someone plays the game I think I want to keep updating it more, I still do really like the game!
Thanks for reading! Feel free to ask me anything about the game, or the game dev process, or about anything basically haha.
Here's the Steam store page, the game costs 5 dollars, I'd love it if you checked it out. If you want to play the game but can't afford it PM me and I'll send you a key for the game (at least once I get the keys I requested -- did you know that Steam has to approve the creation of keys manually? Edit: the keys are now ready)
https://store.steampowered.com/app/2682910/The_Spellswapper/45 votes -
SteamWorld Build is out
28 votes -
Cities: Skylines II performance has not achieved the benchmark we targeted, Paradox admits ahead of launch
38 votes -
PS5 cloud streaming launches this month for PlayStation Plus Premium members
6 votes -
DREDGE: The Pale Reach
7 votes -
Counter-Strike 2 | Launch trailer
28 votes -
Creative Card Chaos - Core Rulebook out now with a 25% discount!
7 votes -
Sea of Stars, a Chrono Trigger inspired game, has released today
44 votes -
Bomb Rush Cyberfunk release topic
Developer: Team Reptile (Megabyte Punch, Lethal League, Lethal League Blaze) Platforms: Steam, GOG, Nintendo Switch (August 18) PlayStation 5, Xbox Series X, Xbox One (September 1) Trailers:...
Developer:
- Team Reptile (Megabyte Punch, Lethal League, Lethal League Blaze)
Platforms:
- Steam, GOG, Nintendo Switch (August 18)
- PlayStation 5, Xbox Series X, Xbox One (September 1)
Trailers:
Reviews:
Description:
Team Reptile brings you Bomb Rush Cyberfunk, a future world from the mind of Dion Koster where self-styled graffiti crews equipped with personal boostpacks are battling each other for control of the streets. Start your own cypher and dance, paint graffiti, collect beats, combo your tricks and face off with the cops to stake your claim to the sprawling metropolis of New Amsterdam.
(What the official description won’t say is that this game is an unofficial love letter to Jet Set Radio on the Dreamcast and Jet Set Radio Future on the Xbox. Hideki Naganuma even contributed new songs to the soundtrack.)
33 votes -
Evennia 2.20 released now with AI support
16 votes -
ΔV: Rings of Saturn has released out of Early Access
35 votes -
Anything of interest for you at GenCon?
9 votes -
Ares (multi system emulator) v133 has been released
5 votes -
Opinions on shadow drops vs. announcement ahead of time for games?
I've seen how some people love when games like Hi-Fi Rush just shadow drop instead of being revealed at some kind of gaming presentation (like a Nintendo Direct or The Game Awards) with a proper...
I've seen how some people love when games like Hi-Fi Rush just shadow drop instead of being revealed at some kind of gaming presentation (like a Nintendo Direct or The Game Awards) with a proper trailer and a release date set for some point in the future. I personally prefer the latter, since it lets games give me the first impression they want to, while with shadow drops, the first impression can be a big spoiler or some meme or really anything. It also helps me mentally prepare for the game to release, in a sense. So many games release every year, it's useful to know when they're coming out for budget and schedule reasons for many people.
What do you guys think? Do you have a preference?
9 votes -
Oblivion Remastered roadmap to release (Skyblivion 2023 roadmap)
23 votes -
The Stanley Parable: Ultra Deluxe is out now!
@Crows Crows Crows: The Stanley Parable: Ultra Deluxe is out now!We're grateful for your patience and beyond excited for you to experience it.https://t.co/VpeLrCXr5n
18 votes -
F.E.A.R. spiritual successor Trepang2 is out
10 votes -
Evennia 2.0.0 released today
6 votes -
40k - Xenos Index Cards released; Index cards for all factions now available
3 votes -
Deep Rock Galactic: Season 04 | Release trailer
10 votes -
GTA Online: San Andreas Mercenaries now available
4 votes -
What upcoming games or updates are you excited about?
What recent announcements caught your interest? Video games or board games, indie or AAA, new release or expansion, fangames or mods, all are welcome! Please also include a link to the trailer or...
What recent announcements caught your interest? Video games or board games, indie or AAA, new release or expansion, fangames or mods, all are welcome!
Please also include a link to the trailer or blog post, press release, steam page, etc. so others can check them out as well.
51 votes -
Reiza release AMS2 v1.4.8 RC
3 votes -
freeciv21 (a civilization like strategy game and a fork of freeciv migrated to C++) releases first stable release 3.0
10 votes -
Cataclysm: Dark Days Ahead (A open source survival RPG) is now on steam with the money from the sales going to fund one of the developers
7 votes -
Returnal, the PS5 hit, is a master class in porting a console game to PC
4 votes -
Kynseed: A life sim RPG
4 votes -
Dwarf Fortress is available on Steam right now
16 votes -
Evennia 1.0 released
6 votes -
Victoria 3 | Release trailer
2 votes -
Vampire Survivors | Launch trailer
12 votes -
Slime Rancher 2 is now available in Early Access
8 votes