this post was submitted on 20 Sep 2025
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cross-posted from: https://programming.dev/post/37741347

Post content:

More than 10 years ago we started creating Planet Centauri, a 2D sandbox with terraria as main inspiration.

We released the EA many years ago and this is our start just before the 1.0 release :

103 400 units solds

138 675 Wishlist

the sells seem incredible but it's not with so many years behind, when you work for 10 years and have to paid many people helping you with the ten of thousands of monsters frames animations and thousands of pixel art items, you don't have much left on your wallet at the end.

So we were eager for the release of 1.0 because with so many wishlists, the game's visibility would be good, we would appear in the new and trending categories due to sales, etc...

The 1.0 happen in december 2024... we sold... 581 units in 5 days.

The game didn't even appear on page 2; we were invisible; the release was a total flop. And we never understood why until today.

We just received this mail from Steam


Steam Launch Wishlist Email Issue

Hi there, We found a bug that impacted a very small number of game releases (less than 100 since 2015) where wishlist email notifications for the launch of a game were not sent. Unfortunately your game Planet Centauri was among those included. We intend for this feature to work for every game and we’re inviting you to a Daily Deal as a way to help make up for lost visibility from your launch day.


It's incredible to win the lottery like this: 100 games impacted in 10 years out of the 86,000 games on Steam. And to reward you, we're giving you 24-hour visibility (which is nothing special; there are 6 slots available for this visibility every day of the year for various Steam invitations).

I don't even have the strength to be angry. We've been so frustrated, disgusted, and in total confusion . Now we know, we understand better, it's unfair, and we can't change anything. We've started a second project because it's financially impossible to continue patching our game, and we're moving forward, because it's the only thing to do.

This article was my way of expressing my anger, I guess, but also to see all the problems that a platform holding 99% of the PC gaming market can cause when the cogs don't work as they should.

Have a nice day everyone, may luck be better to you

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[–] it_depends_man@lemmy.world 141 points 1 month ago (5 children)

And to reward you, we’re giving you 24-hour visibility

(which is nothing special; there are 6 slots available for this visibility every day of the year for various Steam invitations).

He has no clue what he's talking about Steam in 2021 had 69 MILLION daily active users. WTF do you think is a bigger number 130.000 wishlists or getting even 1% of 69 million people to look at something in the reel?

People don't understand the size of steam or the value of that space (that one of six slots) sometimes. It's wild.

And also, THEY noticed, THEY informed him, THEY apologized, and THEY offered some form of compensation, which they legally don't have to.

I am soooooooooooooooo tired of indie devs blaming everything from the constellation of the stars to the quality of the donuts on a different continent for their game not doing well, except that maybe the game isn't that good, and also those 100.000 already sold units is the actual size of the market for that game.

[–] Tangent5280@lemmy.world 42 points 1 month ago (1 children)

And the numbers are ridiculous - 100 out of 87000 is ~0.1% - I'm sad that this dev's project got kneecapped on release, but Steam is making things right here. An actual asshole move would be to have said nothing and done none of the things they're doing now to make up for the loss. The 24 hour visibility boost should have been a bit longer though. Somewhere between 3 and 7 days sounds better.

Either way I hope the dev team recoups their losses and more with the millions of eyes that their game gets now.

[–] 4am@lemmy.zip 10 points 1 month ago

Yeah but if other games where affected as well then they also have to give time to those ASAP, plus they also have their regular commitments for those Daily slots and they can’t delay too many of those without kneecapping another dev who wasn’t even yet involved.

Maybe the idea is that 24 hours is enough to build the momentum and if it does well then it’ll stand on its own within the ecosystem (move up sales-based listings, reviews, etc) and the remaining promotion will be attained organically?

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[–] Saledovil@sh.itjust.works 98 points 1 month ago (2 children)

Thing about wishlist is, I treat it more as a "Games I found vaguely interesting at first glance" rather than a "Games I want to play" list. I assume I'm not alone in this matter. Of 214 games on my wishlist, there's like 3 I'd play right now if they were gifted to me. 2 that I'd buy. So, assuming 1% of people who wishlisted a game will buy it on launch, that would have been 1368 sales (rounding up). Assuming the game cost 20$ at launch (it currently costs ~14$), that would be 27360$ from launch day sales. Nice payday, but not if you have to work 10 years to get it (also taxes and steam's cut, so that number would actually be much lower)

Thing is, just because you worked hard on something doesn't guarantee that it will be good and/or popular.

[–] MarcomachtKuchen@feddit.org 24 points 1 month ago (1 children)

I don't have a source in hand but I thought I read somewhere that devs calculate 10% of wishlist so as actual buyers since a lot of people do it your way.

[–] Pringles@sopuli.xyz 14 points 1 month ago

Which would mean they missed out on 12400 sales. Not negligible for a game that sold 100k total.

I'm the same way. I'll periodically prune it, but most of the games there have been there over a year. If the game goes on a really good sale, I might get it, but I probably won't.

[–] Itdidnttrickledown@lemmy.world 53 points 1 month ago* (last edited 1 month ago) (1 children)

I know that is a terrible blow and it sucks. However in this corrupted age you have to admire that valve acknowledged its error where any of the main players would have just kept it quiet.

quite isn't quite quiet.

[–] ArchmageAzor@lemmy.world 8 points 1 month ago (3 children)

Valve continues being the goat. The benefits of being a private corp with a service-minded CEO.

[–] ratten@lemmings.world 14 points 1 month ago (1 children)

Once gabe goes, it's all over.

Try not to become too dependent on the corporation.

[–] ArchmageAzor@lemmy.world 2 points 1 month ago (3 children)

I dunno about that, I've heard Gabe already appointed a successor himself. And I doubt he would pick one that would undo his good work.

[–] CheeseNoodle@lemmy.world 9 points 1 month ago* (last edited 1 month ago)

The fun part about shitty people is they can be really good at pretending not to be shitty if it means they can be extra shitty down the line. Its a trope for a reason.

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[–] dukemirage@lemmy.world 7 points 1 month ago* (last edited 1 month ago)

Companies are never your friends.

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[–] WaitThisIsntReddit@lemmy.world 43 points 1 month ago (2 children)

I check my email for info on wish list games approximately never.

[–] apex32@lemmy.world 17 points 1 month ago (1 children)

I find it useful. They send an email when a game on my wishlist goes on sale. When it's a steep discount, I'll take another look at the game.

Really?

I just open the Steam app on my phone periodically. I have over 100 games there, so there's usually a few on sale on any given day. I have my wishlist set to "discount" so only games on sale are shown, and I check it periodically and buy when a game gets to an interesting price.

I never look at Steam emails.

[–] BigPotato@lemmy.world 4 points 1 month ago (2 children)

I have games on my wishlist from 2015. Almost a decade at this point.

My wishlist exists more to let Internet friends know what to get me when they feel like it.

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[–] 1Fuji2Taka3Nasubi@piefed.zip 20 points 1 month ago

Why was there no mention from Steam that they have belatedly sent out the emails? Were the people who wishlisted the game still not notified? This is no way to fix a issue.

[–] ArchmageAzor@lemmy.world 16 points 1 month ago (5 children)

Do that many people rely on emails for that?

[–] GrayBackgroundMusic@lemmy.zip 10 points 1 month ago

I do, constantly.

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[–] vane@lemmy.world 11 points 1 month ago (1 children)

At least they haven't removed game because some payment processor don't like it.

[–] SlartyBartFast@sh.itjust.works 3 points 1 month ago (1 children)

Did that ever get resolved?

[–] dustyData@lemmy.world 5 points 1 month ago* (last edited 1 month ago) (1 children)

Partially. Now they're trying to withhold payments to developers. GOG still sells most of the removed games because Europe and fuck PayPal.

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[–] bytesonbike@discuss.online 10 points 1 month ago (1 children)

This is going to sound weird but I never actually get Steam emails, outside of receipts. Maybe I disabled them years ago. And I wishlist/follow hundreds of games.

Uncertain if I'm a unique edge case who hates email clutter or not.

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[–] thessnake03@lemmy.world 10 points 1 month ago (2 children)

Link to their steam? I'll buy it

[–] doeinthewoods@lemmy.zip 8 points 1 month ago* (last edited 1 month ago)

It sucks but my impression is that people familiar with releasing games on Steam all seem to immediately see why this could happen and gave feedback. Also it doesn't seem like a beloved early access game in general by those that bought into early access. It had its hype period a long time ago and limped out of early access. Now Valve is trying to help them market

Steam for the most part is the primary marketing platform for indie games. Not just for PC, also PlayStation, Xbox, Nintendo because of how lackluster those shops are for discoverability of games that aren't front page advertised with large thumbnail/poster placements. Success on Steam is viral marketing for other platforms

Still recommendations are always to try to build a following both on and off Steam. Twitter for a while were the major social media accounts indies should spend time building up a following. Now it's Tiktok. YouTube and Twitch influencers are also a good choice for getting viewers converted to customers but you can't just pick a popular person, got to be mindful for if their viewers watch for game recommendations or for the personality only. So in that way, it's not as simple as pay a popular streamer to play your game and their fans will play the game

Regardless Steam is the best for marketing. Steam curators are way smaller than YouTubers, streamers, Tiktok but it's highly directed at spending customers. Some Steam reviewers have followers. You can follow game developer/publisher pages. That's how I learn of some games. I get emails and check out publisher Steam pages of games I like.

Until any competitor actually tried to compete with Steam as a service, I'm not going to knock Valve heavily over Steam. They keep improving. Itch is not anything close to marketplace that can compete with Steam. It's even more barebones of a service than Desura over a decade ago. At the basic level to compete with Steam, it needs a desktop client and social media functionality for developers to build followers. Maybe it needs to open source and join under the Linux foundation or KDE or something to help guide it to the next level

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