How to release GDevelop on Steam.

Here is an example of an open source project making a lot of money with microtransactions. They are not selling the license, or extra features. They are selling a compiled package- selling convenience+the feeling of contribution to their cause.

community.ardour.org/forums

their trick is in the way they setup the download page
ardour.org/download.html
have a careful look at it. Scroll down and check the FAQ

I wrote in more detail about this in the linux thread. :smiley:
This model would work well when combined with with a steam license purchase. For example buying the steam version (license) gives the user access to the newest compiled version always and they dont have to compile it themselves, or donate a dollar every month or make a donation subscription. But all of these systems actually motivate the user to spend 5 bucks- as an impulse buy and get it on steam instead.

being open source also makes them feel well for donating.

It’s how you can make money of open source software with microtransactions and different models, while keeping the source code available to potential contributors and competent users.

You can sell learning videos. Here is an example
youtu.be/cQty24OiU9Q

I recently discovered this awesome youtube show called KICKSTARTER CRAP
youtube.com/playlist?list=PL … F34J8HG5iV

he looks into failed kickstarter projects and rips them to pieces :smiley:
fun and educational

I think you should save that $99 (or €99) and put GD on Greenlight. That, combined with lower price than other game development tools for full-featured gamedev suite (like $15 instead of $50) will give people incentive to choose GD over, say, ClickTeam Fusion or GM Studio Standard/Pro.

And for the fact that GD is free? So is Krita, yet paid, Steam version that adds virtually nothing except auto updates/steam cloud integration (for the latter I’m not sure), goes pretty well despite steep price.

What I’m getting at is that people will pay for convenience, I know I’d buy GDevelop if it would be on Steam and price wouldn’t be too big.

And for you 4ian that would mean that you have somewhat stable income (donations/gdevapp subscriptions may not be enough).

That would mean that if most people would know about GD and keep buying it, you could work on it full-time.

4ian, you have great product. As someone who used MMF, Stencyl, GM and Construct (both classic and C2), I must say that your toolset beats them in almost every possible way.

The issue GD has is lack of recognition, which can be alleviated by releasing it on Steam for a small price (smaller than more well-known competition so people will think that it’s so cheap that it won’t hurt to try it out at least).

That should indeed be tried anyhow… I’ll start the registration process tomorrow :slight_smile:

:mrgreen:

It a bit surprised me, I thought you just dropped the idea of releasing GD on Steam and you won’t do it.

I do agree on that sometime people buy things on Steam for convenience but I’m not sure if you would/could ask any money for GD. The main competitors on Steam are CF and C2 as both works (using events) very similar way to GD.
But both has something to offer for it price. By using CF you can develop not only Games, but just about any application. It has extensive amount of events focusing not only on pure game development.
C2 can export games, just about for any existing platform/market for a very low price.
Imo GM is not a competitor as it works completely different way, if someone prefer the way as GM works, I doubt that would bother with GD or CF and C2 in any case. But if we consider it as a competitor simply because it about making games, I would say GM offer more flexibility and more traditional way of development for it price thanks to it GML scripting language. For example, a guy made an FPS game maker (Silent Walk FPS Creator 1) in GM. Just made a game maker in a game maker. Ant the Studio version has even more features.

GD is a great tool, I love it, even if it very similar to C2 and CF I prefer GD because it really easy and fast to make just about anything. Any time I’m using a different tool, the only thing I can think of “how easy would be this and that with GD” because of the events available, because of the way the variables handled, because of the way the animations and points handled, because of for each object event, because of the linked object extension, the way text is handled…etc…etc. GD has many really useful features and the way it handle things is very smart and flexible but to experience it, people need to use it, but people use things if it has something extra, something plus to offer. So the point I want to get in to, is that, I would buy GD on steam because I know it and love it and simply to have it in my library but other people who just don’t know it, need something to offer to convince them to give it a try and especially to convince people to pay for it. Number of platforms, already taken by competitors. Events, feature set is already taken by competitors, would not make sense to try to catch up with them on this. Price, 10 euro is nice, free is even better, but need something else.

In my opinion you should integrate the Steam API in to GD Steam version, so GD would be able to export a game, ready to release on Steam easily so users of GD don’t have to worry about integrating Steam API, it would be already integrated in to their game made in GD Steam version. Workshop integration would be nice too. For example GD users could share events in the Workshop, similar to GDevApp, could share projects, assets too and even complete games. For example in Leadwerks Game Engine, you can share complete games not only assets and projects so Leadwerks users can share their games on Steam without need Greenlight and without sharing the actual source and assets. Of course to play games you need Leadwerks but in theory you could release a “player” for free, that Steam users could download , and play games on Steam made in GD and shared in the Workshop. Imo, such API integration and Workshop features could be something that would motivate people to try it, use it, buy it on Steam.

I would like to have GD on steam, but honestly, I don’t recommend to spend money on registration if you won’t add extra features to Steam version. People interested in game development and have been on the search what tools are available, probably already know about GD, if they are not convinced to give it a try, a doubt it Steam it self and a low or free price could convince anybody. Sure, a Steam release could help with recognition, but actually how many people would actually stay with GD? Just take a look at the indegogo campaign. Some new faces did show up on the forum, maybe with some % the number of people visited the website is also grown at the time of the campaign, but how many of them are still here? On the english forum the number is 0 I don’t know about the french forum. and how about the visitor statistics? Is the number of visitors is still that high or at least higher a bit since the campaign?
To get recognition is one thing, to convince people to give it a try and to keep them interested the real challenge imo.

Well, many people I know don’t use GD… because they had no idea it existed until I’ve told them. Now they do and are happy because of it.

Also you miss very important point of putting it into Steam: Recognition. As I’ve said in previous paragraph, many people don’t use GD just because they don’t know it exist. Putting it on Steam, shoving it into few peoples queues would make some people think: “wait a minute… why am I going to buy Clickteam Fusion for $299 again when this GDevelop thing will do just fine? And it’s only $15! Think of how much did I save!”

Plus it could offer Steam Cloud integration so you could save your GD project into the cloud and work on it from every place you have Steam and Steam Version of GDevelop installed. Then, as workshop integration, you could make option to build game as a Steam Workshop object so players can download and play games from the workshop (Both GMS and RPG Maker VX Ace on Steam has this feature so it’s not impossible to do).

This is exactly my point, yes it could but is it will offer such integration? :wink:
All I’m about to say I think it should otherwise, the steam release of the exact same software won’t change too much imo. Yes maybe more people would know about it, and some of them use it and make some “I want this and want that feature” and “how to make solder, move, shoot, jump and kill” comment on Steam, but I don’t put too much weight on that to be honest. Without API, Cloud and Workshop integration I don’t really see the point to release GD on Steam as 4ian never mentioned he would do anything like that, he just finally said “Yes” for releasing GD on steam, but it not necessarily mean that he would integrate such things, my point is that he should.

EDIT:// Just google it up, seems like actually 4ian can get his hands on the API if he is an active Steam user with some games on his account, so he can give it a try how difficult would be integrate such steam features before he say anything and pay for a registration, more information, including documentation of the API is here:
partner.steamgames.com/

Yeah, I was thinking again about the registration after reading your message and maybe it would be better to check if all these sharing features can be make before going any further (so for now I’ve not paid the registration).

In this way, I’m improving the events store on gdevapp.com and I’ll surely modify the template system in GDevelop so that it display the events shared on the events store on gdevapp.com. Even if it’s read-only for the first version, it would be nice because it will be a first step toward more community sharing features and it will help me see if integrating with Steam would be feasible :slight_smile:

So for now the plan is to have a community powered “store” of events, that is common to GDevApp.com and GDevelop (maybe it will be read only as I said before in GDevelop for now) and then we’ll see how things are doing :slight_smile:

It a smart decision in my opinion. I can see the potential and benefit of Steam, but if you think about it, GDevApp already has most of the features what Steam can offer and it yours, you have 100% control over anything. The only thing is missing is the number of users, but it is only matter of time. GDevApp can easily turn in to a popular gaming platform once GDevApp going to have as many games shared what Steam has, and many of them would be as popular as some of the Steam titles :wink:
I’m 100% behind GDevApp and I can’t wait to see the new features, improvements and ideas you going to add. :slight_smile:
I don’t say that Steam is a bad idea or anything, if you don’t have GDevApp, I would say go ahead, do it, but as you have GDevApp, if Steam require too much work to actually turn GDevelop Steam version in to something what you already have (GDevApp), I’m not sure if it worth it really, maybe better to spend your time on GDevApp - GDevelop instead.

It might attract more indie devs if we had an events store where we could share and sell assets and code.

Btw, both MMF and construct2 also have their own store - and they are still available to download on steam as well. It doesnt seem to bother them. Their steam versions also attract users to the events stores they have.
They also get a 15-20% cut of profits of each asset. Steam gets nothing.

Btw, if you manage to get spriter animation assets running in gdevelop, that will make it possible for me to sell animation that can be applied to different characters.

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