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Show HN: I got laid off from Meta and created a minor hit on Steam

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Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#241
post #155

Earlier quoted context omitted.

That’s not a thing. I’m not sure where you heard that. Large companies definitely don’t try to prohibit you from telling people you worked there.

> Large companies definitely don’t try to prohibit you from telling people you worked there. They don't. But they do sometimes prohibit talking/writing about their work, the nature of it or anything remotely connected to it. My current employer explicitly prohibits us from blogging about technical topics, creating learning material or even teaching anyone on technical subjects(e.g. on weekends at nearby school) outsi…

That starts to sound like a non-compete, and those were recently ruled illegal unless you know some trade secrets or something (very few people do)

https://www.whitecase.com/insight-tool/white-case-global-non...

Of course, that was the FTC in 2024. Who knows what the administration will change this year?

Sure, I can't talk much about company games I worked on outside of "I worked on this", even after release. But they sure as heck can't prevent me from making a tutorial on C++ in my free time.

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#244
post #28

Earlier quoted context omitted.

Between returns, taxes, and other stuff, I think you can model at ~55% of gross Steam sales. Then, whatever your split w/ your publisher is, on top of that. So I think it's easy for ppl to severely overestimate how much a dev is actually earning by just multiplying units times price :) I think in general the uptick of sales volume more than offsets the discount during a Steam sale. There's a reason Steam sales have a…

Related to this: is there any kind of contractual language that keeps Steam creators from saying how much money they made on the platform? Please note that I'm not asking how much you made on this game, that's none of my business! Just wondering if there's an NDA or something like that. I've been curious about it for a while.

Steam dont do anything like that, but 99% of contracts with game publishes will include NDA on financial information.

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#245
post #19

Out of curiosity, what kind of margins do you get when you sell a game on Steam? Like, what percentage of a sale ends up in your bank account (pre-taxes). Also, how do Steam sales affect that? Congrats on making a game to completion, and doubly so for making something that gets fairly popular. Making a real game has been on my bucket list for about as long as I've known how to program, and I haven't completely given…

Steam takes 30% and the publisher ( https://rawfury.com/developer-resources/ ) takes 50%, so the dev should end up with 35% of revenue (which then needs to be taxed etc.).

You're right, but unfortunately you forgot that:

1 - Before Steam take it's cut there are taxes and refunds, 15-20% depend on geography of sales.

2 - Publisher need to recouperate spendings agreed in contract, but yeah then it's likely between 40 and 60%.

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#248

Earlier quoted context omitted.

even with a publisher, 200k copies at launch for a very small indie team is easily on pace for the 1%. https://intoindiegames.com/features/how-much-money-do-steam-... TBH I forgot the 1% was so high, even for an indie. But network effects are crazy, so getting to 700k will eventually be a thing.

That article is 5 years old. Sadly the article lacks a date, but you can tell because it claims Steam is 15 years old, when it had its 22 anniversary last year. Next that 7M number is for self-published games. Aka, games where the dev is listed as the publisher. OP has Raw Fury as his publisher. Next Raw Fury posted their contract publically a while ago: it is a pretty harsh contract. 50/50 split, but there is a prof…

Yeah I failed to find a date but figured it wouldn't be severely out of date. If anything, that would mean the thresholds would get lower and Steam games more games being submitted. It's a

>Next that 7M number is for self-published games. Aka, games where the dev is listed as the publisher.

That's fair, I can conflate "indie" in the colloquial sense with "indie" in the traditional one. I suppose 1% would be a sttretch if competing with any game with a publisher (indie label or AAA).

>it is a pretty harsh contract. 50/50 split, but there is a profit ratio baked into the recoup which is super odd. If OP had held off, did his own marketing for a bit, then negotiated with publishers once he had traction, he might have gotten a better deal.

Yeah, I figured the article was referring to gross revenue after steam's cut. Itd be nearly impossible to truly guess at all the other cuts taken out from publishers, tools, and labor. Money made =/= money in your pocket.

>Thus honestly: self publishing is the default-best choice. We did that for our last game and effectively replaced a publisher by just spending a bunch on marketing.

It's still a tough choice, and really comes down to the person. There's a lot of technical and artistic people out there that can make a high quality game but can't sell water in a desert. If money is your primary goal, it may still be worth giving up 50,70+% just so people know your game exists to begin with. From there, the momentum should either encourage to self-publish next time or lets you seek a better deal. MArketing also tends to be one of those areas where many people feel they can do it themselves and then completely corner themselves in the end (as a certain YC startup recently learned).

I think the true best choice is self-publish, but partner up with someone who knows how to sell (assuming you're getting great feedback on your game. Can't polish a turd). A singular media marketer shouldn't ask anything close to what a "good" publisher will offer.

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#249

Do you think "diamond in the rough" games exist? Some claim that there are games that are hidden gems that haven't received the recognition they deserve. Other claim they have never seen a generally good game that didn't have generally good success. What is your view? I think some games are good within their niche, but their niche sucks. Something like a hardcore roguelike with ASCII graphics. Within the hardcore rog…

Around 19,000 games are released on Steam in 2024 and platform itself give very little traction. You can't sell bad game with all marking in the world, but good games flop without marketing.

> I'd like to believe that a generally good game guarantees at least some success.

Many "good" games werent "good" in very beginning during early access or first release. If game dont get any traction at all there simply no resources for developer to keep refining it.

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#250
post #49
post #4

200,000 units is a far cry from just a 'minor hit' - congratulations! During the project, what was the biggest instinct you had that was ultimately validated by its success, but still surprised you? What was a lesson you learned that you didn't expect? How was working with a publisher? What did they do right and what did they do wrong?

Honest answer? Dancing stick figure guy on the title screen. I did it very early in the project, in a fugue state at 3am. It lingered and lingered there, with ppl wondering "Is this real? Is this the actual title screen?" and luckily by the end I think everyone had drank enough psychedelic koolaid to agree - stick figure man stays. The artist made some better art for his hands/feet, and that was that. He's divisive,…

Balanced games feel like a chore: you just sit through them, trying to avoid those mistakes that aren't balanced away and there's never any hope for some positive discovery. Decisions do not matter and the pro-balancing crowd even thinks that this is a feature, not a bug.

Yes, discovering the city-per-tile problem in Civ would ruin the game for you (I never did). That clearly is the bad kind of overpowered. But sending that single chariot to the edge of the known universe before it gets constrained by phalanxes? Awesome.

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