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jdoe1337haloyesterday at 4:59 PM6 repliesview on HN

I agree that 30% is too large of a cut, but what would be appropriate? 15%? Steam does add a ton of value from an immediate audience, solid advertising opportunities, and amazing distribution for the developer.


Replies

kay_oyesterday at 5:17 PM

As that has done both sides of games, I would like to propose some doubts for people to consider on that is dissimilar to the standard b2b saas; for to clarity I'm not saying 30% is good

- One chargeback for your 5$ game can consume you 55$ or more, handful and you permanently lose the ability to accept the payment anywhere including future businesses outside of games

- Amount of people that will take parents cards is eye watering

- The value of offline payment acceptance in the form of physical cards (kids do not possess standard payment rails but can acquire your game on steam in the cash)

- They don't take flat 30% for almost a decade now

- You don't often get to use Stripe or 2-3%. Your cost closer about 15% if you choose to process you own payments

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tophamyesterday at 6:34 PM

EA presented their numbers for their online store. They were making something like 12%, and losing money.

They ran it at a loss and try to use its existence to declare everyone else overcharging. Apple, Google, Steam. Meanwhile, they were unable to make money, just proving they don't know how business works.

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Rucadiyesterday at 5:38 PM

And doesn't forbid you from using their platform for free if you sell the keys by yourself and you can also decide to publish your game to other stores...

Hikikomoriyesterday at 5:05 PM

How about charging for services rendered based on cost to produce them rather than some arbitrary number. Some effective competition would be good, but likely outcome is publishers taking more.

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Forgeties79yesterday at 5:03 PM

Linux releases they only take 10% FWIW

Edit: whoops that’s completely false. I do not know where I got that idea

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HDBaseTyesterday at 11:43 PM

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