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Should I develop a game and publish it on Steam Direct?
Hello. I must say right away that I am 15 years old, I was fond of developing games in C # with unity for 3 years, I have really good projects. But now I want to publish my new game, which is still under development on Steam. The problem is that this spring, Steam will shut down the Greenlight service, which allowed players to vote on games and decide their fate. It will be replaced by the Steam Direct service. It will be stricter, the decision will be made by Steam itself.
Please do not laugh, like "School student - developer" and the like. As for me, the game that I conceived is really interesting, with a plot, etc., and not a dummy.
I want to try to raise funds from the crowdfunding platform, but even if it works out, I will have to upload the game somewhere, and the best solution is Steam. Or do not waste time on it? Because it will take me more than one year, because I am alone, and the game will be big.
Thank you.
PS
I'm not worried about age. I just don't want to spend a lot of time on development, even if you succeed on crowdfunding and then fail on steam, they say - you are an indie developer, your game does not meet our requirements.
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IMO, if your game does not shoot right away, then spending more than 6 months on it is stupid
Write a prototype in 1 month
Spread it wherever you can, collect feedback, throw everything away and start making a new one
After a dozen or two such iterations, you will understand what the market wants, what you can offer him and what you like
Build connections in the English community of course
Then you can bypass the moderator's qualification on any platform
Laughing at age is stupid
PS: tynansylvester.com/book a book from an indie developer. Maybe she will help
They will never know that you are a student.
Documents will be required - you still need the age of majority - you will have to apply not for yourself, but for, for example, parents or an older brother, etc.
They just don't know how old you are.
Don't sweat it.
And what's stopping you from posting the game in early access and calmly making it, the green light is still alive, and only incentive knows when it will cover it - the spring is long, there is still a pass on sale, and games are still coming out through the light, respectively, if you you will have time to put forward your title, your achievements, and pass. You will have the opportunity to calmly work on your project, and receive both feedback from the audience and financial support - a kind of motivation. Moreover, you wrote that there is already something, so post it soon, and work calmly. Profit from all this - you will not be affected by the direct policy and you will already be in the incentive. And it doesn't matter if you still have very little implemented, spread it, if there is basic functionality and mechanics, then this is already enough for early access. Also, if you understand that your game is very big, try to divide it into episodes, thus, if the main focus is on the plot component, then this will only be the pole. Not to mention the fact that this will be a plus for you yourself - you will have to divide your time that you have allocated for the development of the entire game into 2 or even 3 depending on the episodes, again, having received some kind of feedback and funds, you are taken to next. This approach is more mobile. Well-known titles using this approach are the Walking Dead series of games, they were also released in episodes, and you know very successfully. again, having received some kind of feedback and funds, you are taken to the next one. This approach is more mobile. Well-known titles using this approach are the Walking Dead series of games, they were also released in episodes, and you know very successfully. again, having received some kind of feedback and funds, you are taken to the next one. This approach is more mobile. Well-known titles using this approach are the Walking Dead series of games, they were also released in episodes, and you know very successfully.
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