Awfy Damn so the $800 profits are no profits 😃 800 - 30% ~ 560 - 22% = $436 so basically real tangible profits in your pockets = 0.5 * steam page profits.

well.. game better be doing good if you want to be a millionaire and smarter than 5th greaser

  • Awfy replied to this.

    Awfy Will you be doing a sequel or the next game?

    • Awfy replied to this.

      Awfy also i wonder, your game is on steam, if you would want to give out keys for the game, how many key you have? I mean do you have to set the number of keys in advance? Is that some special operation or you can just grab a key when you want?

      Also can you disable games that someone bought? like set it to pirated/invalid or something if such thing happen?

      • Awfy replied to this.

        kuligs2 This doesn't seem right.
        The revenue of $1000 has it's tax deducted. So $800 is after tax is deducted.

        Steam would take 30% from $800 which would be $560, which is what I would receive from Steam. Not sure where the 22% came from.

          xyz I'll work on something else. This was more of a test project anyways. Now that I know Godot a bit more, I could work on something a bit more sellable.

          kuligs2 You can request as many keys as you want from Steam. They'll send you an email a few hours after the request was sent.

          And no, I don't think you can disable/detect pirated copies. You can, however, revoke any keys that you have requested, in case you no longer won't those keys to be redeemable.

            Awfy For activated keys, I think press/beta keys can be banned, regular ones can't.

            Awfy 22% was an example of local tax you need to pay for income, it depends on country

            @Awfy Did you have programming bg, before this games release? I mean make a game in 10months is pretty fast. I started game dev journey little bib a year ago and still am barely able to figure out how to create custom tooltips, how to create custom inventory, how to manage player data, not talking about how to create assets, visuals, shaders, materials, textures etc etc.. Oh and sounds/music.

            So i was wondering, am i really that stupid to not be able to figure these basic things out?

            • Awfy replied to this.

              kuligs2

              I did have programming experience before making JAILBREAKER. I started with Clickteam Fusion using visual scripting, then moved to GameMaker and learned coding using GML and later on learned Godot and GDScript. I'd say I had 3 years of experience with visual scripting then 3 years of experience coding. So 6 years of game dev experience before I made JAILBREAKER.

              I only have 1.5 years of experience with Godot so I still have a lot to learn as well, but a lot of my experience with visual scripting and coding in other language did help me learn Godot and GDScript quite quickly. I also made 3 other games with Godot before making JAILBREAKER. One was a short 48 hour project just for testing my basic knowledge, the other was a more serious attempt at making a game, and the third one was for a gamejam. You can check them out here: https://awfy.itch.io/. I also made FNaF fangames before this during my Clickteam Fusion time and you can check those out here: https://gamejolt.com/@Awfy. You'll notice that the quality improves with each game, that's because I practice by making games as much as possible.

              I don't think not knowing basics is a problem at all. Things like game dev takes time to learn so you just gotta take it slow and you'll get there. The best way to learn is to make games. If it feels daunting, force yourself to make one if you have to. It could be a short 48 hour project or perhaps something that takes 3-4 months. You could make a fangame as well like I did (I'm actually working on another one right now just for fun😊).

              Point is, you have to make things, otherwise you'll lose touch and have to re-learn everything again. It's how learning works in general. If you practiced playing the piano for years, but then stop, chances are you'll have to re-learn some of the things again.

                Awfy The best way to learn is to make games.

                This is true with everything.

                Thanks for the info.

                Also, few question on steam publishing if you be so kind to answer.

                Who sets the price of the game? Does it have to be in some kind of margins? Or you can set it to what ever like $4.20 or something like that?
                Do you get to choose where to publish your game, which country?
                And lately SNOY limited one popular game helldivers2 for 180+ countries, steam says they did not pull the game from them countries, SNOY did. So i was wondering if this is what publishers are doing or steam itself?

                • Awfy replied to this.
                  10 days later

                  kuligs2
                  1) You can set the price to whatever you want. If it is a paid game, the minimum limit is $0.99 but that's about it.

                  2) I think so. You can limit which countries to publish to. I don't think anyone uses this feature since it just reduces sales.

                  3) Publishers do it. Steam wouldn't do it. If anything, Steam would just lose money by limiting the countries.

                    Awfy steam never looses money.. ever.. 😃

                    One more question.. what about sale events - easter, xmas, or just sometimes random discounts.. do you control when and how much discount give or is its steam automatically? Also, can you increase the price of the game after its been published on steam?

                    • Awfy replied to this.

                      kuligs2
                      1) You can control when your games go on sale. If it's for a sales event like Steam Summer sale or Winter sale, you have to go to your app's Discount page and schedule the discount for that time. Keep in mind you can't have a sale necessarily on just any day you want. Steam will have available weeks which you can select from a list for when your game goes on sale. You have to select one of those weeks. Usually you can have your game's on sale for minimum of a week, not less.

                      2) Yes you can, but you can't put the game on sale for about a month after you've increased the price.