Recent submissions

Comment · 9 years ago
That's a potentially interesting idea, how would you see a system like that working?
Comment · 9 years ago
Not quite yet, but very soon!
Comment · 9 years ago
Thank you! I really appreciate hearing that :D
Comment · 9 years ago
I totally acknowledge that we're going to need to find a couple of those to get really big, and it's something we're working on!
Comment · 9 years ago
It's a great question - first of all, we require very, very little(usually zero) technical integration work for games that aren't heavily dependent on steam!

As far as growing our brand, we're going to use all of the typical avenues that a games company might! Twitch and Youtube influencers, physical presence at cons, and twitter/fbook/instagram.

It's taken some work to get things moving, but now that we've got great games like Evoland, Cluster Truck, Redout and tumblestone, we think we've got a virtuous cycle instead of a chicken and egg problem!

Comment · 9 years ago
Comment · 9 years ago
We're not going to post our revenue split numbers exactly, but what I will say is that we distribute revenue based on played time on a per-user basis, each calendar month. We share revenue with our devs, with the supermajority of it going to them. In other words the developer portion of revenue will be split 10:1 in your example.

You do need an internet connection to launch games, you're right about that!

We use both an API and some encryption to make sure that a game which is saved to your computer is only launchable through the client. If you cancel your subscription, you're going to have a bunch of files you can't use.

However, we don't ever want you to lose the characters you've fallen in love with, even if you leave us, so your save files are yours to keep, and should be compatible with any other windows or steam build of the game!

Comment · 9 years ago
Hey! Shoot me an email at [email protected]

Our process isn't super formalized yet, but we think we make it pretty easy for devs. We don't really have expected revenue numbers, since we just launched!

Comment · 9 years ago
I know what you mean, I have north of 200 games in my steam library. Finding games that seem interesting enough to buy isn't a problem, but finding the games which are going to most deeply resonate with me is almost impossible. It's like opening the fridge, seeing all the stuff you have and then closing it again because you have no idea what you want to make for dinner.

We're hoping our discovery system will fix a lot of this. Instead of wall o' games, we want to show you games that are specifically on the list of things you're going to love!

Comment · 9 years ago
Actually we agree with you wholeheartedly.

Revenue is distributed on a per-user basis, we think that's hugely important! Thanks for the question :)

Comment · 9 years ago
Comment · 9 years ago
Definitely - subscription means recurring revenue, which is a whole lot easier than having to sell individual copies of anything!

Even if you end up doing a little worse per-unit gross, chances are your COGS goes down a fair bit.

Comment · 9 years ago
We think there's a few key differences: First - we're focusing on personalized curation, in other words, the content you get recommended to you will be based on your preferences.

Second - There's a whole host of technological and model difference that will allow us to be financially better for developers, and to include larger and more technologically demanding games.

And as far as that pay cut goes, I think you'd be surprised as to how much subscription revenue can add up over the year. After all, we won't be 5/month for very long at all. We've definitely seen more replayable games doing better - per user- than they would have on a traditional storefront.

When it comes to integrating those 60 dollar games though, we're going to need to make sure we're not re-creating the problem for the indies that we were trying to solve though.

Oh and, unlike jump, we're currently up and running ;) (sorry, couldn't resist)

Comment · 9 years ago
5/mo is just introductory pricing. It's our thank you to our earliest users who sign up while we're still working some things out!

We expect the full price to be 9.99 a month, but for anyone who signs up now, they'll keep their plan for the life of their subscription!

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