Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

It seems this has been answer already, but in case this helps future readers, I though I’d share how the price system is designed.

  • If you set your project to paid, people can pay that amount to own your project. That means, no matter what happens to the price of that project, people will be able to gain access to its files. (Except individually priced files, see below)
  • Individual priced files are intended to reward people that support you by paying more than the project’s price and they work in a tier system. For example your project is set at £5, extra soundtracks are individually priced at £10 and some behind the scenes files for £15. That means that if someone pays £15, they will have access to your project plus any files with an individual price of £15 or below.

Having the game set as free, but in reality the full version is behind an individually priced file is not the intended way to do this. On top of the issue you mentioned on this post, this also confuses the algorithm as it displays your game as free to play which might not be the best experience for users.

I see you mentioned DLC on some comments. As far as I’m aware there’s no official way to do DLCs, but some other people have created new project pages exactly for that reason, with a link on the base game for users to find. This should eliminate pretty much the issues you’ve been having, but it’s up to you to decide what works best for you.

(+1)

I think the faq needs a clarification for users and developers.

https://itch.io/docs/creators/pricing#purchase-tiers-through-individually-priced...

https://itch.io/docs/creators/download-keys

How is the associated price of a download key generated (or compared to individual priced files), when the key is part of a bundle or at a discount or at a discounted bundle or at a discount in a discounted bundle? 

The faq could also point out, that it is better to create extra projects if one has extra content to sell and point out the drawbacks more prominently. Like locking the price, or else lock out previous buyers. Which happened for OP's customers. I could imagine a suggestion to consider creating a bundle of base game and extra content, instead of price tiers. The biggest problem with the price tiers is, that you cannot increase your tier.

My understanding is that bundles just give access to the project itself, but none of the individually priced files. This should includes discounts (either on bundles or the game itself).

Individually priced files can only be priced higher than the base project itself, so users can only gain access to them specifically by paying more for the project itself.

Thanks for posting those links, I think they are very useful to this discussion. There’s this paragraph that describes individually priced files in detail:

Individually priced files come with an important distinction regarding ownership: The buyer will only continue to have access to these files if the price they paid satisfies the minimum price you set on the file. This means that if you change the individually priced file to be more expensive, you may lock out access to that purchase tier from existing buyers. We strongly recommend considering how you intend to price your project in the future before using an individually priced file. Use individually priced files for quick bonus content, not to set the price of your content. Use the minimum price on your project to set the price of your product, as this will allow you to change the price at a later time without affecting ownership.

(+1)

My understanding is that bundles just give access to the project itself, but none of the individually priced files. This should includes discounts (either on bundles or the game itself).
Individually priced files can only be priced higher than the base project itself, so users can only gain access to them specifically by paying more for the project itself.

This does neither confirm nor deny any possible scenario in regard to those. Includes discounts. How. 

Let's use a simple scenario for starters. A single game with discount 50%, price 5, individual priced file at 10. I can pay half, 2.5, to gain access to the project. That much is understandable, since the minimum price is lowered to be 2.5. No questions asked.

But I buy at a discount. As a customer I would expect the whole project to be on discount, including any extra files. So I would assume to have access to the file at 10 by paying 5 at a discount.

Another simple scenario. Two games in a bundle. No discounts. Both games cost 5 and both have an extra file at 10. The bundle costs 10, since there are no discounts. A customer paid 10, so the paid price might be 10 when comparing the paid price against the unlock price of the file. But buying both games outside of the bundle would not give access to either of the extra file, since you would have only paid 5 each. Which would result in a discount that only applies to the extra files, if the paid price of the bundle is applied to each game.

I think the faq should explain how these things work together on the bundle, discount and individual price pages. It currently does not.

(1 edit) (+1)

The FAQ regarding payment does need to change after I read your answer. The way you explained it, was clear and unmistakable. Even though it has been answered, I appreciate your comment. It's a great TL:DR to this thread. They should take your explanation and change the FAQ one, this way, Devs like me would not make these mistakes. In regards to DLC: Yes I will be making a different Project page, where it will be categories as a DLC and will link to the original game, with a clarification that you will need the original game files to play this.