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The answer I can give you now is - probably, but I can't promise anything yet. :) When there is an announcement of Steam release (not sooner than the end of the year), I'll be able to provide more reliable info. 
From my understanding, it's possible to generate and distribute Steam keys, so it would make sense to thank the alpha supporters by sending them, but I haven't done enough research at this point to know how does that work.

Thanks for the response. Yes, you can easily give Steam keys through Itch - I've done it and can help if you have any trouble.


I'm curious why you are on the fence about a Steam release. It's really only a matter of $100USD fee for the page, and I'm sure you'd hook more folks. But hey, I digress. Anyways I'll keep this on my watchlist. I want to get it, but I'll likely wait for further news.


Thanks again and good luck!

Unfortunately Steam takes a little more consideration than just 100$. They take a 30% cut from the game price so I would have to bump the price for this to make sense, and as it is now, I think 10$ is reasonable. The second reason is that the game is still in alpha, and there are some issues, bugs, crashes. I heard a lot about how though the situation is on Steam with negative reviews, so right now I don't think it would be beneficial to go there until further into development. I'm in Soulash for the long run, so the approach has to be a bit different than releasing the game and moving on to the next project. :)

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Totally understandable. But you should keep in mind there are other options open to you. You can have a Steam page, don't sell it there (yet) and sell it here. Give the key now and have people be able to play on Steam now. But because it isn't released/purchasable on Steam yet - no reviews will be allowed. This is how I operated the beta for our game, and many other titles do this too. Then release the game on Steam when you want/1.0. And you are generating buzz over on Steam the whole way there and getting folks to wishlist it, talk about it, etc.


As far as the 30% cut - I get it, I really do - but the exposure on Steam is manyfold compared to any exposure you are gonna get here, or anywhere else where the digital distribution platform cut is significantly less. Some consider that cut simply the cost of better marketing. Sure, it's not amazing marketing, but the price isn't all that high either (good marketing is crazy expensive anyways). Bottom line is that you will factually reach more folks on Steam. And as an indie dev with an indie project - you likely need all the help and exposure you can get. More is more, and it probably still isn't enough.

That's interesting, I didn't know something like this would be possible. I'll check it out. Thanks!

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I'd like to also further encourage you in this direction, however you decide to go about it though is okay by me. Might selfishly just be a sucker for steam achievements :P

You may be interested in how Bay 12 is handling this for Dwarf Fortress for example:

https://store.steampowered.com/app/975370/Dwarf_Fortress/

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It's probably going to happen, but no need to rush. :) I might set up the page there sooner than I planned and have some more info, but I don't think Soulash will be playable on steam before at least v0.5. From what I read there, I will be able to provide you guys with keys, but they won't work before the actual release.

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After recently playing the demo, I agree with your wait-and-see approach. The game certainly has potential, but no need to jump to Steam just yet in my opinion. Going through one or two release cycles should help you get a better sense of the progress you can actually make.