I need the email address you have used to make a payment. You can send it to 63bitgames@gmail.com
63bit Games
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No, it is not.
My experience says: send email to support, get request ticket, then create a post in "Question and Support". Moderator (his nick is "No Time To Play") will read it and resend to administrator. And only after all those actions, maybe (maybe!) your games will be reindexed.
This is one of my story: https://itch.io/t/5441904/please-reindex-my-games-i-wait-80-days for an example.
Good luck.
Hello.
This person is sending spam and viruses through comments on every page imaginable. Here are his messages: https://itch.io/profile/adromeda-galaxi
Be careful, delete messages, and don't click links.
Hello.
I have read this instructions and have moved my games to the free mode more than 80 days ago.
While waiting for reindexing, I sent three messages in the comments on the instructions page and a message to support (ticket #317163). It's been 80 days since my first message, but my games still haven't been added to the index, and I still haven't received a single response.
Please expedite the reindexing process, or at least let me know what mistakes I made that are preventing my games from being indexed.
Thank you.
Here is another possible way: https://itch.io/t/5129945/for-administrators-how-to-solve-the-nsfw-problem-an-id...
First: the payment system is not interested in anything that is not directly related to a specific transaction (further use of tokens sold by the site). Do not forget that the initial initiative to block came not from the payment systems, but from some crazy feminists from Australia, i.e. payment systems are also victims, they just got hit earlier and gave in under pressure. Therefore, it is unlikely that payment systems will show an active interest in the "further life" of tokens.
Second: I do not think that payment systems will want to spend time and money on investigations regarding the spending of purchased tokens and I seriously doubt that they even have the legal right to conduct such investigations.
Sorry for my English - it's not my native language.
I, like many other developers, suffered because of the blocking of games with NSFW content. And here's what I came up with.
As far as I understand, the attack on itch was from payment systems like Visa and Mastercard, because their rules prohibit them from making payments for NSFW content. But this is easy to get around. Here's the solution:
1. Each user account on itch should receive a virtual wallet for "itch tokens". For simplicity, we will assume that one "itch token" is equivalent to one cent. The prices of all products should be displayed in "itch tokens" only now.
2. The user can buy as many "itch tokens" from itch as he wants, they will go to the user's virtual wallet. From the position of the payment systems Visa and Mastercard, this is a sale of tokens, not a product, i.e. it does not violate the rules of Visa and Mastercard.
3. Purchasing content is simply a transfer of "itch tokens" from the buyer's wallet to the seller's wallet. This is an internal transaction of tokens, which are neither securities nor money, i.e. this action also does not violate anything.
4. Any user can sell the tokens in their wallet back to itch (withdraw) at any time. Like purchasing tokens, this operation is not related to any content and does not violate Visa and Mastercard rules.
I am not a US citizen and do not understand the laws of this country well, but if the main reason for the blocking was the requirement not to use Visa and Mastercard to pay for "questionable" content, then from a legal point of view, the algorithm described above solves this problem.
What do you think?
I have posted a game on the site that runs in the browser, but there is no way to download it (that's what I wanted). There is not a single download link on the game page, but in the statistics I see a number in the "Downloaded" section and this number is gradually increasing.
What do users download from the game page and how do they do it? Or is this a bug in the site?
The same issue with the last version. The log contains errors (the second error repeats until I kill the process):
- Loaded All Assemblies, in 0.976 seconds - Finished resetting the current domain, in 0.030 seconds [Physics::Module] Selected backend. [Physics::Module] Name: PhysX [Physics::Module] Id: 0xf2b8ea05 [Physics::Module] SDK Version: 4.1.2 [Physics::Module] Integration Version: 1.0.0 [Physics::Module] Threading Mode: Multi-Threaded Default vsync count 1 requesting resize 1920 x 1200 Using native desktop resolution 1920 x 1200 requesting fullscreen 1920 x 1200 at 0/1 Hz Desktop is 1920 x 1200 @ 60 Hz UnloadTime: 1.577785 ms Odin Serializer ArchitectureInfo initialization with defaults (all unaligned read/writes disabled). Odin Serializer detected whitelistd runtime platform LinuxPlayer and memory read test succeeded; enabling all unaligned memory read/writes. RenderGraph is now disabled. Kernel 'UploadData' not found ArgumentException: Kernel 'UploadData' not found. at (wrapper managed-to-native) UnityEngine.ComputeShader.FindKernel_Injected(intptr,UnityEngine.Bindings.ManagedSpanWrapper&) at UnityEngine.ComputeShader.FindKernel (System.String name) [0x00039] in <05558c30d5da4966a4e8472de5ffc811>:0 at UnityEngine.Rendering.ProbeBrickPool.Initialize () [0x00050] in <0e29b8cb7c3e452ba5209afcbac7b781>:0 at UnityEngine.Rendering.ProbeReferenceVolume.Initialize (UnityEngine.Rendering.ProbeVolumeSystemParameters& parameters) [0x00114] in <0e29b8cb7c3e452ba5209afcbac7b781>:0 at UnityEngine.Rendering.Universal.UniversalRenderPipeline..ctor (UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset asset) [0x00242] in <bde514bf9cef4beb9d9928af3819cef7>:0 at UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset.CreatePipeline () [0x0006b] in <bde514bf9cef4beb9d9928af3819cef7>:0 at UnityEngine.Rendering.RenderPipelineAsset.InternalCreatePipeline () [0x00004] in <05558c30d5da4966a4e8472de5ffc811>:0 UnityEngine.DebugLogHandler:Internal_LogException_Injected(Exception, IntPtr) UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.Rendering.RenderPipelineAsset:InternalCreatePipeline() UnityEngine.Rendering.RenderPipelineManager:TryPrepareRenderPipeline(RenderPipelineAsset) UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr, Object) Exception: Blitter is already initialized. Please only initialize the blitter once or you will leak engine resources. If you need to re-initialize the blitter with different shaders destroy & recreate it. at UnityEngine.Rendering.Blitter.Initialize (UnityEngine.Shader blitPS, UnityEngine.Shader blitColorAndDepthPS) [0x0000d] in <0e29b8cb7c3e452ba5209afcbac7b781>:0 at UnityEngine.Rendering.Universal.UniversalRenderPipeline..ctor (UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset asset) [0x0006c] in <bde514bf9cef4beb9d9928af3819cef7>:0 at UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset.CreatePipeline () [0x0006b] in <bde514bf9cef4beb9d9928af3819cef7>:0 at UnityEngine.Rendering.RenderPipelineAsset.InternalCreatePipeline () [0x00004] in <05558c30d5da4966a4e8472de5ffc811>:0 UnityEngine.DebugLogHandler:Internal_LogException_Injected(Exception, IntPtr) UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.Rendering.RenderPipelineAsset:InternalCreatePipeline() UnityEngine.Rendering.RenderPipelineManager:TryPrepareRenderPipeline(RenderPipelineAsset) UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr, Object)
This is a very personal matter.
Personally, in 95% of games I turn off the music and turn on my tracks in a separate player. Perhaps this affects the immersion, but I like my own tracklist more than what the game creators offer.
Also, the same repeating melody can create a more negative impression than no music at all (hello, Stellar Blade).
Therefore, for me, music in games is more unnecessary than necessary.
Last time when my games were removed from the index I waited for more than 60 days. Now the situation has repeated itself - some games were removed from the index on February 16, they still haven't returned, there are no replies from the support for my emails (last request id is 266615). All that I did is just uploaded a new version of APK, because the previous one does not work with very new Android phones. The result is the removing from the index for months. ((
Here, the removal from the index is explained by the alleged fight against malware and spam, but I don't believe it, because they do not block access to "suspicious" games. As result thesoftware that they suspect is malicious are still available to download via direct links.
Also just browsing through the products on the site will show dozens of outright garbage, but all these products are not removed from the index and are displayed in search results for months.
All that remains is to wait and hope that someday my games will be returned to the index. Now I'm really afraid to make updates to the games page and post updates, because this is guaranteed to lead to removal from the index for at least 2 months.
> What affects this is secret. They will not tell.
So it turns out that itch punishes us, but does not say why. This is very strange. Imagine how a similar situation would look in court: you broke the law, but we will not say which one, and you will still be punished.
If the itch administration gave clear rules, the violation of which leads to blocking, people would not have to create topics like "why did my game disappear from the index" over and over again and guess what exactly they did wrong.
> if you are not informed about being quarantined or delisted, just ignore it.
I can't because not appearing in search results reduces sales, and this money is my only income at the moment. An additional problem is the type of content I create - most traffic and promotion sources do not allow advertising 18+ games. Therefore, site search is the main source of buyers for me.
Hello.
I have exactly the same situation - my games disappear from search every time the game page changes. The account was created about 2 years ago, there were no complaints about it (at least itch never informed me about them), there is a link back to my itch page on Patreon, I have been using 2FA for a long time... But none of this matters - today I uploaded an update to one of my games (fixed a bug in the APK) and it immediately disappeared from search.
I understand everything about moderation and malware. But I would like to hear an explanation on the question: why does quarantine NOT affect ALL accounts/games that are updated? I see many games that are updated even several times a day, and they still remain in search. It turns out that these accounts have a privileged/trusted status, right? I would like the site administration to explain how I can get this status too.







