| ▲ | kay_o 3 hours ago | |||||||||||||
As that has done both sides of games, I would like to propose some doubts for people to consider on that is dissimilar to the standard b2b saas; for to clarity I'm not saying 30% is good - One chargeback for your 5$ game can consume you 55$ or more, handful and you permanently lose the ability to accept the payment anywhere including future businesses outside of games - Amount of people that will take parents cards is eye watering - The value of offline payment acceptance in the form of physical cards (kids do not possess standard payment rails but can acquire your game on steam in the cash) - They don't take flat 30% for almost a decade now - You don't often get to use Stripe or 2-3%. Your cost closer about 15% if you choose to process you own payments | ||||||||||||||
| ▲ | SXX 2 hours ago | parent | next [-] | |||||||||||||
> They don't take flat 30% for almost a decade now Yes Valve is very generous. They take MORE from developers who make LESS money. I sure bottom 98% of developers never sell above $10,000,000 to decrease cut from 30% to 25%. Very few indie devs or small indie studios ever sell over 50,000-100,000 copies. PS: In practice if your project funded by publisher it means that you as developer will make less money from a game than Valve. | ||||||||||||||
| ||||||||||||||
| ▲ | MetaWhirledPeas 2 hours ago | parent | prev [-] | |||||||||||||
> One chargeback for your 5$ game can consume you 55$ or more, handful and you permanently lose the ability to accept the payment anywhere including future businesses outside of games This sounds like personal experience. Can you elaborate? Edit: OHH perhaps you are saying this is one of the benefits of Steam; that it shields you from all this. | ||||||||||||||
| ||||||||||||||