Local Horror Enthusiast
- Oct 25, 2017
They also are changing some other things in the system, but so many people have complained about Valve taking a 30% cut (despite being the industry standard and what literally Nintendo, Sony, and Microsoft take), but they've updated it for successful games to keep more of their earnings. Curious what Era thinks of this due to seeing the 30% argument come up a lot in the past.
Some other small changes include that developers now can publicly reveal sales data if they see fit (so not needing to be a trade secret technically) and adding some safety warnings to VR on Steam itself before usage so each individual game doesn't need to list the basic VR warnings each time for people's personal safety. Also talk about upcoming tools and things in development a bit.
With that in mind, we’ve created new revenue share tiers for games that hit certain revenue levels. Starting from October 1, 2018 (i.e. revenues prior to that date are not included), when a game makes over $10 million on Steam, the revenue share for that application will adjust to 75%/25% on earnings beyond $10M. At $50 million, the revenue share will adjust to 80%/20% on earnings beyond $50M. Revenue includes game packages, DLC, in-game sales, and Community Marketplace game fees. Our hope is this change will reward the positive network effects generated by developers of big games, further aligning their interests with Steam and the community.
We’ve also made a change to the agreement regarding confidentiality of your sales data. We frequently get questions from partners who want to talk with other developers\third parties or publicly about the sales of their games on Steam. We've heard you, and we're updating the confidentiality provisions to make it clear that the partner can share sales data about their game as they see fit.