kotaku.com
>“Last sale, I made over $2,000,” the developer wrote. “This one I’ve barely made $200. Thank you.”
>Developers are chalking this up not just to wishlist issues, but also changes in the way Steam recommends games, as well as changes to the structure of the sale itself. Nepenthe and To The Dark Tower developer Yitz pointed to Steam’s data on his games, which showed that the “vast majority” of his store page traffic came from outside Steam, as opposed to from built-in recommendation systems like the front page, the discovery queue, tags, and games’ “more like this” sections. Data from the first half of 2018, meanwhile, shows less than 20 percent of his traffic coming from external sites, while over half came from within Steam. This, Yitz says, has been an issue since October 2018, when a Steam algorithm bug caused big games to make big gains in traffic while small games lost out. While Valve said in December that the issue had been fixed and the flow of traffic re-normalized, some developers say their games never recovered. Yitz is in this camp.
>“Before October 2018 (and for a few months after that while I gave Steam the benefit of the doubt), I told anyone who asked me that Steam was 100% worth it for indie developers,” he said in a Twitter DM. “Now, that trust is gone, and it’s not because I’ve changed or become more cynical... This Steam sale was a disaster, but I’m far more concerned about the overall trend we’ve seen in the Steam algorithm since October last year: pushing unpopular (including ‘mostly negative’ reviewed) triple-A games over titles that Steam has more than enough data to know would be a better match for the consumer.”
How will Steam drones defend this?