Steamworks Development | Games As A Service @SteamworksDev | Uploaded November 2016 | Updated October 2024, 25 minutes ago.
During this talk we will discuss how to successfully run a game with the Games-as-a-Service business model on Steam. Reflecting on our own experiences, we'll cover topics like how often to patch a game, how to do Betas using various Steam systems, communication with your player base, marketing updates to your title, in-game balance, monetisation through additional content, developing patches and making games-as-a-service part of your launch strategy. Our game Awesomenauts (a 3v3 side-scrolling MOBA) launched on Steam over 4 years ago and is still going strong, providing us with enough cashflow to continue and build upon the hundreds of patches we've released already. We've done tons of experiments within the Games-as-a-Service framework and will share the juicy details of what worked and what didn't.
Presented by Robin Meijer and Joost van Dongen from Ronimo Games
During this talk we will discuss how to successfully run a game with the Games-as-a-Service business model on Steam. Reflecting on our own experiences, we'll cover topics like how often to patch a game, how to do Betas using various Steam systems, communication with your player base, marketing updates to your title, in-game balance, monetisation through additional content, developing patches and making games-as-a-service part of your launch strategy. Our game Awesomenauts (a 3v3 side-scrolling MOBA) launched on Steam over 4 years ago and is still going strong, providing us with enough cashflow to continue and build upon the hundreds of patches we've released already. We've done tons of experiments within the Games-as-a-Service framework and will share the juicy details of what worked and what didn't.
Presented by Robin Meijer and Joost van Dongen from Ronimo Games