Chapter 9 Charcoal in the Snow

Su Li also received an email from Steam in his mailbox, which detailed the upcoming indie game support program.

As a designer who has already released indie games on the platform, Su Li naturally received a detailed introduction to this plan, and the content in the email was much more detailed than the message posted on the website.

Among the plans, the most surprising thing for Su Li was the additional recommendation slots for indie games, as well as more recommendation opportunities.

Steam is currently the world's largest digital game platform, and the digital version of a game on the platform has become the largest component of a game's sales.

Therefore, it is self-evident that the recommendation of the Steam platform on the store page will promote the sales of a game.

For some small-scale games that don't have any publicity channels, the recommendation of the Steam platform is likely to be the most powerful publicity channel they have the opportunity to get.

The number of users of the Steam platform has exceeded 300 million, which is a rather frightening number, even if the number of active users is not so large, but there is absolutely no doubt about the effectiveness of the recommendations of the platform store.

Thousands of games are now available on Steam every year, with a handful of high-quality games generating the vast majority of sales on the platform. These games either have a huge investment, beautiful production, and are from famous families, or they have a trend-setting game genre, which makes people shoot amazing brains.

However, the number of recommendations on the Steam platform's store page is extremely limited, and the competition is fierce. Indie gamers are an absolute niche, and there are even fewer that can be left for indie games.

There is no specific recommendation for indie games in the store page, which is equivalent to a "simple" newly released indie game, which needs to compete with many big productions for recommendation slots, and the difficulty can be imagined.

In many cases, it is only when an indie game becomes popular and has a certain player base or brings up a topic that it will be put on the recommendation position to fully squeeze the value of the game.

This time, the indie game support program was a bit unexpected. It was probably because Steam saw that many indie games have achieved more success than people imagined in recent years, and therefore saw the huge value that can be tapped in this space, so it released this plan.

Starting next month, a new "Indie Game Selection" section will be added to the Steam store. Specifically used to recommend indie games.

The position of the column is quite good, and it can be regarded as eye-catching.

This column is only for indie games, and after players submit their release applications to the platform, they will be reviewed by relevant personnel, including qualification reviews and trial reviews.

The recommended position of the column is quite limited, three games are recommended in each issue, and they are changed once a week, including the old games that have been released on the platform, although it will ensure that there are new games in each issue, but this also means that a new game may only compete for one or two recommended positions in each issue, and the competition is equally fierce.

But it's much better than it used to be.

In the email, the Steam platform also explained that this time the support plan will cover various niche types of games, and indie games, as the first batch of support objects, can enjoy a total of ten separate column recommendations.

The criteria for being able to recommend mainly depend on the trial evaluation of the staff and the praise rate of the players. For new games that don't have a popular foundation, the demo evaluation becomes the decisive factor in whether or not it can be recommended.

On the Steam platform, there will be a dedicated person to try out the newly released indie game and give it a score, and the games with the highest scores will be included in the final evaluation to select the recommended candidates.

In short, before you can impress players, your game needs to impress the demanding and battle-hardened judges.

The email was written in English, after all, the steam platform was a foreign company, and it was not a problem for Su Li to read English at all, he quickly read the content of the email and mastered the key information in it.

This plan made Su Li quite excited.

There is no doubt that this plan is tantamount to a relief in the snow for him now.

Three months, 50,000 sales, is a task that Su Li must complete, quite arduous, before getting the future oasis system, this task is even an impossible task.

Even now, it makes Su Li feel a lot of pressure.

The biggest pressure comes from Su Li's lack of publicity channels.

Even if the quality of the game itself is excellent, the lack of publicity channels will make the early sales unsatisfactory.

It takes time for word of mouth to form among players, and it takes time for it to spread widely. According to Su Li's plan, the most important means of publicity is to send the game to the relevant media for review, and then get their article recommendation.

If you find a company to help you publish it, not to mention whether your game will be adopted or not, the process alone will take a lot of time.

The support plan of the steam platform is not only strong in publicity, but also in a very short process.

The results will be released in one week, and they will be recommended synchronously in the week of release.

The quality of the game is the decisive factor.

With this unexpected surprise, Su Li's confidence in completing his first task can be said to have almost doubled.

The bottom line of 50,000 is no longer his goal, and he is now fully able to focus on the generous additional rewards.

As expected, the release of this support program has caused quite a stir in the indie game world.

Su Li has opened several social platforms, and most of his social platforms focus on people in the game industry, including many independent game designers like him.

As a designer, it's important to keep an eye on what's going on in the industry, and working behind closed doors is detrimental to design.

As soon as I logged in to the platform, I saw a lot of retweets and comments, and some of them @ themselves.

During his time abroad, Su Li spent his free time interning at several different game companies and made many like-minded friends, many of whom are now also designing and developing indie games, as well as some technical geniuses or imaginative designers working for large companies.

Unless the personality is too withdrawn and arrogant, most geniuses are sympathetic to each other, and many friends who often communicate with each other have @ themselves or private messages after seeing this information, asking if they have any relevant plans.

More than that, it's all kinds of compliments, all kinds of cheers.

After Su Li responded to some people's messages on social platforms, he felt that it was time to reveal a little news, which could be regarded as a warm-up for his game.

After the release of the first work of "Into the Mist", Su Li's several social platforms have paid a lot of attention, of course, not a lot.

Although there are no game videos or screenshots yet, Su Li thought about it and released a brief message on all social platforms: "The sequel to "Into the Mist 2 - Unreal City" is expected to be released in July, which will bring you an unprecedented game experience. ”

There are only two simple sentences of text that seem insincere.

But it doesn't matter, after all, 3A masterpieces can use a LOGO picture to draw cakes at the E3 exhibition, and it's not too much to draw cakes on social platforms in two sentences.