In a recent interview with GamesIndustry.biz, Rockfish CEO Michael Schade confirmed that EVERSPACE 2 will not be going the Epic Store exclusive route.
As a reminder, Rockfish already confirmed Linux support to GamingOnLinux on Twitter. Naturally though, a worry amongst Linux gamers has been if they decided to go with Epic Games on their store which currently doesn't support Linux. Thankfully, that's not going to happen.
In the interview, they said they did have some conversations with Epic about EVERSPACE 2 but they "never seriously considered pursuing exclusivity". That's not all though, according to Schade, Steam is the best platform for an indie developer:
Without Epic, Rockfish and Everspace wouldn't exist, but it's the same with Steam. Without Steam, we wouldn't exist... In our case, it doesn't make sense. We need Early Access, the full feature set, the forums, the constant updating, the whole infrastructure. Valve has the best platform, by far, to roll out a game as an independent developer. It's by far the best tools and the best communities. This is exactly what we need.
That's interesting to read but they did also note that the exclusive deals can be "both valuable and vital" to smaller developers. An obvious point though, something I've said before. Faced with the thousands of games releasing per year on Steam and taking a deal as a small team that guarantees some income when you need it, you're likely going to take it. In this case, sticking to their plan has worked well for Rockfish since Valve promoted EVERSPACE 2 and some other titles on Steam, enabling them to pull in 20K wishlists.
EVERSPACE 2 is going to Kickstarter on October 2nd, with Early Access next year and a full release sometime in 2021. You can also wishlist and follow it on Steam.
Note: If you do wishlist games on Steam, to make them actually show up as a Linux wishlist you need to tick Linux as your sole platform in your Steam Preferences (at the bottom).
Hat tip win8linux.
Quoting: Alm888So… Steam-exclusive, then. Whew… That's a lot better.
Seeing as the first Everspace is available on Steam, the Humble Store and GOG, I wouldn't be so quick to call the second a Steam exclusive.
Quoting: Alm888So… Steam-exclusive, then. Whew… That's a lot better.
Serious question, I don't know: Does Epic sells stuff non-exclusively as well?
Quoting: EikeQuoting: Alm888So… Steam-exclusive, then. Whew… That's a lot better.
Serious question, I don't know: Does Epic sells stuff non-exclusively as well?
Honestly, I don't know for sure. But I was under impression, that yes, some of the games from "Epic Games Store" one could find in another places (particulerily, the "free" indie stuff Timmy is using to lure gamers).
Quoting: Alm888So… Steam-exclusive, then. Whew… That's a lot better.
Rubbish. Steam doesn't pay for exclusivity so that their competitors can't sell it.
Quoting: EikeQuoting: Alm888So… Steam-exclusive, then. Whew… That's a lot better.
Serious question, I don't know: Does Epic sells stuff non-exclusively as well?
Cyberpunkt 2077 and Vampire Bloodline 2 is on their store, but those aren't exclusives. I guess those are too big to say "no" to, even though they couldn't secure exclusivity.
Quoting: EikeQuoting: Alm888So… Steam-exclusive, then. Whew… That's a lot better.
Serious question, I don't know: Does Epic sells stuff non-exclusively as well?
Not really/only if it's big blockbuster like cyberpunk. Examples: DARQ and Skatebird wanted to release on EGS, too, but Swiney said "Exclusive or fuck off".
Quoting: Alm888So… Steam-exclusive, then. Whew… That's a lot better.As said by others, Valve don't pay developers for exclusive deals. In the case of the original EVERSPACE, it's available on many stores and I expect them to do the same here when it's released. In the case of Early Access, Steam's tools are just better than GOG's and it's easier for developers to manage while the game is in flux.
Quoting: Liam DaweAlso severely more limited in terms of publishing (do they have even branches? regional pricing?).Quoting: TcheyI'm absolutely no expert, and with my non-expert view, i'd think itchio is better for indie to launch or prelaunch, because less cut. Then when you get some traction from the first players (free advertisment from youtube, forum, twitter etc), and you have fixed the first annoying bugs or balance etc, you can better second launch on Steam and avoid the "Negativers", or part of them.Less cut, but a massively reduced audience too.
Or not.
Quoting: Liam Dawebut a massively reduced audience too
To illustrate your point I'll add some numbers from our very small, free, average (maybe even bellow average) indie game without any marketing:
Steam: over 90 000 visits
itch.io: 52 views
Steam: ~270 unique downloads
itch.io: exactly 5 (yes, FIVE; not even sure if unique)
Don't get me wrong, I like itch.io - store front setup was quick, same goes with setting up the download, nor did they have any special requirements or additional costs. I think it is ideal for hobbyists and maybe starting studios, to share early projects, start building community.
Even though I suffered a lot with setting up stuff on Steam, waiting to reject build several times and fix "issues", waiting for store page to be approved and then waiting arbitrary time period even longer before it could be shown to users, in the end, I believe Steam is worth the money and the effort if you intend to make money with your game (we really didn't intend to, it was rather done to test the waters).
BTW share of Linux downloads on itch.io was 40% :D.
Quoting: subQuoting: x_wingQuoting: sub1/2 Offtopic.
Is anyone using a MS Sidewinder Force Feedback Pro 2?
Does it (still) work under Linux?
I have the first version (gameport), unfortunately the ff doesn't work but I read in many places that it should (I read the driver and the support seems to be implemented, I probably did something wrong). Either case, even without ff is a terrific joystick.
Sure, without FF a FF joystick is not even stabilized. :)
It gets stabilized if you connect PSU of the joystick.
Quoting: monnefQuoting: Liam DaweAlso severely more limited in terms of publishing (do they have even branches? regional pricing?).Quoting: TcheyI'm absolutely no expert, and with my non-expert view, i'd think itchio is better for indie to launch or prelaunch, because less cut. Then when you get some traction from the first players (free advertisment from youtube, forum, twitter etc), and you have fixed the first annoying bugs or balance etc, you can better second launch on Steam and avoid the "Negativers", or part of them.Less cut, but a massively reduced audience too.
Or not.
Quoting: Liam Dawebut a massively reduced audience too
To illustrate your point I'll add some numbers from our very small, free, average (maybe even bellow average) indie game without any marketing:
Steam: over 90 000 visits
itch.io: 52 views
Steam: ~270 unique downloads
itch.io: exactly 5 (yes, FIVE; not even sure if unique)
Don't get me wrong, I like itch.io - store front setup was quick, same goes with setting up the download, nor did they have any special requirements or additional costs. I think it is ideal for hobbyists and maybe starting studios, to share early projects, start building community.
Even though I suffered a lot with setting up stuff on Steam, waiting to reject build several times and fix "issues", waiting for store page to be approved and then waiting arbitrary time period even longer before it could be shown to users, in the end, I believe Steam is worth the money and the effort if you intend to make money with your game (we really didn't intend to, it was rather done to test the waters).
BTW share of Linux downloads on itch.io was 40% :D.
So basically.. Itch.io is the better store (from developer perspective) but it is essential to put your game on Steam, because more people are using it. Hmmm.. Where have I heard that before?
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