We have no definition of ‘recuperable fee’ from them. Recuperable only means you can get something equivalent back. Usually, for sales platforms that means your fee is recuperable through the revenues you get from sales, not that they are going to give you your initial fee back through any mechanism. It’s similar to an investment advance for publishing. If you receive an advance from a publisher, their recuperable expense usually means that they get all of the revenues until the advance is paid back. In this case, Steam is likely talking about getting your fee back through sales. Maybe they’ll do that pre-revenue share, but they haven’t said yet, so for planning, it’s better to assume they won’t when budgeting for your project.
Here’s a repost of what I posted over there (note that my numbers do not include the Epic 5% share because that wasn’t germane to just Steam):
I’m not so disturbed by the change in general, but the huge range of potential fees bothers me. I think a low fee per game should be in place, no more than $200. Simply by having a per-game fee, there’s already a deterrent to crank devs who paid the one-time fee, toss out as much garbage as they can to see what sticks. Making the fee prohibitive to entry for new devs does nothing but I believe will discourage innovation as devs will be more likely to gravitate to genres and styles they see making money rather than trying new ideas. There has to be another way to ensure quality. To simply infer that anyone can easily raise a $1000+ entry fee when they are first starting is absurd for many possible reasons that we can’t ascertain without looking at each on a case-by-case basis.
There’s also the fact that, by announcing this without having the plan for Direct ready, available and known creates some chaos for those who are in mid-development based upon financials that assumed the $100 greenlight fee plus a percentage of revenue share (say, 30%). Now adding in a potentially much larger fee throws it out of whack, and if a dev has an existing funding agreement for their game, they may not be able to simply go back and try to raise more funds. They may be contractually limited by their funders in such a way that they can’t solicit additional outside funds. Frankly, I think they should be putting together the plan for Direct but, instead of offering a refund for those who previously paid the fee but haven’t published a game yet, give them their first game without the entry fee and stick to the percentage of revenue share. After that, they have to pay the fee for future games.
I’ll give you my circumstances, and am not doing so as a ‘woe is me’ tale but simply to show how this impacts a specific developer and why thought needs to be given to other new indie developers. In my case, there’s some background to be had. Ten years ago I had a six figure salary with bonuses working in IT. At that time, even paying a $5k fee wouldn’t have been an issue because one bonus would have covered it. Most people don’t have that, and thanks to cancer, I ended up not having it either. A multi-year protracted battle with cancer cost me my job, my savings and my health. To this day, I am still paying off medical debt (and I had good insurance when it all started). Flash forward to when I paid the Greenlight fee. I was ready and rearin’ to go, but my cancer returned and I had to put all of that aside. A couple of years ago I decided to forge ahead as best I could, but hit a brick wall in that it’s hard to find investors when you have to acknowledge you may not live to see the game completed. The same issue applies to a Kickstarter or other fundraising. Additionally, there are those aforementioned medical bills, so gaining additional credit is an issue for anything, let alone to publish a game.
Late last year, after I had beaten back the beast again for who knows how long, some very close friends pooled funds together to give me a shot at making the game. They stretched themselves to do it, and expect revenue sharing once the game is published. They know the risks from my health, but not those from Steam changing the fee structure. What they were able to pull together for me could cover a $200 fee without being too harmful (it would eat most of the promotion budget), but anything beyond that affects the quality of the game, because there’s no more funding well to go back to and funding equals time. Which means taking shortcuts on game functionality, Q&A, etc. For this indie dev, the fee structure means the difference between making a game of quality, making a game of less quality (which is what Steam is supposedly trying to stop), and just ending the game development now to cut the funders losses. It’s a bad position to have been put in at just halfway through the funds.
Let’s go to the next part of this, which is your ROI. Let’s assume a $2500 entry fee to split the difference in the ranges discussed. Let’s also assume a 30% revenue share with Steam. Finally, let’s assume that the cost of development is $10k. So you begin with a $12500 loss (as you haven’t sold any units yet) and need to account for revenue sharing. Finally for the setup, let’s assume that being a new dev wanting to have a chance to show quality before charging more, decide to price your game at $20 per copy.
Without accounting for your funders share or taxes, you need to sell approximately 894 copies before you’ve made a profit –
Per Copy Game Price: $20
Entry Fee: $2500
Game Dev Cost: $10,000
Steam Per Copy Share: $6 (at 30%)
Copies Sold: 894
Revenues: $17,880
Profit: $16
Now add in an additional 50% revenue share for the funders and you’d have to sell a total of 3,125 units:
Per Copy Game Price: $20
Entry Fee: $2500
Game Dev Cost: $10,000
Steam Per-Copy Revenue Share: $6 (at 30%)
Funders Per-Copy Revenue Share: $10 (at 50%)
Copies Sold: 3,125
Revenues: 62500
Profit: 0
According to gamesindustry.biz, the average number of shares sold per game last year was 7,188 vs 13,655 the year before (Average Steam game sales plummeting - Steam Spy | GamesIndustry.biz). So assuming a new game of quality has modest sales at best because it’s a niche game from a less popular niche, they may only hit that break-even point. Add in taxes, and it’s a failed game.
Even if the game sells the average number of copies, after taxes, it’s likely to not be enough to even fund another game of similar size and scope, let alone allow an indie dev to live off of. Now, I look at the long-tail of sales and assuming a number of games produced with a decent long-tail, and with enough games, you might survive as long as you get funders each time, but for that first time? It’s a deterrent, and as much as we all hope to have incredibly successful games, the reality is that the average is still ‘the average’ and we need to plan around it.
So I think the barrier to entry should remain low so that indie devs can get started. There has to be another way to ensure quality.