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(just to clarify, I am in no way involved with Dead Matter, I am just a guy who has worked on and has multiple games on Steam)

This is probably a very dumb endeavor to go on since from what I have seen, everybody who has tried to go against some of these conspiracies is just pegged as a "white knight" for the devs.

But guess what, I can tell you your conspiracies are wrong and also be very against how the developers of Dead Matter have handled the situation thus far. Which I am. You guys have every right to be upset, but please it doesn't help your cause when the "reasons" you guys are coming up with for what they did are so wrong its actually kind of ridiculous.

Yes. Valve takes 30%. BUT Valve only takes 30% from sales on the Steam Store. Since you know, that is what you are paying for, using their store front to get access to their millions of customers.

Valve does not charge for keys. This is such a dumb thing that I keep seeing pop up everywhere and everyone is saying it like its fact. Its not, not even in the slightest. What are they charging 30% of? Why would they be charging 30%? To host the game files? That would be the worst deal in the history of online hosting.

If say I want to sell my game on the Humble Store, I literally generate keys, set up a deal with Humble and send them the keys.

If I want to sell keys on my own website, again I just generate X number of keys, set up my website and sell the keys.

And yes, there is a limit to the number of keys you can generate in a given timeframe, but I will not speak on it because off the top of my head, I am unsure of the exact numbers.

The rules against this are:

You can't sell things for cheaper (I believe just the base price and that short term sales aren't counted, but I may be slightly wrong on this, but the idea that I am saying is correct). Meaning I can't sell it on Steam for $30 but $20 on my website.

And then the rule that I believe they just ran into: You cannot sell keys for something that you cannot buy on steam ONCE ITS RELEASED.

Meaning what they have done up until this point was perfectly fine, but now that the game is an actual product that you can play, they have to stop all sales everywhere until the game is released on Early Access and purchaseable in the Steam Store. What they have been doing, selling keys for future access to the game falls under crowdfunding and is perfectly fine. I feel like so many of you forgot Dead Matter isn't the first game to crowdfund and then host a closed alpha on steam as one of the perks...

Again, I am not going to speculate on anything the developers have said. I am just going to say that I am personally frustrated with how the developers have handled the situation. They could have done this so much better.

And again, you guys have every right to be mad. But please be mad for the right reasons. It just does not look good and also invalidates all of your claims to people who know how Valve/Steam work.

I am in no way saying QI is right, or didn't lie about anything. There are some shady things that have happened, but its not even in the ballpark to the theories a lot of you are saying.

EDIT: Alright, I must head out for the day here, but I think I have pretty much answered everything I can in the comments. Maybe I will try and pop in if anything else comes up. Again, this is what I do for a living. I am pretty well versed on the subject. If you still don't believe it and want to think that what I am saying is false. I just ask you to remember this: Nobody has brought any proof forward that even makes a hint at Valve ever charging for keys. Do your own research, you will not find any proof of Valve ever charging for keys. Instead you will find 500 articles/forum posts of people saying they don't and nothing that says the contrary. You can be upset at QI for their handling. That is fine. But there is no need to continue a chain of misinformation on public knowledge.

And here, for the definitive proof literally right from Valve itself:

Steam keys are meant to be a convenient tool for game developers to sell their game on other stores and at retail. Steam keys are free and can be activated by customers on Steam to grant a license to a product.

Valve provides the same free bandwidth and services to customers activating a Steam key that it provides to customers buying a license on Steam. We ask you to treat Steam customers no worse than customers buying Steam keys outside of Steam. While there is no fee to generate keys on Steam, we ask that partners use the service judiciously.

https://partner.steamgames.com/doc/features/keys

EDIT 2: Alright, and after a death threat and a suicide request, I think I am going to go ahead and close out my DMs and stop replies from coming in here. I know the majority of the community is rational, but I am not really up for dealing with the crazies just for posting facts from another perspective. Plus I don't think I have enough whiskey!

External link →
about 4 years ago - /u/Metamoth741 - Direct link

Thanks for chiming in. I know we've done a lot wrong over the last several days, but it's still really appreciated.

about 4 years ago - /u/Metamoth741 - Direct link

Originally posted by VicToMeyeZR

They are still selling alpha keys... What you got now?

We are not. While you are able to 'buy' on the site, the purchase will be rejected.

about 4 years ago - /u/Metamoth741 - Direct link

Originally posted by phonon_us

I agree that there was/is not actual intention to "scam" people, so Hanlon's razor certainly applies here. But the razor can cut both ways.

There was some misdirection (not necessarily intentional) on the key issue, including deflection towards Valve. The initial lack of professional communication also shows their leadership is incompetent to the point of harmful to their own employees. They've been thrown to the dogs, having to withstand ridiculous trolling on discord, twitter, etc.

They obviously never had the 30K+ keys needed for day 1 of Closed Alpha, and the rub is in the why. It was no surprise that they needed tens of thousands of keys, even with the last minute hype surge.

  • Why didn't they have even a few thousand keys ready, let alone 30K+?
  • Why didn't they realize they would get millions of hits on day 1, with the number of backers known well in advance?
  • Why didn't they prepare their discord (and moderators) to support 30K+ users?
  • Why doesn't a game with nearly $2M in public funding have professional community management?

The answer to all of the above is leadership, incompetence, and money. They just didn't plan properly, and definitely didn't allocate their funds properly.

  1. We ordered ahead of time. Valve has limits for how many keys you can get at once.
  2. We do not have millions of backers.
  3. Discord themselves dropped the ball on this. Servers must request an upgrade once they have more than 25k users online. We attempted to contact them about this repeatedly in the runup to the launch of the CA, and they didn't respond until we had to shut our server down and then the development team collectively entered a Discord employee's server and ask them to up it. This still took nearly 24 hours to be done.
  4. $2M is really not a lot in game development.
about 4 years ago - /u/Metamoth741 - Direct link

Originally posted by phonon_us

Thanks for taking the time to answer, I know you're trying. I haven't gone through with a refund and I have my keys.

I feel there is still deflection in these answers. If you don't respond further I will not take it personally, I don't want to waste your time in a nitpick battle with a single customer. In my experience, sometimes we just have to say "yeah I didn't think to do that, whoops."

  • We ordered ahead of time. Valve has limits for how many keys you can get at once.

Obviously not ahead enough, right? It's not like you were 10K short, you were 30K+ short. I was following the indiegogo page for a bit before backing, and it was above 20K for a while, surging to 36k in the last week.

  • We do not have millions of backers.

I've been a back end dev for many years, so I am biased: 30K+ backers means millions of hits to me. With that many backers, I would also assume many people would be visiting my site(s) due to hype. I am not saying there wasn't trolling or script kiddies trying to DOS, but there was a lot of setup that could have helped.

  • Discord themselves dropped the ball on this

I get that the capacity upgrade was not your fault. There are a lot of community issues with a high traffic discord server that blindside people. Basically you need to whitelist for messages, links, emojis, etc. I have no problem with the official discord being read-only for now.

  • $2M is really not a lot in game development

Heck $2M over this many years is not a lot, period. My point still stands. Community management, especially for a crowd funded game, is part of the business model.

  1. Yeah, that's more or less it. We ran with the timeframe on their site, and they needed more time. Left us in a really bad place, but that's on us.

  2. I can't really comment any further here. I'm not a web dev, and I'll defer to your expertise here. We were caught in a bad place, and between attacks and just a lotta folks trying to get in, our site was wrecked.

  3. We still feel awful about having to shut things down, and we're looking forward to being able to bring our full community back online.

  4. We really underestimated just how much our community had grown, and there was a huge silent component we didn't even see until recently. Left us underequipped to handle it when all hell broke loose.