5 ms·
Only Apple charges an additional $100 per year though. I know that's nothing for big studios, but it scares very small indie devs away.
by jhasse 3y ago
Only Apple charges an additional $100 per year though. I know that's nothing for big studios, but it scares very small indie devs away.
- sleepybrett 3y agoa hundred dollars. A year, thats 0.27 cents a day. The boomers tell me that's just 5 avacado toasts a year.
- Jensson 3y agoIts quite a lot to pay just to make a gamejam game available though, and that is where indie developers starts out. If you can't publish your toys without paying 100 dollars then it is a huge issue for onboarding new developers who just want to test what it is like.
- prewett 3y agoThe $100/yr is to publish to the App Store, which I don't think is the place for a gamejam game. You can download Xcode for free and distribute the resulting binaries for free.
- Timon3 3y agoYou are technically correct, except that you have to jump through hoops to run an unsigned application (https://support.apple.com/guide/mac-help/open-a-mac-app-from-an-unidentified-developer-mh40616/mac https://support.apple.com/guide/mac-help/open-a-mac-app-from...), which for the normal user is tantamount to not being able to run the game.
- kevingadd 3y agoNot anymore thanks to signature requirements. You need to be a registered developer and notarize your binaries.
- sleepybrett 3y agoNot actually required. Strongly suggested, but not required.
- _23sd 3y agoSteam charges a one-time $100 fee per game, so it’s still similar if upfront publishing costs are the issue. But certainly that $100 is less worth it if there are hardly any Mac players and thousands of Windows/Steam players.
- jhasse 3y agoThere's a big difference: The Steam fee "will be recoupable in the payment made after your product has at least $1,000 USD Adjusted Gross Revenue for Steam Store and in-app purchases." https://store.steampowered.com/sub/163632 https://store.steampowered.com/sub/163632