We are IDC/Games a videogames platform to publish your game. We are another option to upload your game besides Steam or itch.io. No fees, easy integration and 100% turnover for the developer/publisher the first year!
Here is a quick presentation of what we can offer: https://cdn.idcgames.com/documents/IDC_games_indie_games_distribution.pdf
We are adding pay to play games too in our platform.
We have a welcome pack for the developers/publishers (1st of March 2020 to the 31st of July 2020) who joins our platform (we ask for some quality minimums in this offer), promoting your game with influencers (valued in 6.000 euros) for FREE. Here are some examples: Video 1 Video 2
*This welcome pack doesn’t include the annual turnover deal (100% developer/publisher - 0%). It will be 25% for the platform and 75% for the developer/publisher.
Quick integration guide: How to Integrate a Game at IDC Games
We will only need you to upload the.exe of the game into our platform if it’s single player or local coop (some developers/publishers give us only a Steam Key and we upload it).
If you are looking for traditional publishing and not only partnership we can offer:
-Marketing and promotion
-Full Localization services in 7 languages (Spanish, French, Turkish, Italian, Polish, German and Portuguese)
-Community and moderation
-Servers
-Monetization strategies suggestions
-We support PC & mobile platforms
A succesful published game that we had is Zula Europe reaching +2.000.000 downloads (Steam 1 million and IDC/Games platform another 1 million).
And yes, we also published games that failed in sales. We know more or less games that works or not. But we will at least give a try if you are looking to publish your game with us because you can never be sure 100%.
We have over 4.000.000 registered users (you can see here down below in “Total Members”, no) and we are constantly promoting our platform.
We think that having your game in multiply platforms is not bad because you can reach higher audience. Why don’t give it a try?
Sounds interesting, would love to hear some figures and success stories. I guess the main thing that jumps to my mind when I read this is “why?”.
On the one hand any extra place you can put your game is great, especially for maximising long-tail profits which often for indies far outweigh their day 1 profits conversely to larger studio titles.
That said if the market is super small and youll only make a couple of bucks, it seems like a lot of effort to undertake for not much reward vs Steam, GOG, etc
Would be great to hear how large your user base is, average spend per user, average amount earned per title etc. A lot of these stats are available for steam and other platforms so it will be easy for people to gauge if it is worthit.
Likely it will be as steams figures are tragic for indies due to discoverability issues but still would be great to know!
I know not everyone will be with me on this one but I am glad more are entering this market!
It seems the model is to introduce fees on the second year after release:
This is from the PDF OP uploaded.
0% if you earn under 100k eur, increased fees past that point, and 25% fees after second year.
Also, they want to deliver it through their launcher.
I think epic store may be more attractive in terms of the cut offered.
That’s interesting pricing, as it is normal for the majority of sales for a game to come not long after release. Though I’d expect it would discourage “early access” releases on the platform seeing that would shift the schedule unfavorably for the developer.
The way I see it, they’re fishing for the unexpected big earners. The model is a combination of unity pricing for the first year, and standard royalty cut afterwards.
So, basically if you release a “flappy bird clone #14738295716” there and earn next to nothing from it, they get nothing. But if you suddenly produce an unexpected hit like, I don’t know Undertale, they’ll make a bank with it.
This isn’t bad for someone who is aiming for low return games (which are not expected to earn over 100k eur anyway), but for larger profit projects other platforms are probably going to be a better choice.
And another issues is - I never heard of those guys till today.
Isn’t it generally considered a bad thing to sell your game on multiple stores?
Features too. Steam is loaded with developer features and while Epic doesn’t have that many right now the statement from them is that they will be adding functionality to match at least the mobile app stores. Meanwhile the OP’s store only has login and payment systems.
Not at all. A couple clients I’ve dealt with see about 5-10% of their sales come from itch and another 15% or so come from widget sales on personal sites.
I don’t seem to recall anyone signifncant saying that? I don’t keep my ear to the ground for these things, though.
Note that going cross platform requires uploading your game to multiple stores, and that’s typically considered a good idea.
Considering that we’ve not heard of you for now, it’s really not a good idea for you to intriduce yourself in such a misleading way. You need to be building trust, not starting your first conversations with prospective developers with a bait-and-switch. You might not intend it that way, but that’s how it came across.
Tell us more about this. What have you (or your staff) published in the past? What are the 5 languages? What platforms do you support? What’s your biggest prior success?
People commonly ask how to market their games here, and I’m a big proponent for at least considering working with someone who’s already got experience doing that rather than starting from scratch yourself.
My memory kept telling me that it came up in past discussions that spreading your audience across multiple stores might not be a good idea, but I couldn’t remember the name of the thread and didn’t feel like digging.
So your tag line is “Your free to play online games Publisher”. Does that mean you’re only interested in those games? That’s perfectly cool, but it’d be good to message that up front, so that people with other games don’t have to waste time finding out, and people with those games know you’re talking specifically to them.
Ahhh. That certainly makes sense if your game relies on community interaction. Unless the stores have completely separate audiences, it’ll be harder to reach critical mass if you’re splitting up communities from the start.
Actually it’s a bad idea to just rely on one store. Read from quite a few people in the last months that got hit pretty hard due to changes in the Steam algorithms and as it’s the only store they’re selling kinda screwed.
Problem is that there is no real alternative on PC. itch.io and Kartridge are not known by many players and have almost no users compared to Steam and no visibility, GoG, Epic and Humble are too picky for indies that aren’t already successful… And this platform will probably not have many users as well, so even the best game won’t make big money on there.
There were few mentions on the web of Epic Store contacting people with offer to publish their game, under condition that they will be epic store exclusives for some time. “We don’t do simultaneous releases”.
I’d hazard guess it is “Multi5”:
English, French, Spanish, Italian, German
And “Where do you see yourself in five years?”
Thank you so much for your feedback! We edited our post with the things that you mentioned.
Also we are doing the transition at the moment and we will add soon pay to play games. So we will remove that “Your free to play online games Publisher”.
Sorry for the late answer but we didn’t expect a lot of reactions of this.
Seeing as your zula europe stats include steam sales, and on steam there is over 8000 ratings for the game, I bet that majority come from steam.
Instead of giving stats from another store, please actually provide the stats for your store or its useless. Saying we have a game with over 2 mil downloads but that includes steam, means nothing. You are not steam, do not use their stat to pad yours. If its a low number, be honest and state that.
As long as your honest I see this being a good store to use for alternative / extra income, but without some actual reliable stats, unsure about whether anyone will give you the time of day. All stores start somewhere, its okay to say you have low numbers if that is what it is.
noone here is asking about steam stats, as you are not steam.