Funding's the main issue. You'd need someone to bankroll the endeavor, without guarantee of success.
I don't mind covering everything at the moment. At the moment the costs aren't really my concern. It is dev accounts for Apple and Google, it is time that I'll spend on the DB (Already built but needs fine tuning) it is confirming what can and can't be done whilst sticking within the policies that I need to make sure are squeaky clean. Because it is only like a landing page though, or Hub (Certainly from an initial perspective) the games are web hosted, which developers can do for free or minimal costs. I have two free web hosting providers for two of my games and another paid provider for another - and there isn't anything wrong with my content on those) If it can be helpful and if devs want to get involved, the discord is open to anyone who would like to challenge, advise, support or lend a hand. The content will be age-gated and as a possible solution, either access through current tiers or creation of new tiers for subscribers that only have an iphone for example (I have two of my highest paid tiers that have an iphone and need to use web hosted versions to play the game)Funding's the main issue. You'd need someone to bankroll the endeavor, without guarantee of success.
Fair enough.I don't mind covering everything at the moment. At the moment the costs aren't really my concern.
That’s a brilliant point and I couldn’t agree more about the scaling revenue model.Fair enough.
Also please consider a scaling revenue split. Steam and most other online stores take a 30% cut, which is a lot. Some people in the thread here suggested 5% or 10%. I think it'd be best to have the revenue scale to units sold (or overall profit, whichever you prefer). Have games start at 5/95 by default (dev keeps 95%, site gets 5%), then increase it to 10% and 15% after certain sales thresholds are met.
This way the site remains competitive with Steam, and newbie devs have a chance to keep a larger cut of their profit. It's only when a game exceeds X or Y units in sales that you'd crank up the revenue split to 10/90 and 15/85. In practice this would mean larger and more popular games would receive a smaller cut, but in general such games to tend to also outsell the majority of other titles so their devs end up taking in much greater profits.
Steam currently has an inverted setup where the more your game makes, the less you give to Steam (IIRC a game has to earn $10mil to enter the next tier where the revenue split is 25/75). But this only helps already popular games, while most indies struggle to break even $1000 in revenue. IMHO it'd be more fair to do the opposite and let smaller indies keep more money, while better-selling games (which already made a mint) pay a bigger cut to the site.
Personally I'd cap the upper end at 15/85, to keep the site competitive with Steam and Apple, and attractive to devs.
The market's begging for an alternative platform to service adult-game players, anyone who pulls this off will make million.
Good luck!![]()
Looks good for when you launch, those numbers are more than fair.Scale-up structure:
Up to £1,000 revenue → 5% cut
£1,001–£10,000 → 10% cut
£10,001+ → 15% cut (max)
Always happy to help. I hope you pull this off successfully, the market needs more competition between digital platforms. Monopolies suck. Censorship even more. And it's only gonna get worse as time goes on. Adult games (both devs and players) need a robust, censorship-resistant alternative that won't rugpull them at the first sign of governmental scrutiny.Appreciate the thoughtful feedback, that kind of insight is exactly what’s going to make this project a success.
Sure, you can always DM me here orIf you’d be up for that, I’d genuinely appreciate your insight.