June 23rd, 2012 | By

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It’s been common knowledge for quite some time that Valve’s approval system for indie developers wanting to release a game via Steam is an arcane, obscure process, possibly involving divinations using animal entrails and/or throwing darts at an annotated board. Over the years, we’ve seen a lot of high-profile games come, get rejected and go. Even Derek Yu’s IGF award-winner (and already solidly-selling) underwater Metroidvania Aquaria was flatly refused, and only upon repeated attempts did the game get an audience with the king, so to speak. The latest casualty of this seemingly random approach to distribution is Mutant Mudds, a massive critical hit on the 3DS (see that panel of scores above), but apparently not good enough for PC.

So, what can be done? Right now, Valve claim that they’re working of improving their approval process and how they interact with developers, but clearly there’s still some issues. According to Mutant Mudds developer Jools Watsham (via Twitter), the rejection was flat and simple. “Steam is not a good fit for distribution” for the game, allegedly. While there may be some issues in the game coming from a handheld, Mutant Mudds wouldn’t be the first retro-styled platformer on the service by any means, with Cave Story, Eversion, Tobe’s Vertical Adventure and many more sharing virtual shelf-space.

It has been said that getting some positive press for your game is a key part of getting Steam approval, but apparently that’s not enough in this case – the game is currently the 9th highest rated game on the 3DS, according to Metacritic. Admittedly that’s not the greatest praise ever levelled at a game (poor old 3DS), but it’s certainly not to be sniffed at either. Our man-with-many-hats Chris Priestman put together an article not long ago, covering a few key ways to get your game one of those lucrative Steam distribution deals, but it does still seem to be largely up to luck of the draw at the moment.

I’ve heard it suggested that the Steam approval process is largely one of quality control, although that’s a rather questionable statement when you consider that some spectacular shovelware has been approved in the past. One notable example being Bad Rats – an Incredible Machine clone with a non-deterministic physics engine so bad that even the developer’s own solution can fail a dozen times before working. More recently, the only reasonable explanation for the risible Revelations 2012 getting a Steam release is because it uses Valve’s own Source engine.

Award-winning. Undeniable quality. Initially rejected.

Of course, it goes without saying that Steam isn’t the be-all and end-all of indie distribution. Far from it. Other major digital distributors like Gamersgate are an option, and GOG.com is branching out more and more into indie gaming. The Humble Store seems to be a good storefront for self-distribution as well (and seems to have solid ties with Valve), and there’s plenty of other options besides. A Steam distribution deal does offer it’s own set of advantages, such as good long-term sales potential and access to promoted deals, which tend to spike sales for much longer than the discount is in play. It remains undeniable that it’s a very good place to be if you’re looking to sell big on a smaller game.

So, what can Mutant Mudds‘ developer do? If past stories are any indication, then persistence is key. Keep applying, and keep spreading the word of the game and the planned PC launch. Interacting with the indie press is always a good start, and trying to get blogs and magazines to cover the story. As for what the indie press can do to change this sad state of affairs, not just for this game but for others? Well, we can make noise, too. Spread the word of such seemingly arbitrary dismissals. Beat the drum and let Valve hear that they’ve still got work to do. I’ve heard it suggested that a possible solution would be hiring a panel of ‘Indie Tsars’, to help pick out the wheat from the almighty pile of chaff that is the weekly submissions. Either way, something clearly still needs to change, so we’ll keep beating this drum until it does.

About the author

(303 posts)

A geek for all seasons. A veteran of early DOS-era gaming, with encyclopaedic knowledge of things geeky on all platforms. The more obscure and bizarre, the better. If you've got indie news you want to break in a big way, send it this way!

  • Kendra Kirai

    Not having played the game, I have three questions;1) Does the game use both screens?
    1a) Does the game use the touchscreen?
    2) Does the game make heavy use of the 3D gimmick?

    If the answer to two or more of these is ‘yes’, I don’t see the problem with it being rejected. The transition to PC would seriously hinder it.

    (Also, the three examples given above for old-school style indie platformers were all originally ON PC.)

  • Bob

    The bottom screen on the 3DS is used as a map screen, and doesn’t control at all with the touchscreen.

    The game makes use of the 3D by having a background plane and foreground plane (similar to some Mario games), so the lack of 3D wouldn’t hurt the experience.

  • SolarLune

    I don’t think that Steam should have such a restrictive quality control. It’s the developers’ games. The developers have the responsibility to form the game in a way that would be pleasant to play on whatever platform the game is for, 3DS, PC, Mac, whatever.

    Given that this wouldn’t be a straight port from the 3DS to the PC (i.e. there would be at least a little tweaking involved with getting whatever’s on the bottom screen to a normal menu), I doubt that it was a simple “Take it from the 3DS, throw it at Steam” kind of thing (i.e. the fact that it was on the 3DS wouldn’t make it a bad fit for the PC).

    And although I haven’t played the game, I’m pretty sure that it was mostly a solid platforming experience, not something that relied on a specific target platform (the 3DS) to execute properly.

  • http://twitter.com/dominictarason Dominic Tarason

    Yeah, from the sounds of it, the PC version is near-complete and doesn’t require any 3DS-specific features to work. That probably isn’t the issue at hand here.

  • Ultramalakian

    Dunno… Steam has some horrible games in it’s catalogue, that’s certain (the ones you pointed out, for example) but it has done things for the indie games that not many developers have. Quickest example to come to my mind: The binding of Isaac. Here, the story is exactly the opposite: the game was denied a Nintendo DS release because the guys at Big N thought the story touched certain religious topics that would stir up controversy. Valve, on the other hand, gave all it’s support for the game to be released on Steam. Edmund McMillen has actually praised Steam and Valve for helping developers like him to get their work published, the game has sold 700,000 copies already and lots of DLC’s have been sold by now.

    So, basically, what I’m trying to say, is Valve indeed has committed some mistakes in the past, but I don’t think they are actively trying to hurt developers or block any opportunities on their distribution service… maybe they just need to re-check their standars for this kind of stuff… so more games like Mutant Mudds get to Steam and things like “Bad Rats” are encouraged for a freeware release on miniclip or something…

  • Go2fuck

    Stop forcing your shitty indy graphics, they were only like that back in the old days because they couldn’t do any better.

  • http://www.indiegamemag.com The Indie Game Magazine

    There have been tons of stories about games being rejected – often times persistence is key with Steam. Gemini Rue was initially rejected too. Don’t give up!

  • He Man

    And now there is Greenlight.
    Steam is only getting better, it seems.