Valve Updates Steam Groups To Curb Gambling Spam


If you play Counter Strike: Global Offensive, odds are you are probably not unfamiliar with the mass quantities of spam groups that have popped up related to gambling websites. Thanks to Valve not implementing a way to automatically block group invitations, players were at the mercy of whether or not a bot group had you in their sights. With today’s update, Valve hopes to curb Steam spam by preventing level 0 bot accounts from spamming invites.

First off, we see that more and more organized spammers are using bots to create groups on a huge scale. At some times, the number of new groups created explicitly for spamming outweigh the legitimate groups. Once a spammer has created a bunch of new groups, they then use bots to invite random players into the group. Even if only a small percentage of players that were invited end up joining any one of these groups, the spammer still can end up with a significant audience. The spammers then use these groups to advertise various websites or offers by posting frequent announcements to the members.

Starting today, you will only be able to invite your friends to groups, and likewise in regards to receiving invitations. It seems fairly likely that this will lead to friend request spam replacing group request spam, but it is a step in the right direction.

(Source: Steam)

Banned Steam Seller Is Back, Threatening Steam Users


Gennady Guryanov Alekseevich shouldn’t be selling games on Steam, he was banished from the service in April when Valve discovered that he was using Steam accounts to boost the reviews of his games. In fact, his entire library of games was destroyed: Zi, Julai, and K-Rolik.

Secret Doctrine is a game developed by Luma14Kulan, the alias of Gennady Guryanov Alekseevich and which is currently available on Steam at the high price of $50, despite the aforementioned individual being barred from selling products on it.

Through tough research, MMO Fallout was able to verify that not only is Gennady Guryanov the developer of The Secret Doctrine, but that he is in fact currently going by the username Lama14Kulan. How did we discover this information, you may ask? Via the not-so-subtle about page on the game’s own website.

And since Lama14Kulan is shady enough to get himself banned for underhanded practices, it may not be surprising to see that users are being threatened with lawsuits over their criticism of Guryanov’s business tactics.

For what it’s worth, as with most games of this stripe, while Guryanov may be back on Steam, it hasn’t stopped his game from flopping hard. As of this writing, there is one review of the game (Russian) by a user who is (unsurprisingly) friends with Guryanov. There isn’t a single person playing at this time and sales are expected to be miniscule as publisher Elena Schukina (seen above threatening to sue a user) is trying to play up the controversy as “black PR” to drive more sales.

Given that Guryanov is located in Russia and his game has sold virtually nothing, the threat of lawsuit falls on deaf ears. Members of the community should not allow empty threats from a shady creator stop them from exposing and criticizing problematic players in the Steam economy.

(Source: Guardians of Greenlight)

Valve’s Trading Card Update Shoots Shovelware Games In The Heart


Those of you who use or follow Steam in any capacity are no doubt aware of the high volume of low effort shovelware being heaped onto the service, increasingly from developers out of Russia, that have popped up on Steam for one purpose: Farming trading cards. These games use unscrupulous methods, through bot voting or through key bribery, to get their games greenlit, after which the game is immediately besieged by thousands of bots who idle the game and then sell the trading cards for money or break the cards down into gems which are then sold for money. The bots make money, the developer gets a cut of the sales, and others have more incentive to throw their shovelware onto Steam for an easy, if ill-gotten, profit.

The practice has become so popular that there are entire Steam groups dedicated to buying up these low quality games for the purpose of farming cards in large quantities.

Today’s Steam update takes those bad actors out back and buries them next to the rose bushes. In order to be eligible for trading cards, a game must obtain a certain confidence level showing that people are actually playing. In the update notice, Valve attributes changing the trading card system as being to cut down on faux data.

As we mentioned in our last post, the algorithm’s primary job is to chew on a lot of data about games and players, and ultimately decide which games it should show you. These Trading Card farming games produce a lot of faux data, because there’s a lot of apparent player activity around them. As a result, the algorithm runs the risk of thinking that one of these games is actually a popular game that real players should see.

Thankfully this system is retroactive, meaning you’ll receive any cards you should have once they are made available.

Instead of starting to drop Trading Cards the moment they arrive on Steam, we’re going to move to a system where games don’t start to drop cards until the game has reached a confidence metric that makes it clear it’s actually being bought and played by genuine users. Once a game reaches that metric, cards will drop to all users, including all the users who’ve played the game prior to that point. So going forward, even if you play a game before it has Trading Cards, you’ll receive cards for your playtime when the developer adds cards and reaches the confidence metric.

Valve has confidence that this system will function better than Steam Greenlight, whose failure to curate allowed the games onto the marketplace to begin with, due to the extra variables and larger base compared to the relative few who use Greenlight. Most recently, Valve made major changes to gifting Steam games in order to combat bad hombres.

(Source: Steam)

Prey Developer: Consider Steam’s Refund Policy Your Demo


Prey launches on PC and consoles this week, and while gamers on Xbox and Playstation were able to gauge their interest thanks to a pre-release demo, PC gamers haven’t been afforded the same luxury. Thankfully, Co-Creative Director Raphael Colantonio has a solution: Buy the game anyway, and just make use of Steam’s refund policy. Steam, for those out of the know, allows automatic refunds for games within two weeks or two hours of gameplay, whichever comes first.

“It’s just a resource assignment thing. We couldn’t do a demo on both the console and on the PC, we had to choose. And besides, PC has Steam. Steam players can just return the game [prior to playing] 2 hours so it’s like a demo already.

There are a few important notes to keep in mind that if you’re using Colantonio’s suggestion, foremost being that you have to buy the game through Steam. Registering a third party key will invalidate your eligibility for a refund. Furthermore, the two hour gameplay cutoff isn’t a hard line, but you’ll be dealing with Steam’s customer support and the good will of whoever you happen to be sent to. Finally, there are no guidelines for what constitutes refund abuse, so if you’ve been refunding a lot of games Valve may cut you off.

Otherwise, just think of Prey on PC requiring a $60-80 deposit, depending on your region.

(Source: Aus Gamer)

Tencent Prepares To Take On Steam


Tencent appears to be aiming at PC juggernaut Valve by globalizing its own Steam-esque platform and rebranding as WeGame. Already massive in comparison to Steam, 200 million users in China compared to Steam’s 125 million worldwide, Tencent’s website indicates that the new WeGame platform will support global players on one client, expanding westward and introducing millions more to its ever expanding control of the market. The news comes from a splash page on Tencent’s website, translated and discussed by Niko Partners analyst Daniel Ahmad.

For those vaguely familiar with Tencent’s name, the company owns League of Legends developer Riot Games and Clash of Clans developer Supercell. Its stock is currently worth around $30 USD, putting its value around the level of Sony ($31.79) and Nintendo ($30.41). Last month Tencent released its December quarter earnings, boasting 43.9 billion Yuan, $6.3 billion USD. If anyone has the finances to get a foot in the west and put the fear of God in Valve, it is probably Tencent.

(Source: Twitter)

Steam Cleanlight: Valve Terminates More Developers Over Review Manipulation


Valve has claimed three more souls as Steam parts ways with developers over review manipulation. The games in question include Techwars Online 2, Concerning Evergrow, and Trigger Happy Shooting. As posted by a Valve Steamworks moderator, the developers were using fake reviews to make their games appear to be more popular and well received than they actually were, leading to their ability to sell on the Steam platform to be revoked.

None of the games will appear on Steam and their developers will be unable to publish other games going forward.

We (Valve) have identified unacceptable behavior involving multiple Steam accounts controlled by the developer of this game. The developer appears to have used multiple Steam accounts to post positive reviews for their own game. This is a clear violation of our review policy and something we take very seriously.

For these reasons, we are ending our business relationship with Mikhail Pasik and removing this game from sale. If you have previously purchased this game, it will remain accessible in your Steam library.

(Source: Reddit)

[Community] How Valve Can Make Steam Direct (Closer To) Perfect


Steam Greenlight, the process through which developers pay $100 to gain access to submit their games for players to vote to sell on the platform, is going away. In its place is Steam Direct, a process through which developers will be able to pay a per-game fee to guarantee access to the store front.

The new system has been heavily criticized despite a lack of information at this point in time as to how much it will cost and how developers will be able to recuperate said money. Regardless, I’ve decided to put in my two cents on what Valve can do to implement Steam Direct in a manner that improves over Steam Greenlight.

1. Keep Those Fees Flowing

I don’t personally care if Valve is charging money for games to be submitted, and I don’t even particularly mind if they pocket the money from it either. I’d like to see that cash go toward improving the platform, and it likely will since Valve has funded continued updates like reviews, curation tools, better support for refund policies, even though Greenlight money went to charity. For the most part, however, I view the idea of a $100 per title barrier to be just what Steam needs: hurdles for developers to jump over that aren’t damning for the legitimate little guy. Don’t forget, the per-instance fee is what prevented Digital Homicide from using the justice system to harass 100 Steam users, and I have no doubt in my mind that the Romines wouldn’t have had half of their inventory on Steam if they had to pony up $100 for each submission.

Valve is talking somewhere between one hundred dollars and five grand for the submission fee, and in all honestly I think they’ll err toward the lower end. The highest I’d honestly go if we’re discussing a per-title submission fee is $250, and frankly that’s on the high end. This is also disregarding Valve’s statement that the cost will be recoupable, although they haven’t said how. I also assume that there will be different rules for mod submissions.

Let’s face it: $100 isn’t a lot of money if you’re selling a video game, if you can’t recoup that then maybe your game doesn’t belong on Steam. I know that’s not going to be a very popular opinion, but it needs to be said. We already have a place where budding developers can go and dump their experimental free games that won’t sell $100 worth or were just made as a hobby, it’s called Itch.io. Cobbled together a flash game and want to provide it for free? There’s Newgrounds. Steam Greenlight already costs $100, if Valve went with my idea of keeping the price, the only major difference is it would be more costly to dump a few dozen games on the service.

Ultimately, Steam isn’t a dumping ground for weekend projects, high school finals, and troll/meme games. That’s Itch.io. There are other distribution channels.

2. Use That Money To Fund Moderation

This is important, the fee for submission should be going toward improving the store front. By that, I mean it shouldn’t take months upon months of player reports and negative press for you to remove dead games that are unplayable due to offline servers, whose developers are out of business and never bothered to take their store front down. We shouldn’t have to deal with developers like Karabas who make bullcrap claims that they’ve won awards from shows that haven’t happened yet.

Ultimately, Valve’s increased dividends from developers putting down cash for their direct placements should go into improving the infrastructure that they use for said platform, like how the money you pay at toll booths (theoretically) goes toward keeping the roads maintained.

In fact, let’s go a step further and set up the Steam Direct Sponsorship fund, for developers who are doing great work but for one reason or another could never afford the placement on Steam. Let’s say they’re a developer from Venezuela where $100 USD translates to a fair grand. Let some of the money from submissions go into a kitty for these guys and gals, they can submit their game Shark Tank style and let Valve decide which are worthy of passing through.

3. Throw the Whole System In the Trash

Ultimately Steam Direct is the wrong solution implemented to fix a problem that only exists because Valve decided it should. The problem could be solved through curation of games that come in through Steam, as Valve did before Greenlight, but Valve doesn’t feel like curating. They have the money, but don’t want to spend it. They have the employees, but thanks to the flat structure anything related to customer service has been slowly automated over the past few years because nobody wants to do the work and there isn’t anyone in charge to force said work.

So the ultimate solution, the one most guaranteed to never happen, would be for Valve to take quality control into their own hands.

Valve Kills Steam Greenlight, Implementing Steam Direct


Steam Greenlight, has been both applauded and derided, as a method for small developers to find a platform to make money and as an easily gamed portal through which Steam has turned into a dumping ground for Unity asset flips and actual money laundering schemes. On one hand, the change seems to be mostly cosmetic, a new name attached to an old machine. On the other hand, Valve seems intent on stemming the virtual avalanche of low quality titles, and has announced a per-title application fee for Steam Direct.

While we have invested heavily in our content pipeline and personalized store, we’re still debating the publishing fee for Steam Direct. We talked to several developers and studios about an appropriate fee, and they gave us a range of responses from as low as $100 to as high as $5,000. There are pros and cons at either end of the spectrum, so we’d like to gather more feedback before settling on a number.

Currently Steam Greenlight asks for a $100 one-time fee, which is donated to charity, in order for developers to show their determination. As it turned out, $100 wasn’t much to deter developers like Digital Homicide from flooding the platform with dozens upon dozens of low quality shovelware titles. Valve has stated hopes that Steam Greenlight would one day have no curation on their part.

More information on Steam Direct as it is revealed.

(Source: Steam)

Digital Homicide’s Business Destroyed, Lawsuit Against Steam Users Ends


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The lawsuit by James Romine against 100 unknown Steam users has come to an end. A few days ago, Romine filed a motion for extension of time or dismissal without prejudice, effectively asking the court to either grant him more time or to kill the case until a future date. The reason, as stated in the documents, is as such:

“Upon filing this case, per advice of the local sheriff who could not help me or my business with a massive ARS-13-2921 criminal harassment problem on an Internet Store front and via email, the Plaintiffs business was destroyed completely financially disabling The Plaintiff, destroying usability of all current work effort, and untold other damages.”

If you haven’t been keeping track, Valve responded to a submitted subpoena by terminating their business agreement with Digital Homicide, citing hostility toward customers as a primary reason. As a result, Digital Homicide lost access to a platform that holds at least 70% of the PC gaming community. As such, according to documents filed with the clerk on 9/27, Romine is unable to afford the cost of serving the defendants in said Steam case. Romine had initially asked for either a 90 day suspension or a refund of filing fees and a dismissal without prejudice, which would allow the case to be pursued at a later date.

The court, under the Honorable Stephen M. McNamee, has approved decision #2 and dismissed the case without prejudice. As of September 30th, the case has been terminated. MMO Fallout will update should the case be renewed in the future.

[Breaking] DigiHom Update: All Games Disappear From Store Front


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Relations between Digital Homicide and Valve appear to have gone sour, with sparse details and speculation running rampant after all of Digital Homicide’s games were pulled from Steam one by one earlier today. The news comes on the heels of the revelation that James Romine, owner of indie game developer Digital Homicide, had subpoena’d Valve for the identities of 100 Steam users in pending litigation over negative comments regarding his games on Steam.

Tech Raptor has reportedly received a comment from Valve, confirming that the games were removed due to the developer’s hostility towards customers.

Valve has stopped doing business with Digital Homicide for being hostile to Steam customers.

MMO Fallout has reached out to Digital Homicide for comment.