These days, it seems like Valve will let just about anything on Steam. Programs like Greenlight and Early Access make it easier than ever to get a game on the preposterously popular PC storefront. Some of these games are very bad. How does this happen? What is the process actually like?
Redlight, Greenlight
Most developers have to get on Steam through Greenlight, which, in theory at least, lets good games make it to Steam through user votes. Itâs also the least consistent way of getting a game on the service. Greenlight allows developers to create Steam store page-like listings for their games that can include a trailer, screenshots, a game description, comments, and a discussion section.
Valve doesnât have the time or manpower to hand-select every game that gets onto Steam. The goal of Greenlight is to crowdsource that process. The hope is that a game will get enough votes to make it into the top 100, where most games have a pretty realistic shot of getting welcomed into Steamâs gated community.
It costs $100 to submit a game to Greenlight, which Valve says is a preventative measure against joke submissions. (It doesnât always work.) While expensive, itâs not at all difficult to submit a Greenlight page or, if your game isnât very far along, a Greenlight concept page. Steam users can upvote Greenlight games they find interesting, which in theory will lead Valve to give them the official Greenlight green thumb of (green) approval. In practice, well, itâs not that simple.
Developers can monitor their vote progress with a page that looks like this:
Votes alone donât get a game through Greenlight, though. âWe try to incorporate external factors such as awards, critical acclaim, significant Kickstarter success, press coverage, etc,â Valveâs Doug Lombardi told Kotaku. âAt the end of the day, weâre trying to prioritize the games that customers are most interested in having on Steam. The goal is to keep refining the process to get better and better at making sure games customers want are available and discoverable on Steam.â
As of this writing, Valve has greenlit 3667 games. Of those, 2943 have been released. In order to attract votes, it helps to be a good self-promoter. Thatâs not every game developerâs strong suit, but the Greenlight gods demand it.
âOur Greenlight campaigns were both very simple, and relied primarily on the organic traffic provided by Steam,â Sam Redfern, developer on Musclecar Online and Goblins & Grottos, told Kotaku. âWe did a small amount of additional marketing via Twitter, but I can honestly say that this was irrelevant. All thatâs relevant was how well the game appealed to the audience browsing Greenlight. And the overwhelmingly most important thing in that is the trailer video, since thatâs the first thing (i.e. probably the only thing) people see.â
Redfern recalled that it was hard to get Greenlit in the early days of the service. By the end of 2014, things were easier, and his studioâs game Goblins & Grottos had an easier path. They also did a better job with the Greenlight listing. âWe had a really good trailer which showed off the game in the best possible way: quick, snappy, humorous. The fact is, any decent game gets greenlit these days.â
Redfern noted that the question literally asked on a Greenlight page is âWould you buy this game if it were available in Steam?â He just doesnât think people are thinking about that when theyâre voting. âThe goal is to make people say âHey, thatâs cool!â The goal is not to make them say âIâd buy that!â despite the fact that Valve is asking them that.â
Almost every developer I spoke to who experienced a significant publicity boostâwhether discovered through Greenlight or outside of it thanks to, say, a Kickstarterâgot greenlit shortly after. Generally, though, that came on the heels of an appealing Steam Greenlight page beforehand. âI made a special GIF just for the Greenlight page icon (the square one you see in the list of all Greenlight games) and I would suggest anyone doing Greenlight to do the same,â said Kenneth Backus, a developer on cel-shaded airplane roguelike Sky Rogue.âThe game was already on itch.io, so I advertised the page on all of those and I think some friends posted on Facebook. I got a lot of traffic thanks to NerdCubedâs Sky Rogue video being published a month before I started on Greenlight.â
(NerdCubed is a YouTuber with nearly 2.5 million subscribers, so you know, nice feather in the olâ cap if youâre angling to get onto Steam.)
Iâve also spoken to a few developers who eventually made it through Greenlight but couldnât really pinpoint exactly why. Like, they were completely stumped.
Sometimes it just⊠happens. Coin Crypt developer Greg Lobanov and Sky Rogue developer Kenneth Backus both told me about games theyâd essentially abandoned getting greenlit out of the blue. Lobanov put an Earthbound-inspired RPG called Phantasmaburbia on Greenlight right after the service launched, and Backus took a similar approach with a co-op brawler called SWOOOORDS After two years of nothing, both were suddenly notified that their games had been greenlit in early 2015, shortly after Valve decided to let more games onto Steam as part of September 2014âs Discovery Update. Backus suggested that this might mean nowadays you can get a decent-ish game onto Steam with a purely attrition-based approach.
But even developers who put their games onto Greenlight after Valve opened the floodgates have languished, only to be greenlit out of the blue months later.
âWithin the first week, Cloudbase Prime got 633 yes votes on Steam Greenlight,â Tyrus Peace, developer of in-development first-person action puzzler Cloudbase Prime, told me. âIn total, over the first 3 months: 770, which I believe topped out at about 40% of what anyone in the top 100 had at the time. And then I got Greenlit on May 12, 2015! I have no real evidence of any reason why. My game didnât happen to get popular on the Internet that week, and my votes didnât move an inch that day.â
The thing is, nobodyâs 100 percent sure because, as per usual, the company that brought us games like Team Fortress 2, Ricochet, and Letâs Wait Three Months To Notify People About A Breach That Happened On Christmas doesnât do much communicating. While a few developers I spoke to knew people within Valve, most said they never spoke to Valve at all during or after getting greenlit. Much of the process is automated. So sometimes when developersâ games get greenlit, they donât quite know why.
Other times, people donât know quite why their games donât get greenlit. On that front, thereâs the especially curious case of Social Justice Warriors, a satirical game about trolls, labels, and us-vs-them mentalities. Developer Nonadecimal Creative told me:
âAfter spending eight months on Greenlight, with half of that time spent in the Top 100 watching other developersâ games get greenlit with fewer votes than my own, I started to wonder if there was some reason Valve was ignoring the game. A lot of my friends started their own Greenlight campaigns and sailed through with only a few thousand votes while I was still waiting.â
âIt was around this time that Hatred was banned from Steam and I wondered if Valve also considered Social Justice Warriors too controversial for their store. Hatred was the #1 game on Greenlight and SJW was right behind it at #6. But then Hatred was unbanned and published and I was still stuck at the top of Greenlight. So I sent them an email asking if there was any issue with my game and if I could make any changes to resolve the problem. I never heard back from them but I was unexpectedly greenlit about a month later as I was running a booth for SJW at PAX South. I donât know if it was in response to my email or because someone from Valve saw the game at PAX.â
Nonadecimal Creative obsessively checked their Greenlight stats, watching votes per day vacillate and freaking out when database errors caused Steam to tell them they were back down to zero votes. âIt becomes a really frustrating hourly ritual,â they said.
For some, itâs total cake to get through Greenlight, even with a game that isnât super hot. For others, the process is so opaque that it borders on maddening. But, in speaking with so many developers, I did come away with a few agreed upon pieces of conventional wisdom:
Have a good trailer thatâs snappy and shows gameplay. Save the long-winded story mumbo-jumbo for later.
Being at the top of Greenlightâs ânewâ section brings lots of attention. Itâs a make or break period, so be ready to hustle and engage with people during that first week.
If you have a means by which people can play your game (a demo or the whole thing hosted on a site like itch.io), so much the better.
Games that can quickly express why theyâre unique usually do better.
Positive attention and press helps, but itâs not a necessity if youâve got a solid trailer/description on Greenlight.
If all else fails, wait. Something might happen⊠even if you never really find out why.
So thatâs Greenlight. From there, developers have to integrate their game with Steamâs API and add achievements and trading cards. Itâs a fairly smooth process relative to, say, Apple or Googleâs app stores, but it still takes a lot of workâsometimes weeksâ worth. Still, at the end of it all, theyâve got a game on Steam (or Steam Early Access). Doing even moderately well on Valveâs PC gaming mega-mart is huge for smaller developers. It may not be a golden ticket to the indie champagne party in a delicately almond-encrusted sky like it was in the pre-Greenlight days, but itâs still a big deal.
What about the other ways to get a game onto Steam, though? Well, they tend to be much more straightforward, but there are some big âifsâ involved.

The Alternatives
There are a few main ways to avoid slogging (or speeding) through Greenlight: signing on the dotted line with a publisher, personally knowing somebody at Valve, or having a previous noteworthy Steam game to your name. Once again, though, none of these things are 100 percent reliable, nor do they necessarily get a game past the hoary old Greenlight cerberus.
âWorking with a publisher does not bypass the process,â Valveâs Lombardi said. âIf a developer has a proven track record with customers, that helps a bunch, but ultimately itâs the game that is the deciding factor.â
So itâs a case-by-case thing. Sometimes, itâs extremely straightforward. Forrest Dowling, designer on survival roguelike The Flame in the Flood, told me that getting hoisted from uncertaintyâs choppy waters and onto Steamâs bountiful land was as simple as pitching the idea of the game to a Valve contact. He told me it happened before the gameâs Kickstarter, so the studio didnât even have much to show at the time.
âBasically we got in because we knew folks at Valve and were able to bypass the Greenlight process⊠In our case, the studio was new but the developer pedigree was high [because weâd worked on BioShock]. So it was essentially, âHey, can we get an App ID?â And Valve was like, âSure, seems fine.â It did involve talking through what we wanted to do with our game, to show that we werenât doing some super weird thing thatâd never show up on Steam anyway.â
It was barely even A Thing, in other words.
On the opposite end of the spectrum, Michael Molinari, designer of Twitch-powered platformer Choice Chamber and rhythm game Soundodger (among others), told me his publisher, Adult Swim, had to fly to Valveâs Bellevue, Washington HQ, because the publisher wasnât even responding to e-mails. The Adult Swim folks brought a laptop loaded with hopeful games. âValve only ended up picking a couple games from that lot, which thankfully included Soundodger,â Molinari said. âI would assume with their multiple Steam successes since then, the process is a bit easier and requires less flying across the country.â
Despite that (eventual) success, Molinari said Valve still told him to put Choice Chamber on Greenlight. When in doubt about a game, that seems to be Valveâs go-to solution.
So really, Steamâs direct route can be almost as variable and complicated as Greenlight. It can be tough pretty much no matter what you do. That in mind, we now turn to face the elephant in the room: bad games on Steam. Some good games donât make it, some developers with proven track records donât make it, and some publishers have to fly across the country to avoid getting caught in a glorified game of âredlight, greenlight.â How, then, do so many subpar games show up on Steam?

Why so many bad games?
Greenlight was designed to get the cream of a crop of lesser-known games onto Steam. Having people go through a publisher or be a similarly known quantity is another way to hopefully ensure that a game wonât be, you know, garbage. And yet, if Steam was a restaurant, the health inspector would almost certainly flunk it, because thereâs crap everywhere. Why? Where does the process break down?
The most glaring issue, most developers I spoke to opined, is the structure of Greenlight itself. Itâs a consequence-free buffet of games. People can glance at a game, think, âHuh, sounds like an alright idea I guess,â and hit the âYesâ button without a second thought. On second inspection, said game might look horrible, or it might quickly become evident that the developer doesnât have the needed skills or resources to realize their ambitions. But many Steam users donât make it to the second inspection. By then, theyâre looking at another game.
âYour pitch on Greenlight is really simple, there are âYesâ and âNoâ buttons directly below and the users will probably make a snap judgment in a few seconds. They are not making binding decisions to pay money right now,â said Sky Rogueâs Backus.
Goblins & Grottosâ Sam Redfern concurred. âBasing the decision on the fickle whims of the Steam users is a flawed process,â he said. âTheir âyes/noâ clicks are taken very lightly by them, perhaps based on genres of game they like, or a split-second impression, and little else. Although Valve ask them âWould you buy this game?â thatâs not what theyâre really voting on, in most cases. Itâs not a shopping decision, itâs just a first impression.â
As a result, people often upvote things that are zeitgeist-y (survival games, puzzle-platformers, dating sims with preposterously busty anime ladies) or things they find funny at first glance (insipid joke games like Cat Simulator). I mean, why not? In the short term, thereâs no consequence.
Steam Early Access, while a useful tool for many developers, is also giving creators of some bad games an out. Developers can excuse away obvious flaws or a lack of polish by saying, âOh, weâre planning to go into Early Access, not regular Steam.â Some games then languish in Early Access, unfinished by their creators as audiences grow increasingly impatient.
Coin Cryptâs Greg Lobanov thinks standards are also going down. Back when he first tried to get a game, Phantasmaburbia, onto Steam, it was lambasted for looking âlike a Flash game,â something to be justifiably wary (though not immediately dismissive) of. Now, thanks to an across-the-board lowering of standards due to Early Access, stuff like that gets greenlit all the time.
âIt seems to me like with each wave of Greenlight passes, the average game quality on Steam takes a fraction of a percent of a hit, and over months and years itâs taken enough of a hit that peopleâs expectations of games are wildly different now,â he said. âJust clicking around whatâs on top of RPGs now, I found games like this which despite having way more of that âFlash gameâ aesthetic than Phantasmaburbia does, generates totally opposite response to what we got⊠I think itâs symptomatic of shifting opinions which let the âworst game on Steamâ get a little bit âworseâ over time as the âaverage game on Steamâ is getting âworseâ too.â
Two developers I spoke to said they believe that publishers are a much bigger part of the problem than most people think. Social Justice Warriorsâ Nonadecimal Creative pointed a finger at one such publisher, whose library includes one of the most notoriously terrible games on Steam:
âWhile Greenlight seems to get a lot of complaints from the public for watering down Steamâs catalog, I think these sorts of publishers are more to blame. This publisher Strategy First for example has 135 titles on Steam (including the infamous Bad Rats), with almost half of them lower than 50% positive user reviews and often heavily discounted below $1. I donât know the circumstances of their relationship with Valve but with them getting a percentage from every developer they sign, it seems like they have an incentive to publish as many games as possible with no discernible downside.â
I attempted to contact Strategy First multiple times to find out why they seem to publish quite a few subpar games, but as of writing they had yet to respond.
âThe strangest publisher by far is Black Shell Media,â Sky Rogueâs Backus told me. âItâs very common that if you release a game, youâll get a creepy form email from these guys, and youâll get it at least five or so times. They have a fair number of seemingly successful titles, but a lot of their games either sell under 10k or sell more but have really bad reviews.â
I got in touch with Black Shell about this curious practice, and they acknowledged that, yes, they do reach out to developers by way of âcold emailâ sometimes, but theyâve cut down on doing so in recent months. Still, nearly half their selection of games on Steam have either âmixedâ or âmostly negativeâ Steam user reviews, so I decided to ask how that happened.
âSome of the negative titles may have resulted from a variety of factors,â said chief marketing officer Raghav Mathur, âincluding the development team straying from their original vision or falling off the wagon, complications arising when certain features were integrated, a lack of initial funding to get solid artwork and visual polish, or simply just things not ending up as great as we all initially thought they would. We always strive to work with our more negatively received titles to help identify what the actual issues are.â
âSometimes that gamble doesnât work out for us,â he added, âbut I am proud of the fact that we have given the opportunity to get on Steam to developers that are excited to enter the market but were not able to alone.â
He also noted that some Black Shell-published games get to do a sweet kickflip over the Greenlight barrier and go straight onto Steam, but others (usually ones from lesser-known developers) have to wait in line like everybody else. Sometimes a publisherâs job is to help usher a game through Greenlight, which Mathur claimed Black Shell can reliably do in a few weeks. It just doesnât always lead to good games.
Ultimately, though, itâs hard to know how many of Steamâs quirks to chalk up to intentionality and how much of the blame belongs to obliviousness, neglect, or Valveâs notoriously slow and secretive development process. Valve is a company made up of extremely smart people. They are also, on the whole, pretty observant, even if they donât always talk about it. But that lack of transparency leads to questions on top of questions, many of which fall on deaf ears.
Once upon a time, Valve was planning to eliminate Greenlight altogether and replace it with a series of user-generated stores. Last time I asked them about that, they said they still were. That interview happened a year ago. When is the big change happening, and whatâs going on behind-the-scenes with Greenlight to pave the way? Nobody really knows. On the upside, there are now safeguards like refunds in place to protect users as they navigate Steamâs winding labyrinth, but that cures a symptom, not the overall sickness.
Steam is a strange ecosystem, and Valve occupies an even stranger place within it. Once upon a time, Valve hand-curated Steam entirely, but they say they want to be completely hands-off in the future. At the moment, theyâre awkwardly wedged in the middle, and itâs led to a system rife with questions and contradiction. Perhaps in time Steam will reach its ideal state, as Valve has proposed on multiple occasions, and this cloud of confusion will dissipate. Until then, though, itâs an identity crisis, and a messy one at that.
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