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A BIT ABOUT US  ~350 employees  Located in Bellevue, Washington, USA  No management layer  Most of the company works on product development  No external investors, so no short term revenue goals

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AGENDA 1. Steam Overview 2. Tools & Features 3. Q&A, chat, etc.

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PART 1 Steam Overview

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THE ELEPHANT IN THE ROOM Pre-Greenlight Greenlight Direct Getting your game on Steam Months of uncertainty waiting for Valve review Weeks or months of uncertainty in Greenlight Just ship it when you’re ready via Steam Direct. Game releases per week 5 70 180

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STEAM IS DIVERSE – TOO DIVERSE?

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STEAM IS WORLDWIDE April 2014 April 2016 April 2018 Currencies Supported 5 29 38 Payment Methods Supported 40 50 80+

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STEAM SALES BY REGION, 2017 (REV) North America 33% Western Europe 29% Russia-CIS 5% Oceania 4% Asia 19% Eastern Europe 3% South East Asia 2% Latin America 3%

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STEAM IS BIG AND GROWING 0 5 10 15 20 April 2014 April 2016 April 2018 Миллионы Peak Concurrent Users

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STEAM IS BIG AND GROWING 0 10 20 30 40 50 April 2014 April 2016 April 2018 Миллионы Daily Active Users

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WHY DO NEW CURRENCIES MATTER?  13.5 million new first-time Steam purchasers from January 1st 2018 to April 30 2018.  That’s 3,750,000 people each month, or roughly the population of Uruguay.  Solves concrete problems for our game developer partners!

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MORE SUCCESSFUL RELEASES 2010 2011 2012 2013 2014 2015 2016 2017 Games earning over $100,000 in first 30 days

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STEAM IS A BIG OPPORTUNITY  Yes, there are a lot of new releases on Steam  There are more games being made  And there are a lot of new players

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STEAM IS A DIFFERENT KIND OF OPPORTUNITY  We don’t sell ad space or pick winners & losers  We are not the taste police  Great games find their audience  Huge variety of business models  Huge variety in scope, style, mechanics

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GENERAL TIPS  Make a plan  Sign up and put up your “Coming Soon”  Find and talk with communities of fans  Make a good trailer and get to the point  Get your game in front of people who aren’t afraid to hurt your feelings

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LANGUAGE USE OF STEAM PLAYERS Simplified Chinese English Russian Spanish German Brazilian Korean French Traditional Chinese Japanese Thai Italian Other

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BRINGING MOBILE GAMES TO PC Important things to consider:  Resolution  Input  Business Model  User Generated Content

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IT’S EASY TO SIGN UP  Digital paperwork  $100 Per app recoupable fee  Brief app review  Release when you’re ready!

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PART 2 Tools and Features

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WHAT YOU GET An open platform with tons of freedom  Free keys to use for testing or selling  Update whenever you need to  Connect with your customers  Involve players in creation

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FREE, OPTIONAL APIS AND FEATURES  Matchmaking  Achievements  Cloud Storage  Workshop for Mods  Inventory Service  Microtransactions  Leaderboards  Early Access  Controller Support  VR Audio  Etc.

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EARLY ACCESS  Helps set customers expectations  Gives you space to iterate and test  Same features are available as normal  Transition when ready

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INVENTORY SERVICE  For games with persistent user items  Steam’s servers manage player inventory  Integrated with Wallet, Trading & Marketplace  Items can be purchased or dropped

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ONGOING VR INVESTMENT  Support for VIVE / Rift / WindowsMR and all future SteamVR headsets  Thriving marketplace  160% Year-over-year increase in Monthly active VR users on Steam  Valve is working on new Base Stations and Controllers

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STEAM DEV PAGES  A customizable home page for devs  Followers notified when you release your next game  Now in beta

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What else should we be working on? What else do you want to know about Steam? Let’s chat. AND MORE…