Distribution and marketing: the fight for visibility
The mechanism: power moved, the wall stayed
The shift of platform power
In retail the chain was publisher → retailer → developer → player: shelf space was finite, gatekeepers (the publisher, the chain's buyer) decided who shipped at all; the developer got 10–20%, and the barrier to entry cut off everyone but the big players. Steam (2003 as DRM for Half-Life 2, open to everyone by 2013) removed manufacturing, the shelf and the gatekeeper: platform → developer → player, 70% to the developer. But an infinite shelf + open entry = a new wall: visibility.
The real commission is obscurity
On mobile the median is under $10K over a game's entire life; on Steam there are tens of thousands of releases a year. "You can keep 70%, but if nobody found you it's 70% of nothing." Discoverability, not the platform cut, is where revenue actually gets cut. The break-even point is sobering: with cost , price and commission
A $50K game at a $20 price with a 30% cut (you take $14/copy) breaks even at copies. Doesn't sound like much — but most indies sell 500–5000 over the whole lifetime; 3571 is already above the median. The commission moves the threshold by percent, visibility moves it by multiples.
Platform economics (and the 2026 antitrust break)
| Channel | Platform cut | 2026 wrinkle |
|---|---|---|
| Steam (PC) | 30% · 25% (>$10M) · 20% (>$50M) | infrastructure/discovery/refunds; ~74% of the PC market |
| Epic Games Store | 12% (+0% on the first $1M/year) | cheaper, but the traffic is small (~3% of the market) |
| Apple / Google (mobile) | hist. 30% · 15% (<$1M / subscriptions) | the break: Google ≤20% + external payments (US/UK/EU from mid-2026); Apple obliged to allow external links with no cut in the US (case at the Supreme Court) |
| Consoles (PS/Xbox/Switch) | 20–30% (via the publisher) | usually covered by the publisher, not the developer |
The "30% debate" dragged on for years (Valve: that's servers, payments, discovery, refunds, cloud saves; critics: it's rent). What moved it wasn't competition, it was the courts: Epic vs Apple and Google (2020→) forced the mobile stores in 2024–2026 to crack open external payments and trim the cut — a rare case of platform power being broken by a regulator rather than by the market.
Subscriptions: paid for play, not for a sale
Game Pass (2017) and PS Plus are "Netflix for games": studios get roughly $0.50–2 per player per month (estimates), that is, money for being played, not for being bought. Incentives shift: time-in-game > a single playthrough, retention > virality. Microsoft is estimated to be down $10–20B cumulatively — a bet on the ecosystem and lock-in (the Ultimate price jumped $19.99→$29.99 in Oct 2025→$22.99 in Apr 2026: the model lives in price instability). For an indie a subscription means access to millions with no marketing budget, but also dilution of one-off sales and DLC.
Marketing = a visibility machine
If the wall is visibility, marketing is the assault on it. Three levers (for the Steam specifics — the page and the algorithm — see Steam, wishlists and launch):
- Wishlists — the best predictor of launch (≈100 followers → 1–5 copies on release day; 5–10K wishlists → $50–200K at launch). They're built over months: announce 6–12 months out, devlogs, Steam Next Fest, a mailing list.
- Community — the Discord flywheel: announcement → early subscribers → regular devlogs (on a schedule) → fan content/playtests → back into social → 1000+ evangelists at launch. A direct channel with no algorithmic filter.
- Virality and influencers — trust transfers from the streamer to the audience; 10 keys → a couple of streams → hundreds of wishlists. TikTok/Shorts is the new "trailer distribution" via user clips. Lethal Company (2023, solo, $0 marketing) took off on "clippability": every 5-minute session produces 10 potential clips.
🕹 What to play — and what to notice
Solo developer Zeekerss, ~$0 marketing → ~10M copies, $100M+ revenue, ~$33M net to one person. The fuel is "clippability": funny deaths, co-op chaos, a mechanic you understand in 10 seconds ("grab the scrap, don't die").
🎮 Notice: play a couple of sessions (or watch clips) and count how many "clippable" moments come out of 5 minutes. Compare with a slow cinematic game — it has almost none of them, and its viral odds are near zero. You can't plan virality, but clippability raises the odds.
Steam's new-release feed is exactly that wall: thousands of games, most of them with single-digit review counts. A visible power law: the top 1% takes almost all the attention.
🎮 Notice: open Steam → New & Trending → scroll through into "just new". Count how many games in a row have <10 reviews. These aren't bad games — they're invisible ones. That is what all of marketing works against: not "make it better" but "get found".
Solo, a card roguelike, low art cost. 5M+ sales (by Jan 2025) with almost no budget — on word of mouth, streamers and "one more run" clippability.
🎮 Notice: look at how people find out about Balatro — almost always "a friend/streamer showed me". That's trust transfer in its pure form: not an ad, a recommendation. Work out what your Novgorod's word-of-mouth hook is — what would make someone show the game to a friend.
Deep end · discoverability as a power law and a funnelskippable
Sales follow a power law
Outcomes on an open platform are a power law: the median is near zero and the top 1% takes the overwhelming share (Stardew 41M+, Balatro 5M+ against thousands of games at 500 copies). That's not a bug, it's a property of a market with infinite supply and finite attention: attention is the resource, and it concentrates. So the "average outcome" is meaningless for planning — compute the survival threshold (break-even) and the distribution, not "expected" sales.
Marketing is a funnel of signals
Wishlist → launch e-mail → purchase: every step has a conversion rate. Wishlists predict launch better than reviews because they're an intent signal ("I want this"), not a rating. Multiply: , where is wishlists and is conversion (1–5%). Which makes all of pre-launch an exercise in accumulating : Next Fest, devlogs, community, streamers. The platform cut is a multiplier on a sale that already happened; visibility decides whether it happens at all.
Deep end · economics: commissions, antitrust, subscriptionsskippable
Why 30% held and what moved it
30% is the "default price point" inherited from the console era; it held because Steam owns discovery and the audience (network effects: players are where the games are; games are where the players are). Epic undercut to 12% + 0% on the first $1M — and barely moved its share (≈3%), because a cheap cut doesn't buy traffic. What moved it wasn't competitors but antitrust suits: Epic v. Google (Google lost, injunction) and Epic v. Apple (Apple obliged to allow external payment links with no cut in the US; the litigation is heading to the Supreme Court). The lesson: platform power = power over discovery and payment, and it gets broken by a regulator, not by price.
A subscription changes the objective function
Pay-per-play (~$0.50–2/player/month) redefines what you optimize: not "sell a copy" but "hold attention". That's good for indies (access with no marketing) and dangerous for design (chasing an engagement metric → Goodhart). Plus a subscription cannibalizes one-off sales and DLC — which is why big publishers keep entering and leaving the catalog.
ML / AI (your domain): the visibility crisis is exactly the recommendation/ranking problem and the attention economy: when models/apps/content are infinite, the bottleneck isn't training, it's being found, and the power sits with whoever holds the ranking algorithm (Steam discovery queue, app store, the feed) — platform power = ranking power. Wishlist-as-signal ⇄ implicit feedback / an intent signal for ranking. Clippability/virality ⇄ designing for share-ability and the growth k-factor. The power law of outcomes ⇄ winner-take-most platform dynamics and why cold-start / discovery is a hard problem. "70% of nothing" ⇄ a great model nobody finds is worthless: deployment and distribution are first-class problems, not a postscript (in MLOps the model is 10% of the product). Pay-per-play subscriptions ⇄ usage-based pricing and optimizing for engagement with its Goodhart risks. Platform antitrust ⇄ the debate over concentration of compute/platform power in AI.
Product/startup: "build it and they will come" is a myth; go-to-market and distribution often decide more than the feature set.
Platform economics: network effects, two-sided markets, commission vs traffic, the regulatory break-up of a discovery monopoly.
Principle: with infinite supply, optimize for being found, not only for quality; compute the survival threshold and the distribution, not the "average" outcome.
Is 30% fair? Why didn't competition push it down?
Why is visibility a bigger problem than the commission?
Can you plan virality?
How does this connect to recommender systems and ML?
- Chris Zukowski — "How to Market a Game" (blog/podcast) — wishlists, Next Fest, what actually moves a launch.
- Derek Lieu — a framework for game trailers (hook in 5 seconds), GDC talks.
- Epic v. Apple / Epic v. Google — court materials and analyses (commissions, antitrust 2024–2026).
- Simon Carless — GameDiscoverCo (newsletter) — discoverability and storefront algorithms.
- Module 10, Part 1 "Distribution" + Part 3 "Marketing" (
10-business-marketing-monetization.md).