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To prove this, I did recently receive an e-mail from Valve about upcoming Steam sale events. Yes, my details with Valve are definitely all correct. So any developers who had entered AUD pricing (like me), now had to re-submit it. But because Valve decided to actually make the pricing live after that, and then decided that they wanted to increase the AUD pricing in their recommended pricing matrix to match the current exchange rate (since it had changed quite a bit since it was first added), they reset any previously entered AUD pricing. I had set my AUD pricing back in September when I released my game and I was happy with it. There just hadn’t been any official communications from Valve about when it would actually go live. And I’ve since come across other devs who also never received the e-mail, so it wasn’t just me.Īlso, another thing that didn’t help is that devs have actually been able to set AUD pricing for quite a while now (at least a year). But no one thought to mention it to me since they assumed I’d also received the same e-mail. And many devs I know did actually receive this e-mail from Valve about 4 weeks ago (as I later discovered when I asked about it). The official instructions to devs were only sent in an e-mail. I don’t really read Kotaku much (a colleague pointed me to this article), and I didn’t attend GCAP (I’m from Perth, and money/time costs were an issue for me). Well, I didn’t hear about it from any other sources (until just this weekend when I found out by accident). They’ve exceeded Steam’s recommendations, which further cements Bethesda’s responsibility, not Valve’s. You can argue that Steam’s ‘recommended’ pricing matrix did generally across-the-board recommend pricing slightly higher for Australia than it did previously, but not by the amount Bethesda has chosen to go with. If you’re relying on bastion of pricing transparency, it’s really important to understand that they haven’t yet incorporated the Steam AUD change – their Australian store entry prices are now showing the real AUD price as USD, and the mouse-over tooltip is adding the currency conversion on top of that.Īdditional point: The change of price to being higher was Bethesda’s call, not Valve/Steam’s. That’s five dollars difference, not fifteen. So the AUD price of Doom hasn’t gone from $20AUD to $35AUD, it’s gone from a bit closer to $30AUD to $35AUD. The AUD price last week, for the $20USD was – after exchange – about $28AUD, with what I’d calculate as a standard bank/paypal fee close to a buck. To expect everyone to stay on top of it is a little unreasonable.įYI, $20 for Doom was the USD price – and only relatively recently, like for a few months.
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As you say, its not something that’s so common it would be a key duty for someone in a lot of companies. Its not so much bad organisation, but just dealing with a relatively small detail that can easily slip into the background. If Steam didn’t remind them, its easy to forget until the date has passed, then deal with it then. Developers wont remember unless they are active, and for most of them, this isn’t the sort of thing you’d come across, so its easy to forget. Moral of the story is that even with a simple task I left it to the last minute and still needed two reminders. It took another reminder this morning to get me off my butt and sell them, which as expected took 10 minutes. Thankful for the reminder, I vowed to get them sold, but got distracted and forgot. Last week, a reminder went around to co-incide with payday. Me being me, I forgot, mostly because there was plenty of time to get them sold, and it usually wasn’t hard to sell them. Here at work, I was asked to sell some raffle tickets about a month ago.