Ok, so then handle all of that yourself at cost. Which will lead to the death of your studio faster?
Seriously though, a $15 game selling just 100k copies is still $1m to you (before taxes) and has no upkeep. You do all that steam does yourself, you’re going to drown in operations costs and upkeep time.
I agree with you but at the same time I feel like I should point out that this is the China fallacy, where there’s a billion people in China and if you could just tap into even 0.3% of their market you would make bank.
While it’s technically true, the fallacy behind it overshadows the difficulty of acquiring that percentage of the market. The grand majority of games released never become cash positive, and over 50% of games on steam alone never make more than $4,000.
https://vginsights.com/insights/article/infographic-indie-game-revenues-on-steam
This is not an issue with distribution, it’s an issue with marketing and market fit, and accompanied by the base fact of that if you’re the kind of person who is good at making games, it would be a rarity for you to also be the kind of person that’s good at marketing the games you made.
Those are two entirely different wheelhouses that function best with two entirely different personality types, and that’s not covering all of the different disciplines that you need to make a game or run a game making company in the first place.
Use Steams competitors then if you don’t want to pay Steams cut. If you’re getting less overall from them, that tells you all you need to know about the validity of Steams fees
I think you missed my point. I am in favor of steam and valve by far, my quibble is with the idea that anyone can sell 100,000 copies of a $15 game.
For every Stardew Valley there are thousands of other games no one has ever heard of and that almost no one bought.
By all means though, make great games. I’ll be buying them on steam.