No. It costs nothing to participate in the subscription, and revenue is split with developers based on play time (sessions).
Your game earns revenue based on playtime, and that revenue is split 50/50 with us. Operating costs are also split, such as server hosting, however these are forecasted to be modest.
Yes - anyone can sign up for a subscription.
No. Think of Indie Pass like a movie rental, a la Netflix - you have access to the content as long as your subscription remains active, but once concluded your access ends. Consumers are not able to save your game natively to their devices, rather they access it through our proprietary launcher.
No. Access to your game is contained within our proprietary game launcher. Indie Pass doesn’t grant keys or activate your game on other platforms.
Indie Pass only requires a DRM implementation (to ensure an active subscription) in order to start the game. As a developer, the effort required to do this consists of including a DLL and adding a provided code snippet to your game code. And if your Steam page is live, you can leave asset collection to us!
Probably! We support most popular game engines, including Unity, Unreal, Godot, Game Maker, and more!
Yes. At any point, you can upload updated builds the same way you would for Steam.
While we support multiplayer titles, there are some limits based on the service used for matching / hosting. But as long as their subscription is active and your game’s multiplayer service is supported, playing with individuals not subscribed to Indie Pass should work!
We are exploring the ability to add non-game uploads to Indie Pass. However, our focus is on base game builds for now.
This isn’t a feature planned for launch, but we are looking into the option for consumers to outright purchase the games they fall in love with through Indie Pass.
ABSOLUTELY. As part of our platform mission to support and help the indie game community, we want anyone to leverage this service, monetize their game, and show their creation off to the world!