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Nome

Designer / Self-requested ban
Banned
Oct 27, 2017
3,312
NYC
I dont know how anyone makes money on Steam with the sheer ammount of games both legit and obvious shovelware put up each and every day.
Problem with any storefront. Same deal on iOS/Android.
Unless you're top grossing in Tier 1 countries you're really not making considerable money.

Curation is always gonna be a problem. Difference between mobile and Steam is that mobile user acquisition channels are far more established.
 
Oct 25, 2017
4,714
I mean getting on steam now isn't the magic bullet it used to be years ago.
I feel like getting on steam is literally the same thing as getting on walmart shelves.

You still need to do your own advertising and out reach.

The 30% cut valve takes should be scaled, it should seriously be 5% until your game has made 50k in sales then it goes up to 15% until your game breaks 100k and then 30% when your game breaks 150k.

That way indie devs are actually able to survive.
 

Hudsoniscool

Banned
Jun 5, 2018
1,495
Epic isn't a Steam competitor. They are like every other store, only interested in selling their own games, nothing else. Isn't that monopoly? The closest thing we have to a Steam competitor now is the Discord Store, and they doesn't come close to Steam in features. At least they're interested in selling games published by different publishers and developers. That's what we need. Different stores for all publishers/developers. I'm so tired of different launchers for different publishers who are only interested in selling their own games.
Ya I was just checking out the discord store. Hopefully they add some needed features.
 

OMEGALUL

Banned
Oct 10, 2018
539
Epic isn't a Steam competitor. They are like every other store, only interested in selling their own games, nothing else. Isn't that monopoly? The closest thing we have to a Steam competitor now is the Discord Store, and they doesn't come close to Steam in features. At least they're interested in selling games published by different publishers and developers. That's what we need. Different stores for all publishers/developers. I'm so tired of different launchers for different publishers who are only interested in selling their own games.

Considering how much Tim Sweeny cries about Steam and Valve, it might as well be.
 

RionaaM

Banned
Oct 25, 2017
1,852
They are some valid complaints in there - like I would agree with Valve offering better tech support avenues for devs than the Steam forums, but other parts are so monumentally stupid I just can't.

As an example, are devs seriously complaining that 1) they did not know about regional pricing on Steam and 2) they are unhappy with the default rates not being a 1:1$ conversion?
Not being a 1:1 conversion is the entire fucking point of regional pricing!
I don't... no, I just can't.
Yep, the article could have been good (like your first example), but instead was full of stupid points and misinformation. It doesn't help that all of these devs seem to believe they made the next Super Meat Boy and are therefore entitled to tons of sales and publicity, while also not having to compete with other games. I have zero respect for anyone who thinks like that. There's believing in your creation, and then there's expecting preferential treatment. This is the latter.
 

hanshen

Member
Jun 24, 2018
3,855
Chicago, IL
Hardware doesn't have regional pricing why should software? I mean if you can afford a decent gaming PC, why would the price of the games be a problem?
 

DOBERMAN INC

Member
Oct 27, 2017
2,990
1014579.jpg
 

Digoman

Member
Oct 27, 2017
233
The regional pricing section is just baffling. From developers obviously not bothering even reading/setting everything to launch the game to the implied solution that Valve should auto-update prices automatically based on currency value... because every customer likes seeing the price in local currency keep changing every week.
I found it particularly funny about that developer that was negotiating a distribution deal in South America without knowing about how much Steam was charging for its game on the region....

As for the reviews complains, yes it can be exploited and Valve could probably do a better job of manually removing off topic ones, but the last thing I would want is for making to easy for developers to discard reviews they don't agree with.

This kind of article just makes it harder discuss what could be made to really improve the service, as it reads more like confirmation bias than anything else.
 

Deleted member 11413

User requested account closure
Banned
Oct 27, 2017
22,961
Problem with any storefront. Same deal on iOS/Android.
Unless you're top grossing in Tier 1 countries you're really not making considerable money.

Curation is always gonna be a problem. Difference between mobile and Steam is that mobile user acquisition channels are far more established.
The userbase is entirely different too, so what works in mobile isn't necessarily going to work on Steam.
 

Hektor

Community Resettler
Banned
Oct 25, 2017
9,884
Deutschland
Hardware doesn't have regional pricing why should software? I mean if you can afford a decent gaming PC, why would the price of the games be a problem?

Hardware also has a fixed material and personal costs per piece that software doesn't.

The point of regional pricing is that in countries with lower wages, people will actually buy your game rather than just pirating it, which is what they would do if your 60% game is 1:1 converted into their regional equivalent, because it would be 1/3rd of their monthly wage.

Furthermore, hardware does have different prices across the globe.
 

Harp

Banned
Oct 27, 2017
1,206
Nintendo will run into the same issue shortly. They are releasing an absolute buttload of games every week and it's becoming harder and harder to stand out. At least Steam actually has some curation tools even if they aren't ideal.
To be fair, the Nintendo store has an utterly, UTTERLY worthless UI that makes finding even games you want a pain in the ass. They could offset their volume issue by fixing their UI.

Oddly enough, the Wii U store had a perfectly serviceable UI. Japanese companies are weird, yo. Though, Microsoft also exemplifies this problem- 360 used to have a decent UI for its store. Trying to use any OS function on the Bone, including the store, is a goddamn nightmare.
 

Deleted member 11413

User requested account closure
Banned
Oct 27, 2017
22,961
Would Humble even exist without Steam? Valve seem to be happy to get $0.00 for tons of games from places like Humble being activated on their platform and using the many tools they've created.
Honestly? Probably not, at least not in the form it does today. Which kind of reveals how ridiculous the idea of Steam 'monopolizing' the market is, no other service (that I'm aware of) allows the generation of keys for their platform without seeing a dime from those keys.
 

m0dus

Truant Pixel
Verified
Oct 27, 2017
1,034
It's funny. We have a 96% positive review score in steam, but their algorithm has NEVER given us any visibility. And the sales sadly reflect that.
 

Toadofsky

User requested ban
Banned
Mar 8, 2018
303
If there were the strict curation a lot of people like to call for the games by The Park of Motus dev would be curated right out of the store.

One minute they complain about steam gatekeepong games, hence Greenlight. Then they complain about the storefront being overloaded crowding out their games. At least there's refunds, but oh, some developers didn't like that either!

I'd love for steam/valve to curate the store, or at least some better semblance of a curation, but it's pretty obvious they have no interest in doing it anytime soon and letting curators you can follow be a way to sift through the mediocre and trash. If these devs can't make it on steam at least they can try other places and see how they fare.

Did they ever fix the recommendations? Last I saw it was broken.
 

the_wart

Member
Oct 25, 2017
2,261
I'm very angry that Valve has not marketed or even developed my game for me. It's like there are two Steams, one for those who have the resources to develop their own games and one for everyone else.
 

hanshen

Member
Jun 24, 2018
3,855
Chicago, IL
Hardware also has a fixed material and personal costs per piece that software doesn't.

The point of regional pricing is that in countries with lower wages, people will actually buy your game rather than just pirating it, which is what they would do if your 60% game is 1:1 converted into their regional equivalent, because it would be 1/3rd of their monthly wage.

Furthermore, hardware does have different prices across the globe.

Difference pricing in hardware is marginal comparing to steam's regional pricing. I understand the reason behind regional pricing, growing up in a third world country. But I still think it's more about consumer habit than cost of living, after all if a game costs 20% of somebody's wage, a gaming PC is definitely out of reach.
 

ReBirFh

Member
Dec 8, 2017
448
Hardware doesn't have regional pricing why should software? I mean if you can afford a decent gaming PC, why would the price of the games be a problem?

They can't buy the hardware so they don't play the biggest games. Now lets say the requirements are lower and they can play the games but can't pay for it, they will resort to not playing or pirating.

In both cases the developer won't get his 70%, does this help anyone? If they don't want a certain country to play their game, just don't sell in those regions, if you can't be bothered to adjust your price, offer support, marketing, do localizations and pay the local taxes, local pricing should be the last of your problems because if wasn't for this, you wouldn't even earn anything in any other country besides the one you targeted.
 

m0dus

Truant Pixel
Verified
Oct 27, 2017
1,034
The comparisons made a little further down to Sony and Microsoft seem OK to me. If they do provide a contact, and Valve doesn't, then I can understand their frustration. But they are certainly treating a lot of things Valve provides as if they're nothing.

Our personal experience: Compared to steam, Sony absolutely rolls out the red carpet.

-Software and hardware support is available 24/7 for developer issues through their dev network and platform support. Email, private forum, or even over the phone.
-we have a living, breathing contact who answers our phone calls and provides meaningful assistance, escalates issues if need be, and even helps us make connections with other devs.
-they give us store visibility, banners, videos posted to YouTube channel and occasional twitter promotion.
-compared to steam the store is actually curated effectively (game-wise) with comparatively few bad actors slipping through the cracks
-Format quality assurance actually ensures basic usability and functionality of titles.

In our humble experience, comparatively, steam offers none of those things. Everything we've done on steam, with the exception of getting support for setting up a retail arcade sku for our game, we had to figure out ourselves. We too have experienced the angry negative review from the person demanding tech support (in all cases for an issue with steamVR, not our game). But we have no way of removing those reviews (I've tried, and basically been told to "live with it") even though they negatively impact our sales, dragged down percentages, and were obviously left in bad faith.
 

Airbar

Member
Oct 26, 2017
1,564
It's funny. We have a 96% positive review score in steam, but their algorithm has NEVER given us any visibility. And the sales sadly reflect that.
Just checked out your game. And it really does look cool. But my guess would be it has to do with VR ownership. I never see any VR games among recommended games or on the frontpage. In combination with the tags (mainly talking about sports and football) only reaching a realitively small part of the Steam audience I really guess it's their algorithm working but weighing things in a way that you don't get the visibility that the reviews would warrant.
 

RionaaM

Banned
Oct 25, 2017
1,852
No offense but that has almost nothing to do with my post. My post was about explaining the context of that quote and why it is relevant.

If you want my opinion on online game stores I think that all of them do a piss-poor job of helping consumers find games that interest them. Influencers and friends are still the best ways to find games that interest you. No online store's automated algorithms come remotely close to a curated one and in my opinion Steam's hands-off approach to managing their store has been to its detriment.

In yesteryears when there was a Steam sale, Steam was the place you'd visit to pick which sales interest you. Nowadays me, and most people I know, look for places outside of Steam to help them find Sales that might interest them. They leave a store to find a product that might interest them in that same store. If that's not telling of the quality of their automated curation, I don't know what is.

Sony, Microsoft, Apple, Valve and others are all on various degrees of bad/terrible curation in my opinion.
I don't go to Amazon for suggestions on which music CDs to buy. I learn about an artist elsewhere and then go to Amazon specifically to buy their album. This is how every store works.
 

m0dus

Truant Pixel
Verified
Oct 27, 2017
1,034
Just checked out your game. And it really does look cool. But my guess would be it has to do with VR ownership. I never see any VR games among recommended games or on the frontpage. In combination with the tags (mainly talking about sports and football) only reaching a realitively small part of the Steam audience I really guess it's their algorithm working but weighing things in a way that you don't get the visibility that the reviews would warrant.

There are context sensitive pages for VR users. We've never been there except the day we launched.

Also, considering it's THEIR VR platform, the expectation would be that they would push quality titles to the fore—our tags are varied, really pushing the arcade angle more than anything else, but that has done little for visibility.
 

hanshen

Member
Jun 24, 2018
3,855
Chicago, IL
You don't need a decent gaming PC to play most of the games on Steam. Hell, 40% of users don't even have a dedicated GPU.

Yeah. Except if you look at Steam sales chart for China, where games cost 1/6th, it is mostly AAA games that requires mid to high gaming rigs.im not saying that regional pricing is bad, but I can see why some developers think it's unfair.
 

horkrux

Member
Oct 27, 2017
4,712
Honestly? Probably not, at least not in the form it does today. Which kind of reveals how ridiculous the idea of Steam 'monopolizing' the market is, no other service (that I'm aware of) allows the generation of keys for their platform without seeing a dime from those keys.

but all of those keys lead customers back into their ecosystem, so it's not ridiculous at all.
they can afford to let devs generate keys for free, because they still benefit from them.
 

Sendou

Member
Oct 25, 2017
62
Finland
Would be a short article if you cut out all the parts that apply to all digital markets. I can see why you would want human contacts and so on but how well would that work with something on the scale of Steam? I'm thinking their resources would be better used creating better developer tools. In the end first step to end the tyranny of the "horrible Steam" would include someone making actual effort in creating a competing marketplace. There are companies with these resources. Some of them even have a marketplace like that. It's just that Steam is so far ahead is customer experience nobody even feels like trying it seems in creating a comparable user experience. So that's where the (industry standard 30%) goes I guess.

Most baffling part of the article was about the regional pricing. Developers out here not even knowing it exists and they wonder why Valve doesn't let them set it on their own for 40 currencies by default?
 

GhostTrick

Member
Oct 25, 2017
11,305
Our personal experience: Compared to steam, Sony absolutely rolls out the red carpet.

-Software and hardware support is available 24/7 for developer issues through their dev network and platform support. Email, private forum, or even over the phone.
-we have a living, breathing contact who answers our phone calls and provides meaningful assistance, escalates issues if need be, and even helps us make connections with other devs.
-they give us store visibility, banners, videos posted to YouTube channel and occasional twitter promotion.
-compared to steam the store is actually curated effectively (game-wise) with comparatively few bad actors slipping through the cracks
-Format quality assurance actually ensures basic usability and functionality of titles.

In our humble experience, comparatively, steam offers none of those things. Everything we've done on steam, with the exception of getting support for setting up a retail arcade sku for our game, we had to figure out ourselves. We too have experienced the angry negative review from the person demanding tech support (in all cases for an issue with steamVR, not our game). But we have no way of removing those reviews (I've tried, and basically been told to "live with it") even though they negatively impact our sales, dragged down percentages, and were obviously left in bad faith.


Your game has a 96% positive reviews but seems to be at 67 reviews in total. Hence why you may have got less visibility.
As for the marketing treatment for Sony, well as opposed to Valve, Sony is selling hardware. And in your case, with a VR game, you're more likely to get a spot indeed on Sony's channel.
And as for the sales, yes, it's harder to make a great selling VR game. Lastly, as for curation, you're aware that effective curation means other devs could ask for your game to not be released, because they could deem your game doesn't look good enough or doesn't feature good enough production values ?

On the other hand, it seems like Steam seems to be indeed lacking in term of more active support for devs. Although is it the case for every devs ?
 

Airbar

Member
Oct 26, 2017
1,564
There are context sensitive pages for VR users. We've never been there except the day we launched.

Also, considering it's THEIR VR platform, the expectation would be that they would push quality titles to the fore—our tags are varied, really pushing the arcade angle more than anything else, but that has done little for visibility.
Yeah as I said they really don't do curation by humans and I would suspect that the tags for the game are weighed in that algorithm in a way that is really bad for your visibility. I would guess especially in the VR sector (what with new/different genres being better on VR than other more popular genres in non-VR space) that a lot of devs suffer this issue because frankly, nobody seems to be interested in working on that algorithm.

It actually seems like a common thread in Valve produced stuff: They are at the forefront of developing stuff (storefront, VR platform etc.) but then mostly just let users or algorithms do the curation and further development. Which has benefits and drawbacks (latter mainly for developers). I think though the store might be their main business, they just use it for steady revenue so they can dick around with the newest tech and develop new stuff.

On the other hand, it seems like Steam seems to be indeed lacking in term of more active support for devs. Although is it the case for every devs ?
I would guess so. Valve just doesn't have the manpower (and interest in increasing that manpower) to actually offer support to any dev that sells on their storefront.
 

Deleted member 11413

User requested account closure
Banned
Oct 27, 2017
22,961
but all of those keys lead customers back into their ecosystem, so it's not ridiculous at all.
they can afford to let devs generate keys for free, because they still benefit from them.
I understand that, I'm just saying that no other platform does that without taking a cut. Obviously they benefit in some way or they wouldnt bother, they just aren't trying to milk it like they could and other platforms do.
 
Mar 17, 2018
2,927
I dont know how anyone makes money on Steam with the sheer ammount of games both legit and obvious shovelware put up each and every day.

Yeah, I will be honest, I am so inundated with games in my life I simply stopped playing or buying a lot of them. I play what I want to, but I feel the industry just cannot support everything coming out especially at the Valve prices. By the time I get to some of these games they will be 5+ years old. Sorry, but time is not infinite here.
 

Deleted member 2840

User requested account closure
Banned
Oct 25, 2017
5,400
Yeah. Except if you look at Steam sales chart for China, where games cost 1/6th, it is mostly AAA games that requires mid to high gaming rigs.im not saying that regional pricing is bad, but I can see why some developers think it's unfair.

Except you'd be wrong there. You can run at a respectable level most AAA games released on PC parts from 5-7 years ago. Regional pricing is one of the best pro-consumer tools in the industry. Sadly, as with all tools, those can be misused(like Konami's shitty prices on Steam). But there's no way that people, unless they have their own agenda like the author of the article, can reasonably spin something like regional pricing as a bad thing.
I saw the same thing back when refunds were introduced. When people want to whine, they can take anything and spin it to be a bad thing.
 

m0dus

Truant Pixel
Verified
Oct 27, 2017
1,034
Your game has a 96% positive reviews but seems to be at 67 reviews in total. Hence why you may have got less visibility.
As for the marketing treatment for Sony, well as opposed to Valve, Sony is selling hardware. And in your case, with a VR game, you're more likely to get a spot indeed on Sony's channel.
And as for the sales, yes, it's harder to make a great selling VR game. Lastly, as for curation, you're aware that effective curation means other devs could ask for your game to not be released, because they could deem your game doesn't look good enough or doesn't feature good enough production values ?

On the other hand, it seems like Steam seems to be indeed lacking in term of more active support for devs. Although is it the case for every devs ?

Again, with valve, THEY are selling the VR platform (Steam VR) so the motivation to highlight those titles should be equivalent to Sony's. Additionally, they sell the Vive hardware through steam, so how are they any different than Sony?

Also it seems you've got curation completely wrong. Other devs don't have any say on whether our game is released - Sony's curation merely ensures the basic, expected functionality and minimum user experience of the software independent of the actual gameplay, beyond just running on the hardware without crashing. There are plenty of shit games on PS4, but most of them are still heads and tales above the worst asset flip joke titles on steam.

And regarding visibility; well that's the paradox, isn't it? You can't increase your visibility without increased sales, but how do you increase sales without first increasing visibility? Simply distributing keys and bundles are not the answer. Quality as a metric for visibility should not be dictated by sales numbers.
 

demondance

Member
Oct 27, 2017
3,808
I still don't understand how these people can say with a straight face that things were better when you needed some kind of mysterious "in" to get on Steam at all. Like... that still leaves 99% of indie developers out in the lurch.

Unless, of course, these are exactly the sorts of people who know they could get that "in".

At least this way they can get their game on Steam, with all the features that entails, and promote a product on a platform that most people on PC prefer. Maybe they don't get much or any visibility on Steam itself until they figure out how to crack the nut of getting wishlisted by a bunch of people but... how is that worse than just not being on the store at all?

God knows when the indie goldrush happened on Steam there were countless games that were really damn good that couldn't figure out how to get on Steam at all, while some mediocre games certainly did make it through.

It really comes across more to me like it's a lot of bay area types who are mad that they can't just go get drunk with someone at GDC and be guaranteed a decent amount of sales for whatever twee platformer they're making. They don't want Steam to be more like it was back when you just had the internet, and people making games, and each developer had to figure out how to get people to play their stuff on their own.
 

LabRat

Member
Mar 16, 2018
4,229
how is it in valves responsibilities to market your indie game? there are probably a dozen games coming out every week, it's impossible to give some no name indie game the spotlight on the steam store
 

m0dus

Truant Pixel
Verified
Oct 27, 2017
1,034
how is it in valves responsibilities to market your indie game? there are probably a dozen games coming out every week, it's impossible to give some no name indie game the spotlight on the steam store

Remember: They are taking a 30% cut of all profits and, in many cases, dictating the sale price. Other platform holders do take it upon themselves to provide minimum visibility based on this, so it's not unreasonable to ask for, say, a banner rotation somewhere for 1-2 days to market your game, which may also be exclusive to their platform. Ask, they do not offer support in the way of filtering spam / trolling reviews, which can easily negatively impact your visibility.
 

m0dus

Truant Pixel
Verified
Oct 27, 2017
1,034
Huh.
I read this and was baffled at how poorly thought out and how little actual substance there was to it.

It came across as "We spoke to a couple of devs on discord who had some gripes and we needed to meet a word count, soooooo........."

It's actually a bit disheartening to see how easily you disregard the concerns, to be honest. Nothing in this article is "new" or "shocking" at this point, it's common knowledge. But I realize my experience is anecdotal, though I can provide some context having worked with other platforms and a multitude of other devs.
 

Nzyme32

Member
Oct 28, 2017
5,245
Luckily Valve isn't run by these idiots

This "article" is really really amazing.
How was this specific sample of 20 developers chosen. Some haven't even been paying attention to the guidelines.

Interesting--I'm not a regular user of Steam so I haven't dug into some of these tools. How responsive is Steam to hiding "untrusted" reviews at a developers request?

It's pretty good so far. The only problems (which will always be a problem anywhere) are the more incidious devs, paying for or otherwise abusing reviews / keys to inflate positive reviews for their game. Valve wholesale cuts these devs and all their games out of Steam (though anyone who purchased can still play). The problem is, these kind of reviews take a while unless widely reported / flagged by the community.

Still a lot of improvements to go, but as far as any other service like this goes - particularly with a purposefully low barrier to entry, it's brilliant. The more tools they can provide for users to make choices, the better, and the more they allow user customisation, choice of curation style the better.
 

Wulfram

Member
Mar 3, 2018
1,478
This is a pretty bad article, the writers clear agenda against Steam only detracts from the points of the developers

Honestly? Probably not, at least not in the form it does today. Which kind of reveals how ridiculous the idea of Steam 'monopolizing' the market is, no other service (that I'm aware of) allows the generation of keys for their platform without seeing a dime from those keys.

I mean, they do that because it keeps people using steam. Other companies selling Steam keys reinforces their dominance.
 

Pheace

Member
Aug 23, 2018
1,339
dictating the sale price

I must have missed this part.

Also, they're working on visibility not only through the front page but through discovery queues and the like, showing similar games to people who similar interests. Even if your game never reaches the front page, you're still going to be visible to people in those areas, assuming your game matches their interests.
 

m0dus

Truant Pixel
Verified
Oct 27, 2017
1,034
I must have missed this part.

Also, they're working on visibility not only through the front page but through discovery queues and the like, showing similar games to people who similar interests. Even if your game never reaches the front page, you're still going to be visible to people in those areas, assuming your game matches their interests.

Again. I can only speak from experience, between two platforms that charge the same amount for the services provided, the difference in the experience, for me, has been stark.
 

GhostTrick

Member
Oct 25, 2017
11,305
Again, with valve, THEY are selling the VR platform (Steam VR) so the motivation to highlight those titles should be equivalent to Sony's. Additionally, they sell the Vive hardware through steam, so how are they any different than Sony?

Also it seems you've got curation completely wrong. Other devs don't have any say on whether our game is released - Sony's curation merely ensures the basic, expected functionality and minimum user experience of the software independent of the actual gameplay, beyond just running on the hardware without crashing. There are plenty of shit games on PS4, but most of them are still heads and tales above the worst asset flip joke titles on steam.

And regarding visibility; well that's the paradox, isn't it? You can't increase your visibility without increased sales, but how do you increase sales without first increasing visibility? Simply distributing keys and bundles are not the answer. Quality as a metric for visibility should not be dictated by sales numbers.


HTC is making the Vive with Valve. That's the difference. Sony is a 1st party company. They host shows, they have a social media platform to sell their stuff.

No, I haven't got curation wrong. What I mean is that devs asking for curation are basically asking other games out of the platform. They don't have any say on wheter your game is released. But they ask for curation so that less games are on the platform. So, when you ask for lower games to be removed, keep in mind other devs with higher production values than your product ask for yours to be out of the platform.

That's the paradox indeed, but at some point, you're supposed to pass the word about your game, in a way or another. And from what I see, 2 outlets on metacritic reviewed it. Again, I'm not taking a charge against your product, what I'm saying here is that shovelwares aren't responsible for your lack of visibility and low sales. The problem is, you have thousands of high quality competitors. In the regular market but also in the VR market, which is smaller and harsher.
 

Airbar

Member
Oct 26, 2017
1,564
It's actually a bit disheartening to see how easily you disregard the concerns, to be honest. Nothing in this article is "new" or "shocking" at this point, it's common knowledge.
I get it, but you are also personally involved. At the same time you also have to understand why so many consumers disregard these concerns: They actually don't concern them, there are so many games out there that everybody always has something to play besides the consumers don't have any power or say in how Steam deals with business partners internally.

It is up to devs to fight against it by ditching Steam and switching to other storefronts. I get that may be harder when you're developing for VR but from my understanding of your posts you are also on PSVR so just ditch Steam for your next project. In the end we are consumers of a product, we can't do much else but buy your products.