Whenever I bring up big questions about the future of the games industry I can’t help but feel like the village idiot. But I guess Thursday evening is as good a time as any to discuss the current problems and trends in the PC game market. Let’s use our imagination…


This is the fourth of six articles about the process of publishing PC games. We’ve already discussed in detail how Steam and third-party distribution work, whether or not there’s still life left in other open platforms, and how bundles and crowdfunding work. …


Hope you’re not tired of me yet. We’ve already talked about pricing, discounts, wishlists, page design and community engagement, regional restrictions, third-party stores, distributors, and alternative open platform options.

Now let’s talk about some other cool tools at your disposal: bundles, foundations, and vendor support. …


This is the second of six articles dedicated to an overview of the entire process of publishing a PC game, from start to finish. The first article dealt with pricing, discounts, and the Steam wishlist. …


This is the first of six articles dedicated to an examination of the entire process of publishing PC games, from beginning to end. We won’t be getting into development here — that’s a whole other kettle of fish. …

Nikolay Bondarenko

The bearded engineer and game developer from snowy Russia :) CTO for Protocol One open source foundation, owner of AurumDust studio and devteam head of GameNet.

Get the Medium app

A button that says 'Download on the App Store', and if clicked it will lead you to the iOS App store
A button that says 'Get it on, Google Play', and if clicked it will lead you to the Google Play store