Over a year ago, my game was approved for Steam Greenlight. At the time I said:
The good news is that Pseudoku has been approved on Steam Greenlight. I could technically begin selling the game right now. (Well, after filling out a bunch of paperwork, but you know what I mean.)
When I mentioned a “bunch of paperwork”, I had no idea what I was in for. I’ve spent the last nine months or so trying to clear that hurdle. The loop went something like this:
- Fill out a bunch of forms to document that I am who I say I am.
- Wait a couple of weeks.
- Get a generic rejection message saying I didn’t provide the right information, or the information was incorrect.
- Puzzle over the forms, trying to guess where it went wrong.
- Go to the bank, or download some PDF forms, or snail-mail the state to get some information changed.
- Wait for these changes to go through.
- GOTO 1
Most of the blame probably belongs to the state I live in, which is still stuck in the mid-20th century when it comes to starting a business. Their website is perpetually broken, so you have to correspond with them via the postal service. All of their forms are designed with the assumption that if I’m a small business then I’m going to be operating a commercial storefront and selling doughnuts to people on Main Street or whatever. There’s literally no way to correctly fill out these forms because I’m running a business out of my house but selling goods globally, and the system can’t comprehend that kind of micro-global setup. Add in some confusing forms, obtuse error messages from Steam, a couple of bank errors, some confusing legalese, and a couple of mistakes on my part, and it took us nine months to accomplish what a lot of developers accomplish in a weekend.
It’s been ages since I looked at the Pseudoku codebase and I can’t even remember where the project left off. A friend of mine converted the rendering backend from OpenGL to Direct X, which will hopefully solve the strange problems I was having. I’ll probably do a public test soon and see what needs to be done.
Of course, if I ever do another game like this I’ll just use Unity. Now that I’ve crawled up the worst part of the Unity learning curve, getting stuff done is pretty straightforward.
Shamus Young is a programmer, an author, and nearly a composer. He works on this site full time. If you'd like to support him, you can do so via Patreon or PayPal.