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.
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