![]() “The biggest Steam community feature set we released in 2018 revolved around the redesign of the Steam chat, which aimed to provide users with everything one would expect from a modern chat program. And we added Latin American Spanish and Vietnamese to the list of 26 languages supported in the Steam client. We therefore now accept cash payments in 45 countries. We also launched Steam Wallet Cards in Japan and Poland. We've added dozens of payment service providers, bringing the total number of supported providers to over 100 (including HappyMoney in South Korea). We continued to monitor currency fluctuations, as in the case of the turkish lira and we've updated some suggested regional pricing where applicable, to keep games affordable in those regions. We (finally) added the Australian dollar to all 40 available currencies. ![]() In addition to dealing with the increase in content, we have made improvements to the wish list, and made game pages richer by allowing you to integrate Steam broadcasts or Animated gifs (it's official !).īeyond the more visible new features and improvements, we've made Steam more accessible to players around the world. And to help you better understand the inner workings of the store, we've updated the tools that allow you to analyze navigation traffic relating to your games. We have added home pages for developers and publishers, so that you can have a space on Steam where customers can browse your games and be notified when you release new games. We have worked on all the features for the Steam curators, which provide users with alternative approaches to the store from people they trust. So we made the list of upcoming releases more useful, expanded our content filtering tools to support adult content (and make sure only people who wanted to see it see it), put restrictions in place to handle fake games and removed (and we continue to do so) the “troll” developers. ![]() The store must therefore be dynamic enough to meet a diverse set of interests and give games created by developers, large or small, a chance to find their audience. Ninety million people visit Steam every month. We were faced with the reality of what an open platform means, as we are committed to building it. Flashback to 2018: The challenges we faced for this year alone were way beyond what we could have imagined when we first launched the store. We only had a very sketchy client, a way for users to buy games and servers to deliver those bits (most of the time). “You might not remember it (or maybe you do), but Steam's first two years were pretty tough.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |