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Re:Tools we used to create a hit HTML5 game on Steam by Cieplak on Tuesday November 19, 2019 @12:22PM (#21575492)
The payment process for our own user authentication system was handled by a simple HumbleStore widget. They support various payment providers and only charge 5% of the revenue.

Five percent seems like quite a lot, given that most payment processors charge less than three percent. What sort of value do they add outside of payment processing?

Re:Tools we used to create a hit HTML5 game on Steam by panopticon on Tuesday November 19, 2019 @12:52PM (#21575882)
https://www.humblebundle.com/developer/widget#features

Depending on how much time you have, some of those features can save you a bit. Not sure how that compares to other widgets like itch.io though.

Re:Tools we used to create a hit HTML5 game on Steam by schnevets on Tuesday November 19, 2019 @01:08PM (#21576084)
Digital Content Fulfillment is an underrated feature that ties directly to platform loyalty. Assuming this means the title is added to the Games Library list on humblebundle.com, customers love watching their collection grow and are more inclined to buy something if it will show on their preferred site (whether that's Steam, GOG, Humble, Epic Games, etc.).
Re:Tools we used to create a hit HTML5 game on Steam by hombre_fatal on Tuesday November 19, 2019 @02:47PM (#21577416)
I hate to admit how true that is.

Even scrolling through my GOG collection of games I'm somehow too lazy to play instills in me a sense of pride that at least they weren't purchased on Steam.

Though there are also major practical advantages of purchasing things within stores like GOG and Steam instead of a bunch of disparate websites: when you move to a new computer, you don't have to chase down a bunch of websites and license keys and emails to reinstall all of your software. Which is something I hate so much I only got outside of platform shops as a last resort.

Re:Tools we used to create a hit HTML5 game on Steam by lucb1e on Tuesday November 19, 2019 @12:54PM (#21575909)
Factorio devs mentioned they do a lot on anti fraud (something with charge backs from stolen credit cards iirc). I don't remember the details but they used humblebundle's payment system because of that feature.
Re:Tools we used to create a hit HTML5 game on Steam by wheybags on Tuesday November 19, 2019 @01:39PM (#21576543)
Used to, humble bundle handles that for us now iirc.
Re:Tools we used to create a hit HTML5 game on Steam by ido on Tuesday November 19, 2019 @01:02PM (#21576016)
for comparison: steam & the app stores take 30%.
Re:Tools we used to create a hit HTML5 game on Steam by EpicEng on Tuesday November 19, 2019 @01:11PM (#21576135)
I wouldn't compare a payment processor to a massively popular app distribution and marketing platform (even if I feel that 30% is a tad high.)
Re:Tools we used to create a hit HTML5 game on Steam by darkstar999 on Tuesday November 19, 2019 @01:17PM (#21576195)
It's not a good comparison. The article says this payment widget doesn't get them any store exposure.
Re:Tools we used to create a hit HTML5 game on Steam by riadd on Tuesday November 19, 2019 @01:37PM (#21576502)
Unfortunately also being on Steam barely gets you store exposure anymore.
Re:Tools we used to create a hit HTML5 game on Steam by bduerst on Tuesday November 19, 2019 @01:44PM (#21576619)
A better comparison is Stripe, which costs $0.30 + 2.9% per payment.

If the product payments are typically below $10 then it makes sense to use Humble.

Re:Tools we used to create a hit HTML5 game on Steam by unionpivo on Tuesday November 19, 2019 @06:49PM (#21579685)
It's not just payment processor, they also handle delivery, customer support, chargebacks, fraud prevention (this is big in digital games) ...

https://www.humblebundle.com/developer/widget

Re:Tools we used to create a hit HTML5 game on Steam by dpcan on Tuesday November 19, 2019 @01:45PM (#21576625)
If they handle collecting and remitting VAT and sales tax in different states and countries, it's worth every penny.

Trying to figure out which county in some state you owe $0.14 to is a nightmare.

Re:Tools we used to create a hit HTML5 game on Steam by appstorelottery on Tuesday November 19, 2019 @01:52PM (#21576721)
I’m wondering if anyone knows if stripe does this ?
Re:Tools we used to create a hit HTML5 game on Steam by brianobush on Tuesday November 19, 2019 @05:08PM (#21578837)
No, they have an API to figure it out, but it isn't included as far as I can tell by default in an online purchase.