

And IF we do a guessing game, then i'd say none of that is true. The thing is, before having definite proof that it is exactly like that, it is not wise to blame Caustic Creative for all that. Actual selling price of DX wouldn't matter to Valve, but keeping practical monopoly on online distribution surely would.
Survarium steam delete mod#
Also although I know nothing about modding DX, I don't understand how a mod could only work for the Steam version in the first place unless they intended to do this on purpose to give GOG a kick. Valve never even cared to listen! GOG did and contacted me myself because of this. Yeah, why not? I tried several times to get my Unofficial Patch included in the Steam release of Bloodlines as it is needed to run the game on modern systems. The process gets into a cycle that breeds continuous interest to be highlighted long enough for constant new fluxes of audience coming in and out guaranteeing visibility, promotion and a working community. Mods just changed - they took the shape of accesibility on platforms as Steam Workshop, for games which support them and where devs thought it was worth it. A depression in online people for multiplayer is a killer. That's why TDM lives on and why FM's are still made for Thief. Mods for online games - targeted at multiplayer of course are much more vulnerable as is the case for a lot of Gold Source and Source mods. Mods as they used to be 10 years ago either adopt their own niche for cult classic games or they transform into something independent. which are free software things of their own. Futher examples as Don't Starve (not on Unity though, but still relatively cheap). When the choice comes up it's much better to do that and maybe even earn a bit along the way such as the one man made Depths of Fear :: Knossos on Unity. That seems to be the case due to the rising indie development teams. I know it's been said a lot, but it feels like modding is a dying art and it doesn't have near the same activity it's had in the past.
