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Steam nerfed popular upcoming. So what?

from Alice GG [alt+shift+b] in programming

In the latest Steam client update, Valve unveiled major changes to its store’s home page. One of the main difference is that the “Popular Upcoming” section, which shows upcoming games now shows a lot fewer games. This seems to worry indie developers who relied on this section as a major driver of visibility around launch. I personally think this is will not change much to how indie games are marketed and might even be a positive for many niche developers. Popular upcoming is dead Now that game development is more accessible than ever, and anyone can post their games on Steam and Epic. Since all those new developers need to market their games, this has created a cottage industry of game marketing influencers. The strategy they teach is basically always a variant of: Make a game (and a demo) Get a lot of people to play the demo during Steam Next Fest Get 6000+ Wishlist Appear in Popular Upcoming ??? Profit Since everyone is running around with approximately the same strategy, it became a very crowded trade. With everyone publishing a more and more polished demo, Next Fest began to have diminishing returns for most developers. In the same way Popular Upcoming was very impactful when maybe 1 or 2 games appeared in it every day, but if it shows a dozen game, it’s not a guarantee of success anymore. And let’s be honest, players have probably been paying less and less attention to this section of the store for a while. Basically every shovelware publisher knows how to game the algorithm and get their new version of Slop Simulator 2027 in their. Long live the Personal Calendar In the same update, Valve introduced a new feature: the Personal Calendar. It’s a whole page which aims at making players discover games that are personalized to their taste. The recommendation algorithm seems to work somewhat decently. I do not think it is entirely based on tags, since it seems to recommend me a lot of “Open World Survival Craft” games, which is not something I usually play. It may...
12th Jun 2026

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More from Alice GG

Attention is all you have

The Tetris effect is one of psychology’s most easy to reproduce experiments. Simply spend a bit of time playing the eponymous game every day for a few weeks. After a little while, you’ll start recognizing familiar Tetromino shapes in clouds, buildings, and everyday objects. You might even see them appear before your eyes when you start falling asleep. Tom Tang Attention hijacking There’s one lesson the Tetris effect teaches us: whatever you focus on long enough will end up shaping your thoughts. This can be a good thing since it’s how we learn new skills and discover new ideas. Sadly, less and less of our attention is focused intentionally. Instead of picking what we want to see we let other people decide what is supposed to be good for us. Do you want to watch a video? YouTube knows you like cooking and art streams. But why not also recommend a few clips about the stock market bubble, global warming, and the war in Iran. Doomscrolling will make you stay longer and click on a few more ads. Do you want to listen to music? Just open a Spotify playlist and let the algorithm figure out what you like. Please ignore the AI slop they will insert in between real songs to avoid paying royalties to real artists. Do you want to know how your colleagues are doing? Too bad, LinkedIn will bury any relevant career news between the opinion of complete strangers. It is surely just a coincidence that those strangers happen to be shilling whatever Microsoft is invested in at the moment. Do you want the opinion of strangers on a product? Well those Redditors you wanted to ask are probably just a bunch of LLMs talking to a bunch of Russian trolls now. I hope you didn’t value their opinion too much. If, like me and most people, you spend the major part of your day focused on your device, there’s no doubt it’s affecting you. And when you let someone else dictate what appears on your screen, it’s the same as giving them the key to your brain. New York Said Back to an intentional internet The internet wasn’t always like that. Before recommendation algorithms where a thing, you had to decide what you would be doing on the computer. You didn’t really have one big app that you could open and order it to entertain you. Instead, you had a few dozen of bookmarks to websites, each with a specific idea in mind. A site for video game news, that one website with lots of tutorials, a blog about anime that didn’t update often enough, a wiki about a TV show from the 90s… Of course awful things existed on the web. We had Encyclopedia Dramatica and Rotten.com, but you actually had to put the effort to go there if you wanted. Nobody was going to put pictures of dead kids and far-right propaganda as a suggestion after a pancake recipe or a cat video. The good thing is that this intentional internet is still around. It has just been a bit buried below the corporate web, but it’s not very hard to find. After all you’re on this blog, so you probably already have a good idea about it. The main difference between this time and now is you. When you want to get back to reading blogs, RSS feeds, and finish that tutorial instead of doomscrolling shorts, you have to get used to a slower internet. One where content is not infinite and doesn’t get updated every click. But like every habit, the only thing you have to do is to keep at it. And if you pay enough attention to it, something will click in your brain.

21st Sep 2026 • 3 votes
GodotCon Amsterdam 2026

In April, the Godot foundation organized a conference close to their home base: GodotCon Amsterdam. It was a good occasion for us to showcase Paradox Tower and get some beta feedback from other developers. Most importantly it was two entire days of talks about game development in Godot. Here are some of the ones I recommend checking out if you are into it. 1000 rigged AnimationPlayers in 3D, impossible? Having a lot of animated 3D objects in Godot can seriously damage performance. This is something to look for if you’re developing for systems with limited resources, which may rely on the Compatibility renderer (like Android or Switch). Bertrand Bordage explains how to get around this limitation using Vertex Animation Textures. It basically consists of baking an animation into a shader. I had previously never heard of it and this talk really seems like a doable solution for Switch ports of 3D games. The Clone Wars: Defending Godot Games From Reupload Scams Godot games are very easy to reverse engineer. Many developers assume this is not an issue and will only be used by modders and curious players. Sadly, there’s a cottage industry of shady publishers who will take advantage of this to copy your game. I’ve previously talked a bit about technical countermeasures you can use to make this process harder. In this talk, Yasen Dinkov also explores the legal and marketing aspects of the problem. He provides ideas that can make taking down illegal store pages much easier. From model to gameplay in seconds: setting up your Blender Godot pipeline Doing a lot of manual steps can kill your productivity. A big source of this is manually importing 3D assets and setting them up as Godot scenes. Godot comes with a set of tools to speed that up: post-import scripts. Here, Marion Allard explains how to make the best use of it, with step-by-step examples using Blender objects: Make your own fractal! A more relaxed talk to finish, with a short and fun introduction to fractals by Marta Imke. It explores visual math and the different ways you can build fractal images out of simple functions. This is definitely something that can be useful if you want to create some trippy visual effects.

2nd Jul 2026 • 1 votes
Preview Ebitengine shaders with Luluka

Lately, I’ve been experimenting with building games in Ebitengine. It’s a 2D engine that lets you create games using the Go programming language. To be able to iterate faster on visual effects, I have created a tool that lets me preview shaders: Luluka. Kage Shaders For those who feel like they missed an episode, shaders are small programs running on the GPU which can be used to modify the pixels of an image. In games, they are used everywhere to control how a game looks. They can be used create special effects like blurring an image or making your screen look like a CRT from the 90s. Ebitengine has its own shader language called Kage. It is very convenient because it has a syntax extremely close to Go. Close enough that you can even run go fmt to format your Kage files. Under the hood, Ebitengine will automatically convert Kage shaders into a format understandable by the GPU. Quasilyte’s article about Ebitengine shaders is generally the most comprehensive introduction to the subject. You can also learn more about them in the Kage’s desk. Luluka One of the main difference between Ebitengine and other game engines like Godot, is that it doesn’t have a visual editor. This is generally fine, since I’ve spent most of my career avoiding What-You-See-Is-What-You-Get tools in favor of staying inside NeoVim. But for shaders, you can end up spending a lot of time tweaking a few variables until you get them to look right. That’s why I decided to build my own tool that would let me work on a shader in isolation, and quickly change the variables we give it. You can install Luluka using the following command: go install github.com/Tsukumogami-Software/[email protected] Run a shader by pointing it straight to the file, passing textures with -i and uniform values with -u: luluka sample/transition.kage -i image2.png -i image.png -u Steepness:80 -u Seed.0:15 -u Seed.1:100 -u Seed.2:5000 -u Seed.3:5000 -u Speed:0.08 For more convenience, you can use a YAML file to pass your uniform values. This is especially practical when working with arrays or matrices, since commands can get very long: Steepness: 80 Seed: [15.0, 100.0, 5000.0] Speed: 0.08 luluka sample/transition.kage -i image2.png -i image.png -v values.yaml

15th May 2026 • 1 votes
Protecting Godot games against reverse engineering

Godot games are known to be easy to reverse engineer. Simple tools can extract assets and source code from the packaged files. If you are making commercial games you probably want to take some steps to avoid this. Jorien Loman Godot RE Tools The most popular Godot reverse engineering software is gdsdecomp aka Godot RE Tools. It’s very multi-platform, simple to use, and even comes with a GUI. In a few clicks, you can “Recover” a project from an executable or .pck file. Gdsdecomp is able to find back the file structure of the project, every asset you exported, and the source code with full variable and function names. This is actually really well-made software. It even comes with convenient utilities for people who want to patch translations (one of the many use cases of reverse engineering games). Encrypting .pck files First let’s preface this section with a warning. There’s no way to 100% guarantee that it’s going to be impossible to decompile a game, aside from never distributing the executable. The only thing we can do is make reverse engineering more difficult and time-consuming. Anyway, the recommended way of protecting Godot games against reverse engineering is to encrypt the files inside it. This is done using AES-256, and requires compiling custom export templates. You can find the details in the official docs, but the general idea is this: Clone the Godot source code: git clone [email protected]:godotengine/godot.git Generate an AES-256 key (32 bits in hex format): openssl rand -hex 32 > godot.gdkey Put this key in your environment variables: export SCRIPT_AES256_ENCRYPTION_KEY=$(cat godot.gdkey) Compile the new export templates (for wasm in this example): scons platform=web target=template_release && scons platform=web target=template_debug Set the new templates as custom templates in your export: In your export encryption settings, check “Encrypt Exported PCK”, “Encrypt Index”, and do not forget to put the files and folders you want to encrypt in “Filters to include”: Generate an IV (you should use a new one every export): openssl rand -hex 16 Last but not least, set your AES key and IV in the encryption settings page. If you did everything correctly, your exported .pck should not be readable by gdsdecomp without knowing the key. At the same time, players should still be able to play the game as usual without issues or needing to know what AES-256 means. Sadly, the key is stored in plain text in memory, and it is not very hard to find it there. According to an estimate I just made up, it would take a 12 years-old with an hex editor and a YouTube tutorial around 15 minutes to get the key. There’s even a tool that promises it can find it in only 50 ms. Godot-Secure To solve this problem, we need to obfuscate the decryption process a little bit. For those that feel this sounds terribly complicated, there’s a script called Godot-Secure that was built to help you with that. It will modify Godot source code to significantly alter the decryption process. Instead of directly using the key we store in memory, it will use it and a secret token to derivate a second key and decipher the files with it. In addition, to that, it will change a few magic numbers and can switch the algorithm from AES-256 to Camellia-256. Once you have run the script, you will need to recompile both the export templates and the editor. This is because the editor is responsible for encrypting the files during export. After exporting a file with the secured Godot, the attackers can still easily obtain our key from the binary files. However, this key is useless by itself. They will also need to find the secret token, work through the key derivation method and re-implement the decryption algorithm. This can take a lot of time and requires actual programming knowledge. Improving the obfuscation Of course, if you want to play around with some C++, you can make this a bit more robust by adding custom logic of your own. There are two files that will be relevant to you. First one is core/io/file_access_encrypted.cpp. It contains the encryption logic in the function FileAccessEncrypted::open_and_parse and the decryption logic in the function FileAccessEncrypted::_close. CryptoCore::AESContext ctx; ctx.set_encode_key(key.ptrw(), 256); // Due to the nature of CFB, same key schedule is used for both encryption and decryption! ctx.decrypt_cfb(ds, iv.ptrw(), data.ptrw(), data.ptrw()); The second is core/io/file_access_pack.cpp. This one contains how the key is loaded from memory in the PackedSourcePCK::try_open_pack function and FileAccessPack constructor. Be careful when modifying this part, as changes with how you load the key will need to be reflected in how you set the key from the editor. Vector<uint8_t> key; #ifdef TOOLS_ENABLED if (!p_decryption_key.is_empty()) { ERR_FAIL_COND_MSG(p_decryption_key.size() != 32, "Decryption key must be 256-bit."); constexpr uint8_t empty_key[32] = {}; if (memcmp(script_encryption_key, empty_key, sizeof(empty_key)) == 0) { key = p_decryption_key; } } else #endif { key.resize(32); memcpy(key.ptrw(), script_encryption_key, 32); } The script_encryption_key variable itself is set at compile time by the script core/core_builders.py.

3rd Apr 2026 • 1 votes

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Winner, Name that Ware September 2026

The Ware for September 2026 is a tire pressure monitor from a late 80’s to early 90’s model Porsche, made by Bosch. According to the submitter: Kind of a crazy piece of hardware for the late 80’s – this would be pretty cutting edge for the time. Nobody quite got what the part was – […]

16 hours ago • 1 votes
Community

I’ve been taking a break from Mastodon as my social home on the web for about six weeks. It has been more difficult than I’d usually admit. I have an amazing local community in my town that I love and am deeply involved in. But nobody here is a programmer, or even a computer nerd, so it doesn’t serve my need for a tech community. I work alone, for myself, in my house. It’s a fortunate lifestyle with many upsides, but it means I don’t get that form of community at work, either. I’ve had this feeling before… as a teenager in the 1990s. It’s profoundly lonely. But when I got internet access, that started to change. I found my people. First in the Total Annihilation community (RIP, Annihilated), then the HardOCP Forum, then the Something Awful Forums, then Tumblr, then Twitter and our community of Apple bloggers, and then Mastodon. Communities form, change, and dissolve over time. None of those are, today, anything like what they were when I most enjoyed them. We change, too. I didn’t move on from most of those solely because they changed — it was usually because we both changed, and it was no longer a good fit. My break from Mastodon has been a relief in some ways, as I’ve felt increasing divergence between what I wanted and what I was getting from it, but I didn’t know where else to go. Instagram, TikTok, and YouTube are all more video-broadcast platforms than communities. All I’ve found on Bluesky is even more anger and politics, the last things I need or want. Threads hasn’t yet stuck for me, and it’s owned by an asshole. Twitter was an amazing product and community that was previously owned by assholes, and now it’s X, which has a strong but different tech community, and is owned by different assholes. So I’ve just been… nowhere, for the first time since the 1990s. It has been, once again, quite lonely. Sure, it’s been relaxing, too, but in the way a vacation is relaxing. It’s great to take breaks, but after a long vacation, I’m ready to turn my brain back on. Without participating in a large, broad tech community, I’m exposed to fewer new ideas, both of my main jobs (app development and podcasting) are much harder, the quality and reach of my work have suffered, my skills aren’t improving as much, my mind is less stimulated, and I feel disconnected from my professions and passions. My world has gotten smaller. I could keep going like this to prove a stubborn victory or purity test, but I’d mostly just be hurting myself. Communities change, conditions change, and we change. We’re all better off if we’re willing to change our minds, and if our communities let us, no matter how strongly our younger selves declared a previous position. So I’m going to wade back in and see how it goes, trying to find a better balance to hopefully have better results, including on Mastodon. My people are spread across multiple services, and I’m going to explore them all, despite most of them being owned by assholes. I’d love to participate in communities without any assholes benefiting from it, but in the modern world, that simply isn’t possible. The only alternative is to isolate myself and not have a community at all (or a job, or a smartphone, or a computer, or internet access, or a car, or most of my food, or my country). That’s neither a price I’m willing to pay nor a condition I’d try to impose on anyone else. I’d love to have your support, forgiveness, and grace as I try to find my people again, and I strive to offer the same to all of you. Everyone deserves to be part of a community. And as I grow, I’m learning to declare fewer absolutes in a complex, imperfect, and constantly changing world.

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a week ago • 1 votes
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