DRM and installation tool for my game??

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  • <font face="Arial, Helvetica, sans-serif">I know that DRM its a very annoying thing, but its neccesary especially for us, indie developers, i have a team of 5 we are going to make a game wich we hope will be the biggest game that C2 has created, we are going to seel it on steam, but my question is how do i put some DRM to my game, to put a little protection? Steam it-self gives that service?? or i need to put my own DRM? and, how can i make my game installable when i export it as an .exe?? <img src="smileys/smiley1.gif" border="0" align="middle" /> we are working really hard on this game, C2 its very powerful tool, i dint hasitate to buy it <img src="smileys/smiley4.gif" border="0" align="middle" /> i want to encourge you guys to see your dreams come true, if you love making games!! take it seriously and just do it!!! <img src="smileys/smiley2.gif" border="0" align="middle" /></font>

  • If you are approved through Steam Greenlight and are given the right to sell through Steam, then you already have DRM protection through Steam itself.

    And honestly, DRM is not going to help your game in any case as an indie. We have a hard enough problem getting the word out - anything customers may find detrimental to their experience is only going to hurt us.

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  • The best DRM is making a game so good people feel bad for not buying it <img src="smileys/smiley17.gif" border="0" align="middle"> but Excal is right, if you get on Greenlight then that's good DRM, but otherwise I'd say don't use DRM in your game.

    Also, you can make installers with the free Install Creator: http://www.clickteam.com/install-creator

  • Lunatrap

    As we all know, any DRM in games is soon removed by hackers. Dont waste your time and put off any potential customers in the process.

    Put all your efforts into making the best game you can. Good luck.

  • Like spongehammer said, that are companies with infinite budgets that can't make DRM that holds up more than a few days before it's cracked.

  • DRM-free is a major selling point for smalltime indie games. Embrace it :D Oooor... you could create an in-game serial code system that unlocks the full game after it's plopped in the first time. Lots of work to create all them individual codes tho.

  • I forget where on Reddit I saw this, but it was a pretty good discussion about anti-piracy for indie devs. I think it was r/gamedev

    Basically, the amount of time you spend on trying to implement a DRM or anti-piracy measure would probably be much better spent doing something else with your game like marketing or a new feature or bug testing.

    If AAA studios ~easily~ get their drm measures bypassed, without a doubt yours would too. Fast. And it isn't like something that would even stall pirates, especially coming from an indie dev.

    Even greenlit games get bypassed fairly easy.

  • I know what you mean, i dont want any annoying DRM on my game, but i dont want to put my game as free and ask people that if they want they can buy the game, becuase nobody will, i need to put some security but not a the point where you make customers gameplay impossible, i know that DRM will be pass for hackers, but if ppl want to download pirate i cant do anything, but if people want to buy and support us, i want to encourge them to buy it, i dont like that free-to-play thing its too stupid for me, but, thanks for all your answers guys :D

  • if ppl want to download pirate i cant do anything, but if people want to buy and support us, i want to encourge them to buy it

    That right there is the crux of the matter. Pirates will pirate your game anyway - treat it as a great marketing tool and accept that they'd never be sales in the first place.

    Embrace your legitimate customers and give them the best experience possible. If that experience includes pointless DRM like mandatory logins, online requirements or even serial keys, you're just inconveniencing them for absolutely no gain.

    Put your game out there - charge for it - and believe in its quality. If it's good, it'll do well. You can't beat the original selling point.

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