Running on Steam in a literal sense


I slipped under the wire and got a demo of “Character Limit” submitted to Steam just in time. Now for the stressful part: It’s live in Steam Next Fest.

In April, the development of Character Limit had reached a point where it could be tested by actual players. It did fantastically well at Dreamhack Birmingham, and I had also started doing testing on iPhone and iPad with Testflight.

However, later that month, registration for something known as Steam Next Fest was coming to a close. It’s a promotional festival held a few times a year, focused on getting players to try out demos for games that have yet to be released.

Since I want the game to be completed long before the busy fall iPhone season, that meant the next Next Fest I could take part in was in the middle of June. I figured there was plenty of time to get the Dreamhack demo to a better and more robust state, so it could be downloaded to players’ computers to try out.

But, since WWDC was also happening the week before Next Fest, that meant I would face a busy time here at AppleInsider, which would impact any development.

So, the decision was made to leave the Testflight build ticking along on iPhone, and to return to it when the game is in a much better place. Instead, I allocated my time to focus just on the Mac and PC demo.

It was both a very good and very stupid decision.

Fixing the demo

Getting the demo working as perfectly as possible for Next Fest wasn’t just to ensure the game got more promotion through a major digital storefront. It also forced me into shoring up the demo so it could be used by the actual public.

So far, the game was made with my hardware and setups in mind. To make it work for practically any player in the world, I had to make sure anything that would break or be an edge case was handled gracefully, since any combination of hardware would be thrown at it.

Cue a few weeks of fixing bugs in number distribution, making an actual tutorial screen, and localization foibles that I had missed before.

It was then sent to some colleagues and friends for testing. And I’m glad that I did.

An edge case I didn't consider, and the fix. Image credit: William Gallagher

An edge case I didn’t consider, and the fix. Image credit: William Gallagher

William Gallagher of this very site tried the game demo out. Partly because I had to work out how Xcode notarization worked, which was tricky but not difficult.

It turns out that William has an insane display ratio because he uses an ultrawide screen. Due to the way the game functioned, playing full-screen meant you missed the bottom and top sections of the interface.

For a word game, it helps if you can see the letters you’re turning into words. Or even just see the Quit button on the main menu.

This was fixed quickly by making a floating section of the interface that was the correct aspect ratio, that would be visible in the middle of the screen when viewed by an ultrawide. All the content of the game would then be put into that box, similarly anchored to the center.

This worked surprisingly well and was practically the last stumbling block for the demo itself.

While not everything has been fixed, it’s just got enough “done” to be usable as a proper demo.

As a consequence, I have many changes to transfer from the demo into the full game. It’s work I would’ve had to do anyway before release, so doing it all now rather than later was a good move.

Steam pains

While making the game and working with Apple’s Notarization system is one battle, Steam is quite another.

The tricky process of setting up a Steam page for the game has already been done. While you can set up a separate store page for a demo, you could also just add the demo download button to the main sales page.

There are reasons to go either way, but I went with the one main sales page approach. Partly because it would focus traffic onto that one page, partly from laziness.

However, for some reason, Steam requires you to submit effectively everything you would need for the separate store page for the demo, even if it doesn’t exist. That includes the text for the page, which I had to write.

Other elements make sense, like platform specifications, capsule art images, and the name, since they would be used elsewhere.

Then it came time to upload the demo, which led to a multitude of problems.

The first issue was administrative, as I previously had to transfer the game from one Steamworks account to another, due to having signed up wrongly to begin with.

A personal account and one owned by a limited company differ in many ways, which meant a second account had to be made and the store listing transferred over.

It turns out that you can transfer the game as one listing, but the demo is a separate listing and doesn’t necessarily get transferred over with the main title. I spent so long failing at uploading the demo because of this missing element, and then I had to wait most of a week for it to transfer.

Screenshot of a desktop backup application window showing job configuration fields, source and destination file paths, options for filters and encryption, and buttons for saving or cancelling the backup job

There’s a graphical SteamPipe interface for Windows, but you’re stuck with the Terminal on macOS for some reason…

The second problem is Steam’s uploading system. There is an option to do so from the website, but there’s no documentation explaining how to use it properly, so it was a no-go.

The usual way is a SteamPipe upload, using the Steam SDK. This is a process that involves a ton of work, including installing a command-line version of Steam, constructing a build and an upload script, and then setting the launch options.

I understand fully that this is a system designed more for the big developers with massive teams and people who truly know what they’re doing. For a first-time indie, this is massively intimidating.

That is, until you realize that the SDK download includes a graphical interface that does a lot of the heavy lifting for you. Except it’s Windows-only and not available on the Mac.

I had a Windows PC nearby, so it wasn’t a difficult procedure. But it is disheartening that there’s not a macOS graphical interface available from Valve.

After getting the game demo uploaded, both it and the store details were submitted for review. The demo was apparently fine and dandy, but the store section was not.

Apparently, while you’re encouraged to make the images of the capsule art be different so that players can tell the demo apart from the main game, you also cannot add more words to the art other than your game name.

They objected to me using the words “Demo Edition” in the art. Also, my logo was being covered by a demo corner banner that wasn’t really mentioned previously.

Sure, my mistake for not fully understanding. It meant some tweaks and a few more days of waiting for a re-review and eventually being accepted.

On June 9, the second day of WWDC, Steam’s email confirmed that the store page met its requirements, and that the demo could be published. That evening, Character Limit became available to play in demo form on Steam.

Happiness and trepidation

I have written before about how Steam is a big deal for me. As a gamer with a Steam account value that could buy a reasonably priced car at current prices, I am very familiar with Steam,a nd have used it for many, many years.

Registering and having a Steam listing for something that I made was an emotional experience. Just that hit hard.

I didn’t expect putting the demo live to hit even harder.

I can now open my Steam library on my Mac and see “Character Limit Demo” on the long list of (mostly unplayed) games. I can now click it and open the game on my Mac or my PC.

Seeing it on there did actually make me weep a little bit. A stupid little game that I have been noodling on for most of a year is now in an application I regularly open up.

Steam desktop client window showing the Character Limit game page, with dark interface, game banner at top, community tabs, play button, and navigation sidebar listing various games on the left

Seeing the demo in Steam was a big deal.

It’s probably a feeling that authors get when they see their work on Amazon or in their local bookstore. Except it’s a game and I can’t walk into a physical location and hold the game in amazement.

After walking around the block for some air, I checked it ran OK, and it does.

This was an extremely big and happy moment for me. But it was cut short with the daunting realization that this isn’t the finish line.

The rest of the game has to be put into place for the final version. Research into more languages and modes for future updates, too.

Then there’s the ever-continuing slog of marketing and promotion before the game’s release. That’s an inevitability.

But, more immediately, there’s the fear that the demo will not be well received by anyone. The last thing anyone creating anything needs is for people to complain about your baby, even if it’s entirely justified.

Writing on the Internet for over a decade certainly gives you a thick skin for criticism of your words. But this is a level of apprehension and worry that I’ve not had to deal with in a very long time.

That’s not even taking into account the eventual battle to get the finished product in the App Store. That’s next.

Here’s hoping Gabe Newell’s money-generator audience is somewhat kind during this week’s all-important Steam Next Fest.



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Recent Reviews


The iPhone Shortcuts app reminds me of Minecraft. It might be relatively easy to jump into, but it offers nearly limitless potential, allowing you to build anything you want. The same holds true for the Shortcuts app, and that endless possibilities are what many iPhone users might find intimidating. But you don’t have to.

If you are new to iPhone shortcuts, think of them as little automated helpers. You can build them yourself or find ones that others have built and use them. And that’s the beauty of shortcuts. If you don’t want to get your hands dirty, you can find shortcuts others have created and tailor them to your needs. 

With that said, let’s check out my favorite shortcuts. These are not the best shortcuts on everyone’s list, but they are the ones I use daily to get things done faster and more efficiently.

App settings: stop digging through the settings app

Anyone who has spent more than five minutes hunting for an app’s permissions inside the Settings app knows how frustrating it can be. You have to open the Settings app, scroll all the way down, open the Apps section, scroll again to find your app, and only then can you enter its settings. 

This shortcut fixes that completely. It uses the Get Current App and Open URLs actions in the Shortcuts app to detect which app you are currently in and jump straight to its settings page. Once you set it up and add it to your Control Center, all you have to do is open the app, swipe down from the top, and tap the shortcut. 

It will automatically open the current app’s settings. It is genuinely one of the most practical shortcuts I have ever created, and you can download it using the link below. 

Get App settings shortcut

Apple Frames 4: make your screenshots look professional

If you ever share screenshots on social media, a blog post, or a presentation, this shortcut is for you. Apple Frames 4 is a free shortcut by Federico Viticci of MacStories, which can wrap your screenshots in a proper device frame.

The latest version is noticeably faster, supports all recent Apple devices, and even lets you choose frame colors and scale the images proportionally. What I love most about this shortcut is that it can take multiple screenshots as input and combine them in one image. 

All the images in this article have been created using the same shortcut. If you also take screenshots regularly, I can highly recommend this shortcut. I would also recommend you check out my favorite screenshot utility for Mac. It offers all the missing features of Mac’s built-in screenshot tool and then some. 

Get Apple Frames shortcut

Scan document: your pocket scanner is already in your hand

You don’t need a third-party app to scan documents on an iPhone. You don’t even need to open the Notes or Files app the usual way. With this shortcut, you can open the document scanner instantly and scan and save papers without any extra steps.

I have it in my Home Screen and use it whenever I need to quickly scan a receipt, a letter, or any paper document. It’s one of those shortcuts that sounds simple until you realize how much time it saves you every week.

Get Scan Documents shortcut

Resize & convert: resize images without downloading a third-party app

How many times have you shared a photo only to find out it was too large, or in the wrong format for where you needed it? Since the iPhone Photos app doesn’t let you resize an image or change its format, I found a simple shortcut to do it. 

The steps are pretty easy, too. You pick the image, set the size, and the shortcut handles the rest. I use this a lot when I need to send images for articles or posts that require specific dimensions. 

It handles a task I would otherwise have to do on my Mac or download a third-party app on my iPhone to complete. 

Get Resize & convert shortcut

Extract PDF pages: pull out only what you need

I deal with a lot of PDFs, and sometimes I need to extract a few pages to share or save. So I downloaded a shortcut that lets you select specific pages from a PDF and extract them into a new file.

It sounds like a small thing, but if you have ever had to send someone just two pages from a 40-page PDF, you know how handy this is. You don’t need to download any app, pay a subscription, or open your Mac. Your iPhone handles it in seconds.

Get Extract PDF shortcut

Clipboard history: because you always lose what you copied

This is one of the most underrated shortcuts on this list. While macOS has finally added a clipboard history feature with the macOS Tahoe update, the iPhone still doesn’t have a clipboard history. That means every time I copy something on my iPhone, it erases all the previously copied items. 

So I built a shortcut to work around it. Now, every time I copy something on my iPhone, it saves to a note, creating a running clipboard history I can refer back to whenever I need it. The only issue is that I have to run the shortcut manually for it to work. 

So that’s why I have added it to the Back Tap gesture (go to Settings → Accessibility → Touch → Back Tap) on my iPhone. Once I copy something I want to save, I simply tap the back of my iPhone three times to trigger the shortcut and save the copied item in a preassigned note. 

When you download the shortcut, make sure to edit it by tapping the three-dot menu and selecting the note you want to use as your clipboard history.

Get Clipboard History shortcut

Turn off mobile data when iPhone connects to Wi-Fi

To balance the manual activation of the last shortcut, I give you one that is pure automation. Once you set it up, you never have to think about it again. The shortcut uses the Shortcuts automation feature to detect when your iPhone connects to a Wi-Fi network and automatically turns off your mobile data.

I have also set up the companion automation that turns mobile data back on when you leave Wi-Fi. It saves battery life and prevents your phone from uselessly using mobile data when it doesn’t need to. Since this is an automation, there’s no way to share a downloadable link, but you can learn how to create this shortcut. The screenshot should give you the basics of how to do it.

My 7 favorite iPhone shortcuts

I know the Shortcuts app can feel intimidating at first, but most of these require very little setup, and the payoff is immediately obvious. Start with one that solves a problem you have right now, and before long, you will be building your own.

If you have an iPhone and are not using Shortcuts, you are missing out on one of the most powerful tools Apple has built. So, definitely give this a try, and your life will never be the same.



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