In 2019 we built a joke game as part of a Rube Goldberg marketing campaign that would let indies turn the tables on key scammers. It got banned off Steam, exposed a $1.9M bug, confused the wrong scammers AND burned our marketing budget for zero gain.
This is the story of Drawkanoid: Review Breaker.
First things first, we've cleaned the game up and put it on itch. It's genuinely enjoyable smashing your way through Steam reviews and then trying to guess which game they were for. They're real reviews, with links back to real games. https://dislekcia.itch.io/review-breaker
Drawkanoid: Review Breaker by dislekcia, QCF Design

Smash Steam Reviews, Find New Games

itch.io
It starts with another game, Drawkanoid (https://s.team/a/951370). I was working at Spry Fox, polishing this hyperspeed brick-breaker in my off hours with a friend. As it neared release, we starting wondering how to market it. We'd won some PR funding from NGDC, covering normal stuff, so why not get weird?
Drawkanoid on Steam

Hyperspeed neon brick-breaking with bullet time and explosions. What more do you need? How about ludicrous powerups and multiple game modes? You're welcome.

Key scammers were getting indies riled up again, articles talked about ways to verify emailed key requests, people trolled scammers back. And then G2A (the biggest grey market that scammers sold keys on) did some even shadier than normal shit.
Maybe we could do something useful here.

A plan formed:
1. Set up an address that indies could forward key begging emails to.
2. Analyze the emails, spot patterns and note dodgy addresses.
3. Reply with a legit or scam verdict, including keys to a different game to send to the scammer if they wanted to.

Keys from a Drawkanoid variant.

The logic was that scammers, given 2 or 3 keys, won't waste one checking it. Then, when people buy on key reseller sites and get something completely different, they complain, downvote the scammer or get their money back.

I even ran the idea past Valve, who weren't immediately hostile to it.

So we had a couple months to make a joke game that we could hand keys out for. Our first idea was to make Drawkanoid levels out of tweets, but smashing Trump's vomit wasn't cathartic (it just platformed hate speech), so maybe your timeline? But that meant Twitter logins, ugh.

Breaking words felt really good though! Was there a corpus of text so universally reviled, but also paradoxically so inconsequential that nobody would be victimized by smashing it up?

Did you know you can get every Steam review with two lines of code?

That gave us a game: Break a random Steam review, then guess which of 3 games the review came from. List all the games you've seen reviews for so people can check them out if they're interested.
We knew people might be miffed at not having gotten the game they wanted, so we made a heartfelt apology.

And that was it! A few weeks before Drawkanoid was set to launch, we had our joke game up on Steam, ready to go. We even set the price to $100! Who could be angry at having paid a couple dollars for something worth way more?

The only issue was Valve wouldn't give us any Steam keys for it.

Without keys, the whole plan was sunk! Our reps tried to help, but in the end Valve legal was concerned they might get sued by devs who owned the rights to the game titles and capsule art that we were showing. The rest of the plan didn't go over well either...

So they pulled game from sale.

After a long call on a Friday evening that went nowhere, I set the game to free on the Steam backend, hoping they'd reconsider the removal.

I woke up to 183 people owning the game! Awesome, we were back on! Except the game was still removed from sale. People were leaving reviews. What was going on?

I raised the alarm immediately, but people kept getting the game all weekend... It turned out that changing the price of the game to free while it was no longer on sale broke something deep in Steam. By the time Valve fixed it, 19132 people had picked up Review Breaker on the system, for free.

It was Steam collectors. Constantly spamming Steam trying to get it to grant them games as they appear. Review Breaker would give itself to you if you asked, AND the system still thought it cost $100. So there was a $1.9M bubble in Steam wallet valuations.

Valve said they didn't owe me anything.

Drawkanoid's guerilla marketing was well and truly fucked. No keys meant no helping other indies mess with key scammers, no G2A press, no virality. Valve did give 50% off coupons for everyone that claimed Review Breaker through the bug though. 3203 coupons were claimed, 32 people actually used them.

At this point you're probably going "Yeah, well what did you expect? Obviously Steam collectors want free games, not discounts!"

But even if the whole thing had worked, there's zero guarantee that angry gamers getting Review Breaker would translate to positive attention for Drawkanoid.

Drawkanoid did not do well in the end. Maybe we could have lived up to the potential people saw in the game if we hadn't spent months on a convoluted pie in the sky marketing scheme. Making a whole other game to sell the first game is an obviously bad idea when you say it like that.
But it could have worked! Or at least, had a chance of working, if we hadn't spoken to Valve about the game AT ALL. Their lawyers pulled the game because they'd lost the Mere Conduit defense against imaginary angry devs. Itch still has that, please don't sue them. https://dislekcia.itch.io/review-breaker
Drawkanoid: Review Breaker by dislekcia, QCF Design

Smash Steam Reviews, Find New Games

itch.io