Askaron15: Or maybe there is some hidden meaning to this?
Sadly "Update Fatigue" is a thing that's been made worse by modern digital game stores each wanting to be their own walled garden ecosystem. Steam started the problem but all the time it was only Steam doing it, the effect was hidden. But when GOG, Epic Game Store, etc, each want their own Steam-like client that inserts their own Steamworks-like API (Galaxy, EGS, etc) code into the game itself hooking into their own Galaxy.dll, steam_api.dll, etc files for their own branded achievements in their own special format "Steam style", then devs can't just take one "base" DRM-Free version and reuse it between stores (same way how developer hosted pre-Steam patches worked for everyone regardless of where you bought the game), instead each update needs designing "for the store".
In developers own words:- -
"How much work would they need to support Galaxy any way?" - We actually did look into it. We spoke with GOG who gave us access to information about what we would need to do. As I mentioned in an earlier post, it was not a trivial amount of work, and we couldn't justify it given the expected future revenues, nor could we outsource it without losing quite a bit of money." https://www.gog.com/forum/general/a_while_ago_i_wrote_to_dan_adelman_axiom_verge_and_asked_why_he_didnt_release_it_gog/post24 -
"Going onto GOG I expected maybe something like 10% of Steam, but it's more like 1%. Same with releasing a Linux version. It's all worth so little for us that it's rather annoying to have to do the extra work all the time and carry that weight around. I wouldn't do it again." https://steamcommunity.com/app/813630/discussions/0/2252308752476410536/#c2282708683255940081 -
"Hey there we used to be GOG, but the amount of people using it to buy and play Besiege was so low that we pulled it again because the amount of support we had to do for that version". https://www.reddit.com/r/Besiege/comments/1d3p20y/comment/l6jftqp/
These were just some of the devs who found Galaxy integration annoying enough to cause them to either not release their games here (or release but then remove them). There are others who haven't come out and said it, but we are obviously missing a lot of sequels to original games here that 'coincidentally' also happen to be missing updates, almost like they grew tired of updating their first game enough that it played a factor in not releasing the sequel here for same reason. Eg, Oxenfree launched on Steam, GOG, Epic, Origin, itch.io, Mac Store and MS Store. They very quickly got so exhausted of having to do 7x separate builds per update they stopped updating half of them (
"As of this date, the game version is 3.1.0 on Steam but 2.7.1 on Epic and GOG, and 2.4.0 on Origin.", PCGW notes). Subsequently, that the sequel Oxenfree 2 released Steam-only is almost certainly "Update Fatigue" related.
There are many others who do release their games here but also still find the "30x updates actually means recompiling the game 90x times for 3 stores" workload multiplication annoying enough to no longer rush to keep GOG games in lockstep with every Steam update. Similarly, some "In Development" games (eg, GloomWood) that have had a "Coming Soon" placeholder page here for years, released on Steam and they update that regularly, but the dev has also said they only plan on a GOG release post 1.0
"to reduce the workload".
Bottom line - The "Steam Model" (putting as much Middleware store-branding (aka, store-specific achievements, cloud saves, etc) in-game as possible benefits mostly only Steam. For smaller stores following suit, it's ended up an unintended workload multiplier. It's not the
only reason some games lack updates, but it is a major factor that developers admit to themselves.