<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>上架流程 on PlumePHP</title><link>https://plumephp.com/tags/%E4%B8%8A%E6%9E%B6%E6%B5%81%E7%A8%8B/</link><description>Recent content in 上架流程 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Tue, 21 Jan 2025 10:18:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E4%B8%8A%E6%9E%B6%E6%B5%81%E7%A8%8B/index.xml" rel="self" type="application/rss+xml"/><item><title>Steam Playtest 实操指南：把公开测试做成可复盘的发行漏斗</title><link>https://plumephp.com/steam-playtest-funnel-operations-2025/</link><pubDate>Tue, 21 Jan 2025 10:18:00 +0800</pubDate><guid>https://plumephp.com/steam-playtest-funnel-operations-2025/</guid><description>Steam Playtest 不只是发一批测试资格，而是用受控玩家、版本和反馈节奏验证商店页、核心玩法和发售风险。</description></item><item><title>Steam 商店页 FAQ：个人游戏如何提前回答购买前疑虑</title><link>https://plumephp.com/steam-store-faq-purchase-objections-2023/</link><pubDate>Thu, 13 Jul 2023 19:11:00 +0800</pubDate><guid>https://plumephp.com/steam-store-faq-purchase-objections-2023/</guid><description>FAQ 不是页面补丁，而是购买前疑虑管理；个人游戏要把高频问题提前写清楚，减少错配和退款。</description></item><item><title>Steam 主题活动报名准备：个人游戏如何判断适不适合参加</title><link>https://plumephp.com/steam-theme-sale-eligibility-prep-2023/</link><pubDate>Sat, 11 Mar 2023 10:45:00 +0800</pubDate><guid>https://plumephp.com/steam-theme-sale-eligibility-prep-2023/</guid><description>主题活动不是有名额就参加，个人游戏要先判断品类匹配、页面承接、版本稳定和活动目标。</description></item><item><title>Steam 审核证据包怎么准备：让商店页和构建返工更少</title><link>https://plumephp.com/steam-release-review-evidence-pack-2022/</link><pubDate>Fri, 19 Aug 2022 13:05:00 +0800</pubDate><guid>https://plumephp.com/steam-release-review-evidence-pack-2022/</guid><description>审核前准备一份证据包，能帮助个人开发者确认页面承诺、构建内容和测试路径一致，减少被退回后的混乱返工。</description></item><item><title>Steam 活动与公告工具怎么用：上架前把更新写成玩家看得懂的节点</title><link>https://plumephp.com/steam-events-announcements-prelaunch-2022/</link><pubDate>Tue, 17 May 2022 11:58:00 +0800</pubDate><guid>https://plumephp.com/steam-events-announcements-prelaunch-2022/</guid><description>Steam 公告不只是动态墙，而是发售前教育玩家、解释 Demo、承接愿望单和复盘更新的公开节点。</description></item><item><title>Steam 包、默认分支与可购买状态：上架前别让玩家下错版本</title><link>https://plumephp.com/steam-package-default-branch-audit-2022/</link><pubDate>Tue, 08 Mar 2022 09:27:00 +0800</pubDate><guid>https://plumephp.com/steam-package-default-branch-audit-2022/</guid><description>玩家买到的是包和默认分支组合后的结果；个人开发者发售前必须验证购买、下载、平台和版本都指向正确内容。</description></item><item><title>Steamworks 权限与发布角色：小团队上架前必须分清谁能按按钮</title><link>https://plumephp.com/steamworks-permission-release-roles-2022/</link><pubDate>Fri, 11 Feb 2022 14:33:00 +0800</pubDate><guid>https://plumephp.com/steamworks-permission-release-roles-2022/</guid><description>Steamworks 权限不是后台小事，发布、定价、构建和商店页权限如果分不清，会在审核和发售当天变成真实风险。</description></item><item><title>Steam 首发语言怎么选：个人游戏的本地化优先级与页面配置</title><link>https://plumephp.com/steam-regional-language-first-launch-2021/</link><pubDate>Tue, 07 Sep 2021 16:03:00 +0800</pubDate><guid>https://plumephp.com/steam-regional-language-first-launch-2021/</guid><description>首发语言不是越多越好，个人开发者要根据目标市场、文本规模、QA 能力和商店页承诺选择能真正交付的语言组合。</description></item><item><title>没有发行商也要做好 Steam 胶囊图：个人游戏的视觉素材工作流</title><link>https://plumephp.com/steam-capsule-without-publisher-2021/</link><pubDate>Wed, 11 Aug 2021 10:12:00 +0800</pubDate><guid>https://plumephp.com/steam-capsule-without-publisher-2021/</guid><description>胶囊图不是美术炫技，而是 Steam 发现流里的第一眼识别；个人开发者要用清楚的视觉承诺减少点击浪费。</description></item><item><title>Steam 上架前 90 天计划：个人游戏如何把发行拆成可执行日程</title><link>https://plumephp.com/steam-indie-release-calendar-90-days-2021/</link><pubDate>Fri, 19 Mar 2021 11:07:00 +0800</pubDate><guid>https://plumephp.com/steam-indie-release-calendar-90-days-2021/</guid><description>发售前 90 天不是用来临时补所有东西的，而是把商店页、版本、宣传、测试和发售操作拆成不会互相挤压的节奏。</description></item><item><title>低预算 Steam 构建上传流程：个人开发者如何少踩 SteamPipe 的坑</title><link>https://plumephp.com/steam-low-budget-build-upload-workflow-2021/</link><pubDate>Wed, 24 Feb 2021 15:18:00 +0800</pubDate><guid>https://plumephp.com/steam-low-budget-build-upload-workflow-2021/</guid><description>Steam 构建上传不是最后一天把压缩包丢进去，而是一套需要版本、分支、Depot 和回滚预案配合的发行流程。</description></item><item><title>第一次做 Steam 商店页：个人开发者如何把玩法说清楚</title><link>https://plumephp.com/steam-first-store-page-positioning-2021/</link><pubDate>Wed, 13 Jan 2021 09:42:00 +0800</pubDate><guid>https://plumephp.com/steam-first-store-page-positioning-2021/</guid><description>第一次做 Steam 商店页时，最重要的不是把所有内容写上去，而是让陌生玩家在几十秒内判断游戏类型、核心动作和购买理由。</description></item></channel></rss>