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You're highlighting real concerns, but leaving the door wide open with zero friction isn't helping genuine indie devs either, on the contrary (as we can clearly experience here), it's actively burying them in most cases.

Right now, the "free for all" model creates a false sense of accessibility. Sure, anyone can upload a game for free, but when hundreds of automated or zero-effort submissions flood the store daily, genuine indie devs who poured months of effort into their project get exactly zero visibility. A platform where everything is visible simply means that nothing is visible.

Regarding the technical vs. content issue (like basic Ren'Py visual novels made with uncurated AI spam), that's precisely why a simple automated filter isn't enough, and why friction + clear guidelines would be necessary; in fact, I'd say almost imperative at this point, if we want to attempt to solve the issue in any way. If the platform defines clear quality standards regarding low-effort asset flips or unedited AI spam, bad actors won't risk $100 on something that takes them 5 minutes to generate.

As for the staff workload: the current team is overwhelmed precisely because checking infinite zero-cost submissions is unsustainable (and evidently understaffed for that purpose). Introducing a financial barrier would slash submission volume by 80–90% overnight, allowing staff to actually focus on a manageable number of legitimate requests rather than drowning in noise.

Doing nothing just because every solution has trade-offs isn't a strategy, it's letting the platform slowly turn into an unnavigable dump for users and devs alike. In fact, I'd argue we're already almost there.

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A platform where everything is visible simply means that nothing is visible.

I completely agree with you on that, but the problem is that there is no perfect solution. You can argue your case all you want and make valid points—I’m not disputing that. The issue isn't denying the problem exists, but rather finding a truly viable solution for Itch.

Look, Steam already has this kind of filter: you have to pay $100 to upload a game there. Their staff responds within a few business days, reviews your game, and lets you know if there’s an issue. It’s a valid solution; I don't deny that.

My point isn't to dismiss the validity of your proposal, but to highlight that it would kill the Itch we know.

For instance, on Itch, I’ve been able to experiment and upload games that I know won't be commercial hits—games I haven't put on Steam simply because they wouldn't work there.

I also have a commercial game on both platforms, and for every copy sold on Itch, I’ve sold 100 more on Steam.

If I want to "pay" for a storefront with better visibility and a larger audience, I go with Steam because it yields better financial results.

But if I want to publish something new—to take a risk and explore new types of games or niches—Itch has no equal.

The moment Itch starts charging $100, it will essentially become a less-trafficked version of Steam. It might work better than it does now for certain developers and game genres—I don't deny that—but in the process, you’d destroy much of what makes it what it is for the indie scene today.

You want Itch to keep serving the indie community the way it does now, but with higher quality standards? Honestly, I don't think a paywall is the right solution.

I appreciate your perspective, and I actually agree with the core sentiment: Itch's identity as a hub for raw experimentation and niche games was invaluable. Sadly "was", not "is", because there is a fundamental detail being overlooked here: having a free platform only matters if people can actually find your experiments.

Right now, the absence of any barrier isn't preserving "the soul of Itch", it has essentially destroyed it. When a solo dev uploads a unique, highly creative experimental game, it gets pushed off the main page in minutes by dozens of automated, uncurated AI or low-effort slop uploads. In that environment, the freedom to upload for free becomes an illusion because the audience practically never sees it anyway.

Furthermore, a deposit system wouldn't have to block raw experimentation at all, because direct-link uploads, Game Jams, private playtests, and personal portfolio pages could remain 100% free. The $100 deposit would only apply if a developer requests public store indexing and front-page catalog discoverability. That way, the platform could keep its core identity as a completely open sandbox for jams, student projects, and experiments, while protecting its public catalog from becoming an unnavigable dump.

Doing nothing isn't protecting the indie scene, it's letting noise swallow the very developers who make this platform great.

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I highlighted the same concern.  $100 is $100 is $100.  Not everyone has that.  I certainly don't  Your approach would be a death sentence  for me who's only crime is not having access to such funds, especially since that was not the original point of itch.

The $100 benchmark was referenced specifically because it is the standard used by Steam to establish basic publisher commitment and filter out mass spam.

Viewing a deposit requirement as a "death sentence" misses the fundamental purpose of platform friction. When a developer spends months or years creating a project they genuinely believe in, investing a modest amount into their own launch is a standard step in taking their work seriously, especially if that deposit is refundable through sales milestones.