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How a platform could curb low-effort submissions while protecting indie devs - e.g. stop the slop

A topic by Simpl_pseudocode created 21 days ago Views: 1,062 Replies: 69
Viewing posts 1 to 15
(+2)

The "background noise" has now reached unsustainable levels, not just on Itch, but everywhere in general. Unfortunately, slop has always been a major issue, and today AI has done nothing more than act as a catalyst, expanding it exponentially. I don't think Itch cares about promotion (or at least not anymore) otherwise the system would be set up differently.

In my view, a potential (and purely hypothetical) solution would be to condition the indexing and visibility in the public store catalog of a game or tool on a deposit of at least $100. This amount wouldn't be deducted from earnings, but rather refunded following a manual human review. This review wouldn't judge artistic taste, but simply verify minimum technical and formal quality standards (proper execution, absence of malware, adequate descriptions, and basic effort) that justify indexing the project in the public showcase.

This way, developers would be forced to evaluate beforehand whether submitting their work is worthwhile, resulting in far less slop. It would reduce workload for the staff, grant much-needed exposure to genuinely solid products, and respect the users' attention by preventing them from being overwhelmed by a flood of low-effort submissions that waste everyone's time and opportunities. Naturally, if a project fails to meet the basic requirements and is rejected, the $100 would be retained by the platform as a processing fee for the manual review.

What do you guys think?

(+1)

I think this is a pretty good idea. Maybe not on itch.io specifically, but for game distribution sites in general I think it’s pretty good. Only worry is that you would have to have very consistent reviewing, probably involving teams rather than one person, and I’m also not sure legally where this lies as whether or not you give back money relies solely on someone’s opinion, which can be wrong or biased

(+1)

You’re totally right about the legal exposure and the risk of subjective bias. If a reviewer rejects a game simply because they "didn't like it", it creates a huge mess.

That's why the manual review couldn't be about artistic taste or quality in a subjective sense,  It would have to be a strict, objective technical audit. The whole point of the non-refundable $100 for rejected projects is to act as a financial penalty for spam. If bad actors know they will lose $100 for submitting broken, low-effort slop that fails basic technical checks, they simply won't risk submitting it in the first place. That's the only way to stop the noise at the root.

(+9)

Low-effort slop

The problem is that not all "low-effort slop" is necessarily a game with technical issues; you could build a game using engines like Ren'Py—where the engine handles all the technical hurdles—and still end up with a game that qualifies as low-effort slop.

A monetary barrier would effectively kill off developers who lack the financial means to spare $100, even if they’ve poured a great deal of effort into their games.

Ultimately, such a filter would reward projects that sell well (since people would be trying to recoup their investment), thereby reducing variety and penalizing the truly independent scene.

It would also create new headaches for the staff; right now, the support team is already flooded with complaints from people asking why their games haven't been indexed (even though the process is free). If people stood to lose $100, the sheer volume—and especially the tone—of those complaints would become a nightmare for the staff to handle.

You might argue for a more transparent process—like Steam—involving a series of steps where the staff notifies you of any specific failures so you can fix them. Yet, even then, you’d end up with games that technically function or meet the minimum requirements but remain nothing more than slop.

I really don't see this as a genuine solution to the problem you're describing; I see quite a few downsides to it.

(1 edit)

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.

(+5)
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.

(1 edit) (+2)

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.

The moment Itch starts charging $100, it will essentially become a less-trafficked version of Steam

This.

Also, this type of wager about your opinion of your own game vs. Itch staff opinion about the game is not a good idea. Such deposits work on Steam, because all the games there are paid and Steam will deduct the deposit from earnings. It's not a wager. You cannot lose that money, except if you release a game no one buys.

it gets pushed off the main page in minutes

What main page are you talking about. Recent is not the main page. Recent is the place for brave and adventurous people to tip toe around the malware and slop.

The main browse page is sorted by popularity and you will not find slop there on the top pages.

Much could be achieved if Itch would actively search for slop creators. In some cases that is fairly easy. Just look at the accounts with most uploaded projects and work downwards. Most of the slop people complain about is uploaded by very few accounts.

Admitting that the "Recent" section is an unnavigable place for brave people to tip toe around malware and slop is precisely proving my point.

How is a new indie developer supposed to build initial traction and reach the "Popularity" page if the main entry point for new releases is completely overrun by garbage? Telling devs that the catalog is fine because popular games stay on top ignores how discoverability actually works for unknown creators. It creates a catch-22 where you need popularity to be seen, but you can't be seen to get popular.

As for the idea that slop comes from just a few accounts, that is a huge assumption unless you have actual backend data to prove it. But even if that were true, relying on staff to constantly hunt down, review, and ban accounts after they have already flooded the store is a purely reactive approach. It leaves the damage done and keeps the workload on staff unnecessarily high.

Friction at the front door remains a far more efficient, proactive way to prevent the noise rather than constantly trying to clean it up afterwards.

(+3)
that is a huge assumption unless you have actual backend data to prove it

i have seen several such accounts. Especially ai slop creators are easy to spot if you could access the data on Itch's side. The system could tell staff, when an account is uploading several projects a week. There is an ai agent account that uploaded over 500 projects the last two months.

I saw a manuel slop uploader with over 200 projects and another one with over 100. And several accounts boasting their many ai projects in release announcements.

So, no, that is not an assumption. It is an observation. Those slop accounts exist and they upload 10x to 100x the amount of projects of regular users.

You want to deter slop uploaders with this wager of losing money. Whom you would also deter is hobby developers. And Itch will not want to do that. What you call noise is what most games on Itch are. There is maybe 10% or less games on Itch that would pass your proposed test. Oh, and the professional slop uploaders would pass your formal test.

But if Itch would make a stance and actively hunt down those slop spammers and tell people that they do that, that might catch the right people and deter them from wasting everyone's time. A simple popup when uploading many new projects might work wonders here.

It creates a catch-22 where you need popularity to be seen

Curious how there is still popular games. I wonder why they became popular then, if the only way to get traction is to be seen on release day for five minutes on recent.

I think your premise is wrong. Recent is not the place to get popular. And becoming popular by merely existing on Itch is very hard.

Spotting a few high-volume accounts is anecdotal evidence, not platform-wide data. Banning those obvious accounts is simple, but it does nothing against (for example) spammers using automated bot networks and rotating throwaway profiles. Pretending that a simple warning pop-up will deter automated spam is remarkably naive.

Furthermore, claiming that "professional slop creators would pass the test" completely misunderstands their economic model. Slop farming relies entirely on zero upfront costs. No automated spammer is going to risk $100 per upload across dozens (or worst, hundreds) of generated projects when they know the vast majority will fail basic quality checks or download thresholds. Front-door friction destroys their entire business model overnight.

As for popular games, most of them achieve success by driving external traffic from social media, YouTube, or streamers. But a storefront telling its own creators that its internal release feed is an unnavigable dump and that they must rely entirely on external marketing is a failure of basic platform discoverability.

A platform's new release feed should be a launchpad for unknown talent, not a landfill you have to bypass.

(1 edit) (+6)

That would disqualify me, despite the efforts to code my projects from the ground up, keep the pixel scaling consistent and try to make my projects look as legitimate as possible.  My online financial footprint is non-existent and $100 is out of the question.

Thanks a lot.

(It's also kinda why I am fed up with the constant 'starving artist' harassment I have been receiving quite regularly, these days).

I respect the effort you put into coding your games from scratch, but I think there is a fundamental misunderstanding of how the current system is actually affecting your work.

First of all, a deposit model would not ban anyone from publishing, because direct uploads, personal portfolios and game jam submissions would remain 100% free. The deposit would strictly apply to public store indexing and front-page catalog discoverability. You could therefore still publish and share your games with the world without spending a single dollar.

Secondly, a refundable deposit on a legitimate project requesting store indexing is not a cost, but an investment in yourself. If a game is genuinely coded from the ground up with care, reaching a realistic milestone of downloads or sales to fully recover that deposit is easily achievable. You are not losing $100, you are simply putting up a temporary guarantee that gets returned once your game proves its legitimacy.

Lastly, without any barrier at all, the many hours you spend coding are currently being buried in minutes under thousands of zero-effort AI slop submissions. The lack of friction does not protect low-budget developers, it actively deprives them of any real chance of being discovered.

Having the right to upload for free into a black hole where no one will ever see your work is not true accessibility, it is an illusion.

(2 edits) (+2)

You have to have it available to put it up.  The money barrier remains the underlying issue, regardless of the justification.  This will not appear out of nowhere for me nor can I just go up to a nearby tree and pick some off it.

I am very much aware of the current problems with game making.  Every jam I compete it now I am up against those who won't toil and slave like I do to make the projects (and my ratings in those jams will always reflect their lack of effort).  The ones who will not put up the work, the cursing and swearing and the endless hours of frustration because they want easier will demand easier.  That is where engines started the downfall, because they provided easier (within conditions and limitations).  They don't have to understand the math and fundamentals of 3D because they have engines to do that for them.  Now they don't want to code, do the art or write music for their games and eventually even having to tell a database what they want will still be too much like work.  Down the road, they will demand insta-games where they just click a button, game that is badly coded, bloated, full of spyware and ludicrous dmca that probably doesn't even work, the 'art' all looks the same with unimpressive content that looks like every other insta-game and music that sounds like it was ripped from a game from 30 years ago.  But hey, at least it will be instant.  Funny thing is, they will still demand $150 a copy for it, as though they should be credited for something they 'created'.  It's become so drole.

We reached peak development 20 years ago.  It's all been downhill from there.

I actually agree with almost everything you said about the decline of game development and the rise of zero-effort "insta-games", and your frustration with people skipping the hard work and demanding instant results is completely justified.

But that is precisely the core issue: the current free-for-all model actively enables those instant-game creators.

When there is zero friction, the bad actors who put no effort into coding or art can flood the public index with thousands of generated projects in seconds, completely suffocating developers who actually code from scratch.

I understand that having $100 on hand may be a hurdle for many. But this would be ultimately a reasonable, temporary investment in yourself to unlock far greater potential returns in an (almost) clutter-free market, especially knowing it gets fully refunded once your game proves its legitimacy. If a platform provides free front-page indexing to literally anyone, it effectively treats a project built over months of sweat and code as equal to a button-click AI project.

Deleted 18 days ago
(1 edit) (+6)

No, lol.

Itch has survived for many years (through many less secure versions of Windows) while hosting all manner of software. There has been slop the whole time. Visibility has literally never been good from inside the site, you've always needed to bring people in from outside or appeal to other devs since the site community is mostly devs. It has been a jam-first environment as long as I can remember, and it's literally just a place that's easy to host your work which is why people use it.

Your work is not impacted by the presence of other people's work, and if it was, the problems you're talking about have been endemic to itch.io since the beginning. AI games are the new "asset flips" and suddenly asset flips are high art.

(+1)

Comparing AI spam to old-school asset flips completely ignores the difference in scale and speed. Assembling an asset flip still took hours or days, whereas automated AI tools now flood platforms with hundreds of generated projects in hours. It is a difference of volume that changes the problem entirely.

Claiming that "visibility inside the site has never been good, so we shouldn't fix it" is a curious argument. Supposing we must consider Itch.io merely as a glorified file-hosting service rather than a storefront, and accept that it provides zero internal discoverability, that still does not solve the fact that the platform is clearly understaffed and unable to manage the current load. Support takes weeks or even months to reply (if they reply at all), as reported in several threads on this board, even regarding crucial payout issues. So there is evidently a major problem, and accepting platform decay just because "it's always been flawed" is certainly not a solution. In fact, it is just an excuse to leave things as they are, allowing them to deteriorate further. That isn't realism, it's just resignation.

Furthermore, saying "your work is not impacted by others" is economically false. User attention and front-page space are finite resources. When the release feed is flooded with low-effort noise, users stop browsing it altogether out of fatigue or malware concerns. That actively harms genuine creators.

(4 edits) (+2)

You're having like inverse AI psychosis or something. I think the next 2 decades are gonna be craaazy if we survive lol.

I could imagine putting like a hosting cap in place, I don't know what the maximum project file size is right now, but I could imagine account wide caps on total hosting (if there isn't already one) or even bringing down the maximum file size for games and opening up a paid tier for unlimited hosting.

You could probably limit the number of projects that can be published in a day/week per account if things get "worse" from here without much pushback as long as it's 1 or more per day for jammers. Even then some jammers might have issues.

Aside from literal spam or file hosting bloat, I don't really think there is a problem. I've been making games since Flash and I think vibe code is the bees knees for game dev. People have been shoveling crap for decades now. It's genuinely not different than it has been. In some ways, less people are making games right now because the pandemic glut has passed and "get rich quick making indie games" fever has faded a bit. Also AIs write really tiny games (compared to a Godot client) -- so... the file size limits shouldn't really matter.

Front page is fully curated btw, they're not gonna put slop on there, so it literally has nothing to do with this. What we're talking about really is "how fast does the recent games page move" and maybe there's like room for a modern redesign where that page can become some infinite scroll dopamine algo or something, but that's really the solution to your issue. Youtube also has an infinite content crisis, they solve it with algos.

Resorting to personal comments like "AI psychosis" from my perspective only demonstrates the lack of actual arguments.

Moving past the deflections, the proposed alternatives actually demonstrate why a deposit model would be necessary.

First of all, a file size limit already exists on Itch, and it has done absolutely nothing to stop the influx of garbage. Lowering it further or placing caps would not stop slop, because low-res, low-effort AI (and human) slop weigh next to nothing. Meanwhile, legitimate projects with quality custom audio, textures, or complex frameworks would be punished. A file size cap targets the wrong variable entirely.

Second, saying the front page is curated misses the point. Discoverability relies heavily on tag browsing, category filters, and release feeds. When those automated directories are flooded with dozens (or hundreds) of daily submissions, users lose trust in the catalog and stop browsing.

Third, suggesting an algorithmic infinite-scroll feed like TikTok fundamentally misinterprets what an indie storefront should be. Turning Itch into an engagement machine driven by algorithms would reward clickbait rather than quality craftsmanship.

(1 edit) (+2)

Alright go forge your perfect samurai sword and sell it at the cost of labor + materials for infinite yen because you are the master swordsmith.

It's literally a website full of erotic dating sims and jam games. I'm sorry it's not working out for you, or you're welcome for engaging with your bait.

Perhaps some of us like the garbage btw. Maybe go sell your game on Steam with the higher barriers to entry.

Calling a respectful discussion "ragebait" is just a convenient exit strategy when arguments run out.

For the record, I am not trying to sell a game here. I released a free software tool specifically on Itch.io because I was aligned with the platform's open philosophy for indie creators.

Discovering the actual state of the platform, where the release index is buried in slop and support takes months to reply, is why I am trying to engage with fellow developers like you about the state of things. I honestly did not expect to encounter such fierce resistance, almost as if bringing up these issues was seen as a personal insult.

(2 edits) (+3)

It's super hard to tell dude, cause basically itch has always had the problems you're describing but we don't really see them as problems. So you're like "What if everyone had to show ID, because that would filter some people out and then I would get noticed more."

Welcome to the Internet, no one cares what anyone is doing. It's literally not a discovery portal, its a hosting solution. If you want front page you should make friends not forum posts, but for *most* users, its a place to host games and they direct people here from other places. Very few people treat itch as a discoverability portal. Most people here get most of the plays, engagement, and interaction with other game devs in the context of jams and it has always been that way.

And yes I'm aware your suggestion is just $100 (refunded) for discoverability access.

It's an odd suggestion, because why not just like... actually help the site make money and pay $100 to be literally advertised. Just encourage them to start a game ads program where devs can spend money for front page space. Good for everyone, we all make money then. Someone can waste their money being seen, and we can all gain bandwidth from their sacrifice of finding out even the front page has no organic traffic and the web is literally dead of users.

(1 edit)

Thank you for being direct. That actually validates the entire point I have been making.

If Itch.io is to be viewed purely as a personal file-hosting service and a community hub for game jams rather than a functional store and discovery portal, then the current system "works" for that specific niche. However, for any developer looking for a fair, merit-based storefront where quality work can be organically discovered without relying exclusively on external marketing or social networking (because it is obvious that a certain amount of self-promotion is always necessary) the platform falls completely short.

That is, in my view, the fundamental disconnect: treating slop and zero internal discoverability as a "feature" rather than a flaw is fine for hobbyists, but disastrous for anyone trying to build a serious, sustainable path as a creator.

It does not bode well for the future of the platform either. If serious, motivated, and skilled developers eventually leave out of frustration, what is actually left in the end?

Edit: suggesting an ad program where space is sold to the highest bidder is the exact opposite of a merit-based system. That would simply favor deep-pocketed spam operations over genuine indie creators who cannot afford ad budgets, turning the front page into a pay-to-win billboard.

(2 edits) (+2)

Right. The disconnect is that you want something that serves you even though it already serves countless other people in its current form. Even though you can literally open up an AI and type "make me an itch competitor with meritocratic systems and a $100 escrow for new accounts" you want to post endlessly about how this website should be that thing, but you insist it's not bait or facetious content.

Who's disconnected, you know what I mean? That's why I said it was inverted AI psychosis. The position makes no sense. It's like I went into a Wendy's and started complaining that it isn't a steakhouse.

Forgive my frankness, but suggesting that anyone who points out systemic issues on an established storefront should simply "use AI to prompt a competitor into existence" is a completely surreal argument.

As for the analogy: Itch.io is explicitly framed as a digital marketplace for indie creators (their words, not mine). Asking for basic curation, functional search, and responsive support on an actual store is not asking for anything crazy or unreasonable; it is asking for the bare minimum of a functional platform.

(+3)

I'm only 13 years old and I make games that are bad, but not all slop(they works and contains at least a few hours of effort). Making and playing games are very fun, and I would like to see better games on the page too.

The problem is, 100$ is something I get in a year. Also, I can't use systems like Paypal so I need my parent's account and info and all the difficult stuff. If what you say becomes true, I would have to quit. Itch is good the way it is now.

(+1)

First of all, a very important advice: please be extremely careful about revealing your age online, especially on public forums. It is a safety measure you should strictly follow everywhere on the internet.

Regarding your concern, you would definitely not have to quit, and you would still be able to use Itch just like you do now. Under this proposal, direct uploads, personal portfolios, and game jam submissions would remain 100% free. You could still upload your games, send the links to your friends, participate in jams, and build your skills as a developer without spending a single dollar or needing any financial account.

The deposit would strictly apply only if someone wants their game indexed in the public main catalog for commercial store discovery.

In fact, protecting the platform from automated spam and slop ensures that when you grow as a developer and are ready to release something bigger, the platform won't be completely broken or abandoned. Keep making games and having fun!

(+1)

ok!

(+2)

calling other peoples games and projects and efforts slop, ai slop or worse in just disrespectful imo

its ok to not like something but calling it names ;/

i could not do that i could maby say i dont like the project

(1 edit) (+1)

Respecting indie development means valuing the time and care people put into learning art, code, and design. Calling button-click AI (or human) spam "slop" is not about insulting others; on the contrary, it is about respecting genuine creators and protecting their work from being buried.

(2 edits) (+2)

i like to see you say that to anyones project that it is a slop that you think is making slop with their efforts

I think you are completely missing my point.

A developer spending time and care learning to code, draw, or design (regardless of how rough the final result might be) is putting in genuine creative effort, and that deserves respect.

Mass-producing low-effort slop, whether it is generated by an AI or by a human throwing together zero-effort template flips and asset dumps in 5 minutes just to clog the feed, is not effort. It is spam.

(+2)

never  seen a 5 minute dumps? what are you talking about, point me where it it is

everyone puts their efforts in making their projects 

Claiming that every single item uploaded to a completely uncurated public open index represents "effort" is simply ignoring reality. Anyone can check the latest releases right now to see the endless stream of zero (or near-zero) effort products, a massive expanse of shovelware clogging the feed.

I don't think I need to post individual links to prove that water is wet. Denying that spam exists on Itch doesn't make it disappear; it just demonstrates a complete refusal to acknowledge the current state of the platform and, frankly, I am curious why you feel so personally addressed by all this, though I haven't even looked at your profile yet.

(+1)

well i value every effort that people do to make their projects

i just dont need to like all of them

I respect your perspective, but I stand by mine. Wish you the best with your projects!

(2 edits)

As someone that has recently joined the itch community a few months ago, I agree that something needs to change in the near future. There has to be some filtering of some kind and making a barrier for entry is probably the best approach. However, instead of simply a financial "down payment" option, there should be several options available:

  1. Keep the $100 down payment option idea for fast-track access (gets refunded once verified/audited) - but this has the issue of bias and potential lawsuits claiming theft like "my project wasn't slop but was labeled as slop by an inept reviewer and now I'm suing for my money back" (this needs to be very, very carefully done)
  2. Add an option for verifying in some other way (e.g. linking some phone number or photo ID or something) - this is hard to do in some countries due to privacy laws but works in countries like South Korea to greatly curb bot abuse (and in itch's case, low-effort spam).
  3. Add some endorsement option (this is what arXiv has implemented) where verified users can endorse new users to post content. This is a bit tricky though as there would need to be some strict criteria regarding verification.

I'm personally in favor of option 2 and/or 3 here but I don't mind paying $100 if needed since I'm not financially burdened (but very possibly many itch users could be).

Thank you for your contribution. I think your points are certainly valid, and I am well aware that the deposit option carries legal and operational nuances regarding curation bias. That is why (as I mentioned earlier) clear, objective criteria or automated sales thresholds (for example, auto-refunding after $100 in legitimate sales) would be necessary to avoid subjective manual disputes.

Identity verification is indeed another proven method used across many platforms to effectively eliminate automated bot accounts and mass spam operations at the root. Similarly, the endorsement model could be another strong alternative, allowing established, verified creators to vouch for newcomers.

None of these alternatives automatically exclude the others; in fact, they could easily coexist in a flexible framework. The goal was never to enforce one single rigid solution, but rather to highlight that a total absence of friction eventually leads to platform decay. 

(+2)

These approach is doing nothing. No one is going to get indexed, and it would turn users away from the site, in favor of Steam if they still have to pay $100. 

This does not limit jam spamming, external slop marketing, or anything else.  Put the limit on getting 100 plays/downloads instead, and give badges. People with more free badges get better indexing, increased jam limits and shorter cooldown on project creation, and more external links.  (Add these restrictions)

Also add basic limits for page quality, such as 500 character description,  custom theme, and screenshots.

Itch.io is intended for people like Yosulman, to be properly indexed and use the site.

Whether through financial friction, reputation milestones, or page-quality requirements, the core point remains the same: I think it is obvious (to some more than others) that adding structured hurdles is essential to filter out low-effort noise and protect genuine creators who want their work properly indexed.

Your solution would not work the way you think it would work. And it is highly questionable. This "refund, but only if our staff was in the mood and it did not rain the day before" is problematic. The criteria are too vague and you cannot define them in a way that will not also remove 90% of current Itch games. 

proper execution, absence of malware, adequate descriptions, and basic effort

What does proper mean. What does execution mean. Excluding malware is nonsensical, as it is of course forbidden. Mentioning it, does not improve the idea. What does adequate mean? And the most important bit: basic effort. What does that mean? A feature a pro does in 1 minute an amateur might need 3 days for. Who put more "effort" into it? The 3 day attempt of the amateur might still look like slop in comparison to the hand waved half attempt of the pro. You cannot quantify "effort" in a trivial way. It will be arbitrary. And you cannot bet money on arbitrary criteria.

And yes, the games that ai agent account publishes will fulfill all of your vague and formal criteria. It is not malware. It is proper games and it will have "basic" effort, evident by the well phrased description and the fact that it is a playable game and not a bricked exe. And that ai agent account is not a criminal account. It's just slop because of mass production and overusage of ai. But it is not malicious. You could remove that account by simply telling the account holder that such activity is not wanted on Itch. The account holder either complies or turns to malicious tactics - which then should be fought with the systems that fight all the criminals trying to abuse Itch.

Banning and curbing malicious accounts is all good and well, and I have seen a huge amount of those . But your topic and your proposal is not about them. It is about a quality standard. You want games to pass a greenlighting test. Something that reminds me of  Steam. Steam is geared towards professional publishes. Itch is not. Itch is geared towards self publishing developers and includes inept and beginner devs, that will release low quality games - if you compare those games to professional games.

You think that all is ok, because, yeah, they can still upload, and they are only not indexed on Itch. But ... why? There is aleady a store for professional games. Several, actually. And even on Itch you can always go look at /games/store . There is still a bit of slop there, but the section of paid only games only has 50k games and not 1.500k games.

So in short, your proposal might achieve locking out "low effort posters" and some criminals (who, btw, would just pay with fake credit card or publish on hacked accounts and collect their payload in the time it takes to notice the fraud. Bolstered by the seal of approval of Itch staff. I have seen that happen a lot. They used hacked accounts with exisiting credentials and even released paid games. They try everything.)

... but the result would not be Itch anymore, it would be a less popular Steam, with less features.

A more prudent suggestion would be a new default section of browse that would combine

 /games/new-and-popular/featured and /games/newest/fresh

Browse a constantly updating set of projects sourced from curated collections by our members. Check back for new additions.

I have no clue what that means, but I sure hope those curators do not put slop in there.

And yeah, your whole suggestion is about weeding out recent. The problems you describe are not existent on the other browse pages or the homepage.

Do not get me wrong, I think demanding some kind of minimum standard for publishing projects is a good thing. And imposing a publishing limit would be even more prudent. The (non criminal) slop posters are easily detectable. I just do not think your solution is doable at all, or in way that Itch is still Itch.

So, your response comes full circle into agreeing with the core problem. You start by arguing that defining basic standards or friction is "impossible" and "arbitrary," yet you conclude by stating that demanding some kind of minimum standard and imposing publishing limits is actually a good thing. That is literally the entire point of this discussion.

A few clarifications:

    • Nobody is asking Itch to become Steam. Protecting a platform from mass produced AI slop and automated shovelware is not "trying to be a corporate store"; it is maintaining basic operational health so that actual indie beginners aren't buried under automated noise.
    • Politely asking mass spam accounts to stop does not work. Believing that automated scripts or spam operations will simply comply because you tell them "such activity is not wanted" defies the basic logic of how web platforms operate.
    • Friction is not about punishing amateurs. An amateur spending days on a rough, genuine project is completely different from a bot or account pumping out 50 template flips a day. The fact that even you admit "slop posters are easily detectable" proves that identifying these patterns is neither impossible nor subjective.

    Ultimately, if we both agree that minimum publishing standards and rate limits are needed to curb low effort flooding, then the debate is already settled. The only real, complex, and remaining question is implementation, and as other users have constructively pointed out, there are plenty of viable models to achieve it, provided the actual will to do so exists in the first place.

    Protecting a platform from mass produced AI slop and automated shovelware

    But that is not what your suggestion would accomplish. You did not even list ai mass producation as a criteria to fail the $ 100 bet.

    According to the title's thread you talk about low-effort submissions. And you talk about protecting indie developers. But you would not protect indie devs, you would protect the players from being exposed to slop and low effort games.

    You start by arguing that defining basic standards or friction is "impossible" and "arbitrary,"

    That is not what I said. I said the criteria you proposed are vague and arbitrary. I did not say it is impossible to have basic standards. Even Itch has those in their quality guidelines. But "low effort" is not a criteria you can use on Itch's catalogue of games, else you would lose 90% of all games here.

    Politely asking mass spam accounts to stop does not work.

    Why would it not work? Oh, I see why. Because you think that all those spam accounts are acting with criminal intent. That they will ignore platform rules and will circumvent restrictions.

    Friction is not about punishing amateurs.
    The fact that even you admit "slop posters are easily detectable" proves that identifying these patterns

    Oh, but it will mostly punish the amateurs. The pros know how to get a pass. And your suggestion is not about pattern recognition. So admitting that there are patterns is proving my points, not your's. Let's revisit this paragraph

    As for the idea that slop comes from just a few accounts, that is a huge assumption unless you have actual backend data to prove it. But even if that were true, relying on staff to constantly hunt down, review, and ban accounts after they have already flooded the store is a purely reactive approach. It leaves the damage done and keeps the workload on staff unnecessarily high.

    You just agreed to that "huge assumption" by talking about these patterns. Plus, I think it is hilarous that you think that workload for staff would be less, if they have to vet each and every game that wants to be indexed. And the "damage" is already done. There is 1.5 million game projects. For your suggestion to have any effect, all those games would need to be revisited by staff.

    Ultimately, if we both agree that minimum publishing standards and rate limits are needed to curb low effort flooding

    I focus on the flooding. Your suggestion focuses on the low effort.

    And I tells you that going for low effort will not work on Itch. Most games here are "low effort".

    You are shifting semantics to avoid the reality of how stores operate.

    • Politeness does not stop spam operations. The assertion that mass spam accounts will cease activity simply because staff tells them "such behavior is not wanted" demonstrates a disconnect from automated abuse dynamics. Scripted accounts and industrial slop uploader operations do not operate on polite compliance.
    • Flooding and low effort clutter are the exact same issue. You attempt to separate flooding from low effort content, but mass flooding exists precisely because producing zero effort or AI generated noise costs nothing. Limiting one inherently requires friction against the other.
    • Prevention applies to incoming submissions, not retroactively scanning millions of legacy pages. Claiming that any new quality hurdle or rate limit would require manual staff review of the entire historical database is a strawman. Platforms implement friction and verification not by manually re auditing years of archived files.
    • The amateur excuse is a false equivalence. Rate limits, identity checks, or page completion requirements do not harm real amateurs; they target structured abuse.

    If you acknowledge that publishing limits and flooding controls are necessary, then arguing against every single mechanism to enforce them while relying on polite requests to bot accounts is simply defending the status quo under a different name.

    (1 edit)
    Scripted accounts and industrial slop uploader operations do not operate on polite compliance.

    But those are not the type of accounts that your suggestion is aimed at. Your suggestion is aimed at low effort submissions. From regular people. If your suggestions are not aimed at low effort, but at bad actors, that is a different discussion.

    The account I mentioned that uploaded so many ai games does proclaim on the profile to be compliant. In case you did not know, ai disclosure is not mandatory for games. So this account does play by the rules. Problem is, to my knowledge Itch has not yet made a strict statement about ai agents or mass uploading of ai games yet. There is some vague hints in the quality guidelines, but nothing outright telling naive vibe coders and ai agent users that what they do is not wanted. At least not in the scale they do it. 

    Flooding and low effort clutter are the exact same issue

    No, it is not. X is 1 account uploading 100 games. Y is 100 accounts uploading each 1 game. Fighting the "flood" of hobby developers is not a thing Itch would do. But fighting the flood some accounts produce is a thing Itch should do.

    Sure, for a player it might seem as the same issue, if the recent section is full of 200 games that are either low effort hobby projects or mass produced relative high quality seeming ai games.

    Your suggestion would put burden on all 101 accounts, but in my opinion it is quite enough to only deter that 1 account with the 100 games.

    Prevention applies to incoming submissions, not retroactively scanning millions of legacy pages. Claiming that any new quality hurdle or rate limit would require manual staff review of the entire historical database is a strawman.

    No it's not. If you proclaim: look, Itch has now a quality standard, and does not allow low effort submissions, you need to deal with the previously uploaded projects and hold them up to the new quality standard. Else why boast the quality standard? We have "quality" now, but only for the tiny fraction of new games? Never mind the catalogue of 1.5 million projects that already fill up the browse pages.

    Your suggestion boils down to opening a new site. Like Itch premium. Where you need to apply to get listed.

    The amateur excuse is a false equivalence. Rate limits, identity checks, or page completion requirements do not harm real amateurs; they target structured abuse.

    Pointing out the flaw in your suggestion is not an excuse. You just claim that it would not harm real amateurs, but you have no data or cited a previous example where this was done and it worked out the way you predict. And people pointed out to you, how it would hurt those amateurs. You just hand waved those concerns away. The "straw man" here is, that you suddenly do no longer keep up your $ 100 wager suggestion but silently act as if you suggested rate limits, identity checks and page requirements.

    You are conflating flexibility with retreat, while doubling down on completely unrealistic platform mechanics.

    1. I have not withdrawn the $100 deposit proposal at all. I still personally view financial deterrence as the single most effective and reliable mechanism to stop low effort flooding. What I have said, and repeat now, is that I am pragmatic. If the exact same result can be achieved through rate limits, identity checks, or page standards, either alone or in combination with a deposit, the mechanism matters less than the outcome. Recognizing multiple paths to a goal is not a contradiction.
    2. Whether 100 low effort submissions come from one account using scripts or 100 disposable throwaway accounts, the resulting store catalog is equally degraded. Players and legitimate developers experience the exact same damage: discoverability is destroyed under zero effort noise.
    3. The idea that implementing an indexing filter today forces staff to manually audit 1.5 million legacy pages is illogical. Every major web platform, from app stores to video hosting, updates submission requirements for future listings and indexing queues without retroactively deleting or auditing archived history.
    4. Claiming that mass AI uploaders and slop posters are just naive creators playing by the rules because Itch hasn't explicitly forbidden them is precisely why structured friction is needed. Polite guidelines without enforcement mechanisms do not stop spam; they invite it.
    Recognizing multiple paths to a goal is not a contradiction.

    But that is not what you did. You made some kind of reverse false straw man. You made that suggestion with the $ 100 wager. People argue against it. And as a comeback you misrepsent your own suggestions to be actually about other things.

    People here do not argue about your goal. They argue against your suggested method!

    the resulting store catalog is equally degraded. Players and legitimate developers experience the exact same damage: discoverability is destroyed under zero effort noise.

    You just assert things. That it is equally damaged and you load the terms, like saying "legitimate" developers. And you assert that discoverability is destroyed.

    But we are not talking about illegitimate developers here! A hobby dev uploading a "low effort" project is legitimate. Oh, and you try to pull of a false straw man here. You assert that I was talking about 100 throwaway accounts. I was not. You dishonestly misrepresent what I wrote. I was comparing the low effort projects uploaded by 100 hobby devs against the spammed slop of 1 account.

    The idea that implementing an indexing filter today forces staff to manually audit 1.5 million legacy pages is illogical.

    I pointed out that imposing a quality standard today would do nothing to the existing catalogue. And that the platform would have to scrutinize old projects to be able to claim a platform wide quality standard.

    That is the opposite of illogical.

    is precisely why structured friction is needed. Polite guidelines without enforcement mechanisms do not stop spam; they invite it.

    With that premise, it does not precisly follow, that structured friction is needed. It follows that the guidelines should be enforced.

    I think it is sad that you did not adress the major critique against your proposal:

    If implemented, your suggestion would make Itch not be Itch anymore.

    I have already stated that from my perspective financial deterrence would be the most effective solution. However, I am not a fanatic; I am pragmatic. I opened this thread to actually discuss a problem, not to preach absolute truths. When other users propose viable alternative options, I see no reason to fight them out of ideological stubbornness instead of incorporating them into a broader vision. The point is not forcing one specific mechanism over another, but solving what I consider to be a major structural problem.

    We can spend all day doing semantic analysis over what constitutes low effort or legitimate content, but at this point it just feels like moving the goalposts. We need to decide where we stand: either we agree that Itch has a severe problem with slop and noise drowning out quality work and genuine effort, or we believe the status quo is fine. If you believe there is no problem, then our views are fundamentally antithetical and there is no common ground to debate.

    Furthermore, the existence of 1.5 million legacy pages is not an excuse for inaction. Implementing controls now resolves the problem for the present and future. Once the floodgate is closed on new incoming noise, separate solutions can always be explored to handle past clutter.

    Finally, regarding the claim that my proposal would make Itch not Itch anymore: what exactly is Itch supposed to be? Is it meant to be an unmoderated dump for slop and shovelware? Is that what people are so eager to defend? I highly doubt that was the founder's vision, nor do I believe that introducing basic operational health would ruin the platform's soul.

    (1 edit) (+1)

    I agree with the sentiment that there is too much slop. Used to be I'd get a message from a noob to check their steez and you'd open up a horrific .blend file or some single huge file of uncommented nonsense code, and I'd spend the time to give them pointers, and seeing them grow as a dev was rewarding. Nowadays a noob sends you a project and it's so much further along than it has any right to be and it all looks amazing and extremely sloppy and I feel like they're just wasting my time. What's the point of me critiquing the output of AI? You're just going to feed my critique into the AI some more and let it run. There's no learning or progression here.

    I would like to see a version of itch.io where you _have_ to post the source code.

    I also disagree with your $100 deposit idea. That won't soothe your chafe it will just change the entire schtick of this site. For me, itch is a place to chuck MVP's and prototypes while you learn and discover with the eventual goal of releasing a "real" game on a "real" platform. I don't see making any money through itch being a sensible goal, so the $100 would just make me go somewhere else to post my garbage games.

    EDIT: As the posters above have alluded to, human curation is the only real answer here. You can already create your own collections so maybe find a set of devs who are curating good non-sloppy games and follow them (or do that yourself)

    We also need a way to call out and shame slop to make it less socially acceptable to waste everyones time anyone want to build slopshame.com?

    (1 edit)

    As for the deposit idea, I understand your reservation. The goal was never to enforce one specific policy, but rather to introduce some form of friction against noise. If that friction comes from human curation, identity checks or community validation, it makes no difference which policy is chosen, as long as it gets the job done.

    There is a famous saying: "It does not matter if the cat is black or white, as long as it catches mice." But the most important part is that a cat actually needs to be there in the first place.

    (6 edits) (+4)

    No, thank you. I would rather Itch Io impose a limit as to how many projects a single account can post within a day or a week, as well as give more controls to Game Jam hosts, such as the ability to queue submitted games and approve its addition to the Jam's submission page manually. This will give the site a chance to "breathe", as well as young AI developers to carefully consider what to publish first.

    Young developers are excited and impulsive, so this cool-down period will give them time to think and consider things without barring them out from being indexed completely with a paywall that they cannot afford.

    Moreover, imposing a fee to have a project listed will turn away many people from hosting their projects at all. If they cannot be indexed and found without a paywall, they would not have a reason to post here at all, even if hosting itself is still free of charge. They would simply look for other sites to host their games where they could be indexed and found, or start a new one.

    The same people who would potentially use your tool will no longer browse the site for tools to use either, as they would now have every reason to believe that it's become a site where only people with money will get discovered and be seen, even if their tools and games are bad. There is a reason why many of them are not on Steam, and are here instead. You would lose the very same community you claim to love and are part of.

    And then, you would have to move to this new site and find them. That same problem with discoverability that you currently have will arise again. By then, you may be seen as the enemy, and have all their backs turned against you.

    In fact, you see the results in this thread itself. Many community members are taking it very personally - and they have every right to. Even as a person with money to spend and who will not be personally affected by this paywall, I can see where they are coming from.

    It is very, very tempting to solve problems with money and a paywall, Master Simpl. But it is not always the best solution to all things.

    The other thing I wanted to bring up was about the tool you have developed. In all honesty, I think the problem you're facing isn't the "buried by slop" issue, but rather another issue altogether.

    To preface, I make hand-drawn assets, and I have also experienced one of my neighbors running my art through AI to make it "better" for the neighborhood security logo. This led me to believe that all my assets will no longer have downloads, because people now have the ability to use AI to generate superior-looking images and assets and would no longer need to download my assets.

    To my surprise, I found my asset downloads tripling within the last few months. I also see some of my traffic coming from telegram, likely passed around within development teams. This is likely because many players are actively ignoring and avoiding games with AI-generated assets, so a lot of developers have come to realize that they needed to use hand-drawn assets to attract organic players and stand out against all the other games with AI-generated images all vying for the same pool of organic players.

    What this also means is that there are now possibly a lot of developers using AI platforms to create new games, as I have not experienced getting so many downloads for my assets before. It is now the new style of development, and as such, it may also mean that many developers no longer require tools like yours to create their games, and therefore do not browse the tools section of the site at all. Moreover, a lot of traditional developers also already have very updated engines and methods they have chosen to stick to. They, too, may not find the need to browse for independently-made tools to use.

    This is a bitter, bitter pill to swallow, but from what I personally see, it's one of the likelier causes to your current problem. As the IT world changes at breakneck speed, tools like yours become obsolete very, very quickly.

    This is the reality that every developer must face - much like the IT world, the developer community changes very quickly. We now have young, new developers using AI. I feel that rather than shun them and call their work "slop", we need to understand them and work with them in order to co-exist with them well.

    There are several fundamental misunderstandings here that need to be addressed.

    As I have already stated in this thread, financial friction was merely one option among many that emerged during the discussion thanks to the contributions of other users. I have explicitly said that multiple alternative options could be considered, even in combination, provided they actually achieve the intended goal rather than serving as a mere fig leaf. Agreeing with daily creation limits and cooldown periods is literally agreeing with the core proposal for structured friction.

    My critique is about storefront infrastructure, not a personal grievance. Making assumptions about my personal tool or attributing a systemic platform discussion to obsolete software is a side step. A broken search and feed system flooded with noise is an issue that affects thousands of creators across every category, regardless of how individual items perform.

    Your own experience actually proves my point. The fact that your hand drawn assets saw increased demand because developers are actively trying to avoid low quality clutter proves that noise dilutes platform trust. Creators and players want quality human effort to be discoverable.

    We do not need to coexist with spam and low effort flooding at the expense of platform health. Implementing publication limits and curation controls is not about excluding people; it is about preserving an environment where actual creators can still be found.

    (+3)

    I understand your point, but Itch is a corner stone for new devs to get their game out there without having to pay for anything unlike steam. 

    In 2026, with everything so expensive, making users pay a fee to post their game might sound like a good idea to weed out bad games, but it will also weed out good games from devs who just can't afford to pay the fee. 

    Also, a lot of devs use places like itch to get their game seen and then move onto bigger platforms like steam, so itch is a stepping stone and if you make the stepping stone harder to step on.. well people will avoid itch and turn to other free platforms, so in the long run I believe a fee to post a game will only hurt itch. 

    It's impossible to clear out all low effort/slop games, but what we can do is pay little attention to them, hoping that the less attention it gets will send a message to others that if you make a low effort slop game you will not get much attention. 

    Comparing a modest deposit to a barrier for first world creators is an unrealistic argument. In most developed economies, $100 is equivalent to a single dinner and movie night, and Steam indexes hundreds (if not thousands) of new indie titles every single month from solo developers precisely because a modest friction is easily manageable for anyone investing real time into a project they believe in.

    If the community prefers to keep Itch as an open sandbox with zero economic friction, that is a fair choice. But we should be clear about the trade off: maintaining absolute zero friction means accepting that genuine indie work will remain hidden under an ever growing sea of noise.

    (+4)

    My argument isn't realistic at all, what about people in third world countries who make good games but CAN'T afford that $100? 

    I can say the same thing for steam, however it comes down to how the platform is constructed and it's aim for users. Steam is a professional platform for quality games and thus from early on required users to pay to post a game, when it makes money, you get that money back. 

    However, itch has always been a open gate community that accepts everyone (if we ignore the nsfw ban and payment processor issue not long ago) so to suddenly gate keep itch with such force will push people away from a platform that was free. Because Steam is a platform users know that a huge chunk of games are paid titles, whereas, people come to itch because of the amount of free to play games and easy methods to support small devs via buying their demo or donating.. and if you suddenly add a payment to post a game.. you can say goodbye to most if not all the free to play game.. as paying to post your own game free or not will completely flip itch's devs and users on their heads. 

    Paying $100 to post your game on a platform originally designed and pointed for new devs with required $0 upfront cost is pretty extreme. 

    A far better direction would be for itch to hire more staff or use their current staff to tighten up rules and regulations on the platform that DOESN'T require a complete restructure that makes their users and creators suffer entirely. Such as implementing better and improved upload rules for games, holding games for review if enough people report the game and, ensuring people follow. 

    I do agree that itch has become a place full off ranged levels of effort in terms of game quality, however itch has been built on "open for all" and "fair chance for all" and as such, in order to somewhat keep that going and be fair on everyone, they need to tighten the rules on the quality of game you can upload and add a few new rules. 

     What you are suggesting is "Welcome to my restaurant that anyone can enter, but you must pay us $100 to eat here" But the restaurant in question is McDonalds, not some fancy club restaurant.

    The argument has become entirely ideological rather than practical, relying on emotional rhetoric instead of workable solutions.

    • Regional adjustments exist across the industry. Bringing up third world economies as a permanent roadblock ignores standard platform mechanics like regionalized deposit scaling, exactly as storefronts already do with regional pricing. There is zero reason why a security deposit or verification hurdle could not be adjusted relative to local purchasing power.
    • Expecting an independent store to hire a human army is unrealistic. Suggesting that Itch simply employ an army of paid moderators to manually review hundreds of thousands of zero cost, unmoderated submissions is financially absurd. No platform on the internet operates manual review at scale without technical barriers at entry.
    • Demanding quality while rejecting mechanisms is a contradiction. You acknowledge that Itch needs tighter upload rules and quality standards, yet you reject every actual mechanism required to enforce them. Rules do not apply themselves through goodwill. Without submission caps, page standards, verification queues, or security deposits, guidelines remain meaningless text while noise continues to flood the feed.
    (+3)

    "You acknowledge that Itch needs tighter upload rules and quality standards, yet you reject every actual mechanism required to enforce them."

    I gave you that reply "Such as implementing better and improved upload rules for games, holding games for review if enough people report the game and, ensuring people follow." stop pointing out bullshit. I'm not going to dive into every refined detail, otherwise the post will be 5000 pages.

    Itch was built on free for all. To then make a paywall WILL push users away onto other platforms and itch will die. Itch caters towards new devs and indie devs. Most of itch has free to download content and free to play games, the moment you add a fee, BOOM all that stuff will be either behind a paywall or gone. So no your idea of a fee WILL NOT WORK and it will never work because of how itch's foundation was built. 

    Relying entirely on user reports after content is already live is a reactive approach, not moderation. Expecting players and creators to sift through unmoderated spam and act as unpaid reviewers is precisely why storefront search feeds degrade in the first place. Prevention at entry is standard infrastructure for a reason.

    Repeating that a fee will destroy free content completely ignores what has been explained multiple times. A security deposit unlocked through free download milestones does not put games behind a paywall, nor does it remove free content. Furthermore, zero cost mechanics like daily submission limits, account cooldowns, identity checks, and page completion standards require no money at all.

    Clinging to the belief that any entry control will kill the platform while ignoring zero cost alternatives is an emotional response. Furthermore, you are resorting to rude and aggressive behavior, which only highlights a lack of concrete arguments by turning to ad hominem attacks. I have no intention of continuing to engage with you if you maintain this tone, as I have neither insulted anyone nor used inappropriate language toward you. Keep a cool head, please.

    (+2)

    I never said relying on user reports is the key, no site has enough people behind the works to moderate everything, so just like many sites, they also use user reports to help. 

    "Repeating that a fee will destroy free content"
    I will repeat it because that's what I believe. No different from how you keep repeating it will not, it's how arguments work..

    "Clinging to the belief that any entry control will kill the platform while ignoring zero cost alternatives is an emotional response."
    I never said "any entry control" will kill the platform, if you've been paying attention, I said I don't believe paying a $100 fee will work and will kill the platform and as you should know a "fee" is only 1 method of control. 

    Also, no I'm not "resorting to rude and aggressive behavior" Please reevaluate how you read my replies, and try again. 

    User reporting still requires manual review by support staff, which is already stretched thin with biblically long response times. Relying on reactive moderation to contain high volume noise is an operational impossibility. A platform requires preventive barriers at entry, not just reactive cleanup after the damage is already done.

    Regarding free content, no actual mechanism has been presented to explain how and why exactly a properly designed entry barrier would destroy free games. A security deposit or verification hurdle designed with clear parameters exists precisely to filter mass automated shovelware while preserving legitimate free projects.

    A security deposit remains, in my view, the most solid and effective option, but it is not the only one. Multiple control methods can work in tandem. The question is very simple: do we want to put a check on slop, or do we accept the status quo? Stripping away the drama and emotional assumptions, that is the only choice to ponder.

    (+1)

    Due to a lack of man power to moderate the platform, it's likely no extra restrictions will be put into place. 

    Status quo seems to be fine for now. Unless a ton of more people put up a stink about slop then maybe it's time to do something, although I'm somewhat new to itch, I've not seen a lot of users like you who've questioned the quality of games on here. 

    Acknowledging a lack of manpower is precisely the argument for preventive entry barriers rather than manual review. A proactive system that regulates publication flow without requiring human staff is exactly what is needed to handle scale.

    Honestly, I cannot say for sure why the apparent consensus leans toward maintaining the status quo, although I have my own thoughts on that matter. Still, I fail to understand how anyone can support it after investing time, energy, and resources into a project, only to see their work buried under unmoderated noise.

    And even though we are clearly not on the same wavelength, I took a look at your game and I think it has a certain potential. With a system in place to filter out slop and shovelware, your project likely would have received more visibility and attention. I certainly would have been happy to invest the infamous $100 deposit on it, knowing that under the model discussed, those funds would have easily been recovered. To each their own, I guess.

    (1 edit) (+3)

    a potential (and purely hypothetical) solution would be to condition the indexing and visibility in the public store catalog of a game or tool on a deposit of at least $100.

    You’ve been registered for almost ten years but seemed to have formed an entirely different impression of this site than I have.

    Making indexing an entirely commercial process would be a disaster, in my opinion. The best-loved feature of this site might be the pay-what-you-want payment on otherwise free projects.

    We would no longer be able to search for free art, assets, or games? Then why bother returning to Itch.io after all the highly-creative, hard-working creatives who offer works for free give up and leave?

    Anyhow, it would look like pure greed coming from Leafo, the sole owner of the site. He’s a publishing site host, not a marketer. Hosting on Itch.io is arguably worth $100 per publisher but nevermind how per project would entirely lean into a controversial, much-reviled practice of paying to publish, it would mean only wealthier individuals or teams would show up in search results.

    Most small indie publishers would not come close to recouping $100 (USD?), even if we could afford it, which many of us can’t. That’s one of the reasons we aren’t on Steam.

    Example: I’ve been lucky to make money through Itch.io, more money than I’ve made in any year selling work to “pro” publishers, but it wouldn’t cover what’s already indexed. Maybe you feel creatives like me shouldn’t ever appear in the main site search. Uh, I disagree, no much for my own sake but for others that I’ve found through searching.

    Poverty doesn’t make our works less worthwhile for the people who would like to see it.

    There’s also the problem with the abundance of slop producers who eagerly throw money around to game the systems in publishing sites.

    It’s not as if adding these types of fees are an untested concept that hasn’t already affected people who moved here from other plaatforms.

    We know what happens when a wealth gap is encouraged. The consequences are dire on spaces that preciously celebtated creativity over commercialism.

    (+2)

    A follow-up on my example:

    I could accept the removal of some of my projects if I could choose which. That would reduce the number of projects that would need to be paid if I was desperate for them to be indexed on the site.

    Then let’s say I had been able to save all the money made on Itch.io so far. I would be short $500.

    That’s starve-to-death amount of money.

    By the way, anyone here feels $100 is mildly uncomfortable to lose is more than welcome to send $10 my way. Let me know what you would enjoy seeing more of if you do.

    There seems to be a fundamental misunderstanding regarding how a deposit model works and what this discussion is actually about.

    A deposit does not eliminate free games or pay-what-you-want projects. Introducing an entry hurdle is completely separate from what players pay. The $100 benchmark was proposed as a refundable security deposit, not a permanent tax or paywall. That deposit could easily be unlocked through a reasonable milestone of free downloads, not just sales. Under this model, free developers and open source creators continue exactly as before. I published my own tool for free, and I would have had zero issues placing a temporary security deposit, knowing it would be fully returned once the project reached a normal download threshold.

    The financial lever is a preferred tool, not a mandatory condition. As stated throughout this thread, the deposit was my initial proposal because financial deterrence is historically the most effective barrier against spam, but the goal is the outcome, not the specific mechanism. If non financial alternatives like daily posting limits, account cooldowns, identity verification, or page standards achieve the exact same result, they are equally valid.

    Spam operations rely on zero risk, not infinite budgets. The idea that mass slop uploaders eagerly throw money around demonstrates a misunderstanding of this type of abuse economics. These operations flood storefronts precisely because posting costs absolute zero. The moment any friction is introduced, whether financial or structural, the model collapses.

    Ultimately, I firmly believe that zero friction hurts low budget creators the most. If you publish a great free project, but it gets buried in a matter of hours, your work is effectively invisible. Eliminating zero effort noise is what keeps genuine and talented indie creators discoverable.

    (+3)

    That's what I also believe, itch has always been free for any skill level, so to suddenly gate keep with a $100 fee when the entire site is popular for being a place to download/play free games and assets.. well you can say goodbye to all the free to play games and downloads, and since itch wasn't built on the model steam was, itch will die.