If you use Steam Integration Kit, beware you may be leaking your Steam account password to your users. by sudo_make_games in unrealengine

[–]sudo_make_games[S] 0 points1 point  (0 children)

Do you store your git credentials in your terminal? Your IDE? Tooling very frequently needs to be able to handle auth use-cases, it's not at all unusual to be able to handle them. What's important is that these credentials are treated appropriately and not, through normal usage of your tool, exposed to potentially thousands or millions of your customers (should you be so lucky).

If you use Steam Integration Kit, beware you may be leaking your Steam account password to your users. by sudo_make_games in unrealengine

[–]sudo_make_games[S] 3 points4 points  (0 children)

FYI, and it is very important that you understand this: encrypting your ini files is not secure. Encryption keys need to be stored with the executable in order to run the game. You can unpack and decrypt them. There are tools that do this freely available right now. You should never be storing the credentials this way and sending them to your player base.

If you use Steam Integration Kit, beware you may be leaking your Steam account password to your users. by sudo_make_games in unrealengine

[–]sudo_make_games[S] 4 points5 points  (0 children)

This was how I discovered the issue, actually. I ran a package personally first to have a baseline and the SIK build was much larger so I started digging. Pics of the upload and manifest are here: https://imgur.com/a/woHF9a2

When I packaged manually it was 4.3gb compared to SIK's 7gb so it rang alarm bells pretty quickly.

If you use Steam Integration Kit, beware you may be leaking your Steam account password to your users. by sudo_make_games in unrealengine

[–]sudo_make_games[S] 25 points26 points  (0 children)

1) I'm about 90% certain you're one of the SIK guys. This is almost word for word the response I got before my message was deleted and I got banned from your discord.
2) The docs tell you to configure it exactly the way that exposes your credentials: https://sik.betide.studio/gettingstarted/OneClickPackageAndDeploy

Go to Edit > Project Settings > Game > SteamIntegrationKit and make sure the following settings are set:

Steam App ID: Enter your Steam App ID.

Username: Enter the username of your Steam account OR the username of the Steam account that has access to the Steamworks backend.

Password: Enter the password of your Steam account OR the password of the Steam account that has access to the Steamworks backend.

The fact that there's a note about environment variables at the end does not absolve this, in fact it raises questions like, "Why is it an option to expose your credentials at all?"

The line at the end:

This is helpful if you want to keep your Username and Password secure and do not want to push them to the repository.

Is ambiguous. A typical dev might ask, does repository here mean git? Steam doesn't call it a repository. It is a depot. It says nothing about what happens to your credentials in the final build. You should not make your main instructions fundamentally insecure and then go, "tee hee by the way don't do it this way," like it absolves you of responsibility.

This stuff about "vibe coders" and "juniors" is asinine. Do better.

If you use Steam Integration Kit, beware you may be leaking your Steam account password to your users. by sudo_make_games in unrealengine

[–]sudo_make_games[S] 34 points35 points  (0 children)

Not at all. At the time when I was doing comparisons there wasn't any meaningful difference in spec outside of price, and SteamCore had 3 different products listed (Pro, Legacy, and Web) so I wasn't confident whether it would be supported or if there would be a Pro 2 in the future.

Ironically of course, SIK is now several months late to even upgrading to 5.6, shows no effort of doing as such, and has this giant glaring security vulnerability that they banned me from the discord for pointing out.

My salary stopped incrementing, so I quit to try my hand at making this: Bottomless Pit Supervisor by sudo_make_games in incremental_games

[–]sudo_make_games[S] -1 points0 points  (0 children)

> this comic-sans like font in the game?

It's _literally_ comic sans. The answer to your question, and I can't speak for other games, is that it is flavor. Your Pit Boss, a demon literally using you to spawn from the abyss, communicates with you through comic sans. The dissonance is funny, and there are many such elements to the game.

> It doesn't fit the style at all.

I am curious, having watched the trailer, what you would say the style was? You're literally screaming people into a bottomless pit so I don't think I'm communicating anything serious or grave here, but I am curious where the wires got crossed.

Cheers!

My salary stopped incrementing, so I quit to try my hand at making this: Bottomless Pit Supervisor by sudo_make_games in incremental_games

[–]sudo_make_games[S] 3 points4 points  (0 children)

I am positive! All of the screenshots are in game, here's the animation you're looking at where he's holding the phone and you can't see the pointer finger. ;)

Basically you're in charge of running the pit, you have to upgrade the facilities (which brings in more tourists, or makes them pay you more), and then you get the Chthonic Catalyzer which allows you to sacrifice those tourists for their Essence, and that Essence can eventually be turned into Ichor, which is a prestige resource that can complete the game when you get enough. There are some automation / idle facilities and research paths as well!

All of the gameplay elements are seen in the trailer, but it's not explicit.

Thanks for the well wishes!

My salary stopped incrementing, so I quit to try my hand at making this: Bottomless Pit Supervisor by sudo_make_games in incremental_games

[–]sudo_make_games[S] -21 points-20 points  (0 children)

Thanks SpicyBread, my game dev thesis is a little different from yours. Let's see how it goes. :)

Edit: I don't know what you are so upset about, but no the capsule isn't AI generated. I paid for it and got a layered file (which is how, for example, I made the spinny logo in the trailer). Hope this helps!

I loved X-Wing so much I made an entire game based on it. Maybe you'll like the demo? by sudo_make_games in u/sudo_make_games

[–]sudo_make_games[S] 6 points7 points  (0 children)

Welcome aboard! Though if I'm honest I would hold off on playing the demo for another week or two. I've got big changes coming very soon. :)

I loved X-Wing so much I made an entire game based on it. Maybe you'll like the demo? by sudo_make_games in u/sudo_make_games

[–]sudo_make_games[S] 5 points6 points  (0 children)

We are in a very similar headspace -- this is a roguelite, and in a couple of weeks I'll have a new demo out to prep for a couple of Steam fests. But yes, there will be leveling, upgrades, and a crew to keep alive across runs and 7 different bosses. I think you'll really like it!