Roblox games cannot ship to Steam. The EFER Steam demo is a different product, built with Unity, with a different audience.
Why Unity, not Roblox
- Steam requires a downloadable build. Roblox games run in the Roblox client. Steam requires an .exe (or .app on Mac). Unity builds downloadable binaries.
- The Steam audience is older. Steam players are 25-44 on average. Roblox players are 8-18. Different age = different expectations.
- Different monetization. Roblox is free-to-play with Gamepasses. Steam is $19.99 buy-to-play with no microtransactions. Different price point = different buyer.
What I kept from Roblox
- The 8 factions and their theses
- The 5 realms and the lore
- The faction-themed combat (turn-based, like EFURC)
- The lore book in-game codex
What I changed for Steam
- Combat — turn-based RPG, not the Roblox real-time combat. Steam buyers expect RPG combat.
- Art style — higher-poly, more detailed. Roblox players expect blocky. Steam buyers expect realism.
- Story — 8-hour main quest. Roblox has no story. Steam buyers expect story.
- UI — keyboard + mouse optimized. Roblox is touch + low-spec.
What this means for the Roblox → Steam pipeline
The Roblox game is a marketing channel for the Steam demo. Every Roblox player who likes EFER is a candidate Steam demo player. The funnel: Roblox player → lore book → Steam wishlist → Steam demo → Steam full release.
What this means for revenue
Steam full release at $19.99 × 4,200 wishlists × 20% launch-week conversion = 840 units × $19.99 = **$16,791 first-week Steam revenue**. The Steam demo is the seed for that.
See the Steam demo page (launches Dec 1).