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Badlanders is essentially Escape from Tarkov mobile, now open for pre-registration

October, 1: Badlanders has now opened for pre-registration globally.

Badlanders is a new survival game from mobile behemoth NetEase that recently entered closed beta in select regions. You’re dropped into a warzone and challenged to scavenge for supplies in order to repel enemy forces, with your ultimate goal being to acquire items with the highest value, then make your daring escape.

Dotted around the map are some all-important escape points for you to reach. If you manage to hold one down successfully, you’ll leave the battlefield with your gear intact. Niko Partners Senior Analyst Daniel Ahmad likened the game to Escape from Tarkov, a gritty first-person shooter that shot to popularity earlier this year. As Ahmad said in a recent Twitter thread, NetEase is especially skilled at bringing popular PC or console genres to mobile.

There are three distinct trading systems to make use of in Badlanders. Exchange, as the name suggests, allows you to purchase and sell some basic supplies. Prism gives you the chance to acquire more premium loot with enhanced attributes, and Auction lets you set your own prices and trade freely with other players.

Here’s a recent trailer:

[youtube https://www.youtube.com/watch?v=7CcIp7kxPaQ?modestbranding=1&rel=0&feature=oembed]

It’s all about supply and demand, so you have to be smart about your pricing strategies if you want to make some decent cash. And you’ll need every penny you can get in order to insure your favourite items. Doing so will allow you to regain, for example, your preferred gun after a certain amount of time. That is unless someone steals it from your corpse.

The persistent loot system is largely what will set Badlanders apart from similar games on mobile, and it already sounds like an interesting spin on several established genres. For now, only Android players in the CBT regions can give it a go, but the game has in fact opened for pre-registration globally with a few exceptions. If you’re in Belgium, Taiwan, Vietnam, Mainland China, or any of the CBT areas, you won’t currently be able to pre-register.

Here are some handy links to Badlanders’ App Store and Google Play pages. The former lists its expected release date as October 24th. And, while you’re here, why not check out our list of the best mobile multiplayer games?

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Humble Be A Creative Superhero Bundle on Now

There is a new Humble Bundle of interest to game developers, specifically the artists among us, in the form of the Be A Creative Superhero Bundle. The primary stars of this bundle are the suite of Corel graphics applications, specifically Painter 2020, Particle Shop and PaintShop, as well as Corel Draw Suite, which unfortunately is only a 6-month subscription. As with all Humble Bundles, this one is organized into tiers, and the tiers in this bundle are:

1$ Tier

  • AfterShot Standard

25$ Tier

  • PaintShop Pro 2020
  • ParticleShop + 11 Brushes
  • 6 extensions for PaintShop Pro

30$ Tier

  • Corel CAD 2019
  • Painter 2020
  • CorelDRAW Graphics Suite 2020 6-month sub
  • 10 Brush packs
  • Light Leak Scripts for PaintShop Pro 2020

It should be noted earlier versions of Painter have been featured in prior bundles, but never 2020. PaintShop 2020 was also featured in a prior bundle so be sure to check your Humble inventory before purchasing. As with all Humbles you get to decide how your money is allocated between Humble, charity, the publisher and if you so choose (and thanks so much if you do) to support GFS by using this link. You can learn more about this bundle in the video below.

[youtube https://www.youtube.com/watch?v=TWjnAEg7LZs?feature=oembed&w=1500&h=844]
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Lessons from a year of running Remnant: From the Ashes

Remnant: From the Ashes has been out for a year now. Its simple pitch of “Dark Souls with guns” was certainly enough to capture attention in September of 2019, but it came with an additional unusual pitch: thanks to its random level seeding and online community, it had the effect of becoming a live game supported by DLC as well.

That’s turned Gunfire Games from the house that made Darksiders II into a new kind of live game studio, one that relies on support for a single game with some paid DLC, rather than microtransactions, to keep the doors open. After a year of successfully keeping players hooked in its grim, moody world, we wanted to know what’s gone right for the folks at Gunfire, and what other developers might be able to learn from their success.

David Adams, creative director and president of Gunfire Games, joined us for a quick conversation last week, to explain how the Texas-based game developer was able to break away from the broad standards of live games and woo players with a different kind of shared online world.

First, some tablesetting. Remnant: From the Ashes is comparable to Dark Souls in that it’s a linear hardcore action game with a monstrous setting that rewards player reflexes. But one of its core differences is that online co-op takes a more dominant role in the game, and that the levels players pass through are uniquely generated for each player, giving them independent access to different zones with different loot.

So if a player wants a particular item, they need to work with their friends or the online community to figure out who has access to a particular room with a particular boss that needs slaying. And since items are designed to be more unique than the “make numbers and colors go up” method other online RPGs use, the incentive to explore those areas is strong.

Adams says this model has worked for Gunfire over the year in part because the company has pushed far away from the idea that players should need to grind for loot. “The emphasis of Remnant was to make a game that you could play over and over again, and get different content,” he explained. Because content is so expensive to produce, many live games (justifiably so!) rely on a grinding loop to extend previously-made content while new players work on that.

What’s interesting about Adams’ perspective on this model is that it actually strays away from the “forever game” that’s attracted developers to the online RPG genre of late. Adams said there was some desire to make a game that players could walk away feeling satisfied from, with the hopes that new content would lure them back in to capture something like the original experience.

It’s shaped how DLC has informed the team’s long-term success. Since one player, on their own, can’t see all of the bosses or weapons a content has to offer, they have an incentive to not just clear an area, but check in with other players to get access to everything else Gunfire has made.

Factoring in that “away time” from Remnant has helped informed Gunfire’s post-launch decisions. “I fully admit that…we didn’t really design the game to be like, ‘you’re gonna play this literally forever,’ because we didn’t want a game built around the idea of grinding the same content. Once you’ve seen all the random content, and gotten all the cool collectibles and figured out all the secrets and puzzles, we’re totally okay with [players] saying ‘alright, cool, I played Remnant.”

This apparently has borne out in Remnant’s sales numbers as well. Adams explained that releasing DLC for Remnant over the last year hasn’t resulted in what he would call the most “financially optimized” formula for the value of each DLC pack, but continued support for Remnant by way of DLC has attracted new players to the base game. “You get a lot of people on the fence, and they see you’re advertising all this new content, you can bundle the base game with all that DLC and it gets to be a better value proposition for a player,” he pointed out.

Remnant’s unique social situation (players hunting for certain “rooms” to get certain “drops”) raised an interesting discussion about the game’s social factor. Cross-play has been apparently difficult to implement (it only exists between Epic Games and Steam currently), and Adams admits the fact that there’s no way to look for specific instances within Remnant creates a small communication barrier between players.

But Adams says that other social design considerations within Remnant have encouraged players to go online and build their connections there, on platforms like Discord or Reddit. He said there are other ways that developers can make social design considerations to influence player interaction in their games.

“We think about socialization in a way that’s actually counterintuitive to how some people think,” he joked. “I actually think friendly fire is a really cool social mechanic that makes the game more interesting.”

This refers to Remnant’s rule that players’ gunfire can in fact, damage other players, a trait that other team-based or cooperative games have been shying away from. “It requires you to coordinate a little bit more,” he explained. It’s a feature that can be abused, but it helped shape other design choices in Remnant that kept players attached and communicating with one another.

“It just requires you to be aware of your teammates. You can’t just blindly fire and not worry about it…and you can’t just run in front of someone blasting something because you’re gonna get blasted.

If there’s one critical insight Adams has about the time Gunfire spent working on Remnant, it’s the time the team spent “wasting time” getting the initial prototype off the ground. There was a moment where while the rest of Gunfire was working on contract work or other projects, the team behind Remnant just numbered a small few working away at experiments that might not pan out.

“It’s really hard, especially as an independent studio, to resist the urge to just dump everybody [working] on it,” he said. “But we did a good job of getting other contract work and making sure most of the team was employed in other ways, so that we could really have three or four people working on [Remnant’s prototype] as long as possible.”

“That’s extremely valuable, I think.”

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Epic and Apple don’t want Fortnite dispute settled by a jury

The legal dispute between Apple and Epic Games will be settled by a judge if both companies get their way, with the warring pair keen to avoid a jury trial.

Earlier this week, Judge Yvonne Gonzalez Rogers suggested the case should be put before a jury, and talked about the importance of “understanding what real people think.”

Since then, however, both Epic and Apple have discussed the matter, and have agreed the case should be “tried by the Court, and not by a jury.”

Both companies outlined their position in a filing submitted to the Northern California court handling the case, spotted by MacRumors, and seem to have finally found some common ground.

“Epic and Apple have met and conferred, and the parties agree that Epic’s claims and Apple’s counterclaims should be tried by the Court, and not by a jury,” reads the filing. 

“Therefore, with Epic’s consent, Apple hereby withdraws its demand for a jury trial pursuant to Federal Rule of Civil Procedure 38(d). The parties respectfully request that the case (including any claims and counterclaims) proceed to a bench trial on a schedule determined by the Court.”

As it stands, Rogers has found that Apple is well within its rights to ban Fortnite from the App Store, and is estimating the case as a whole will be heard in July 2021.

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Sumo Group acquires development studio Pipeworks to break into the U.S.

Sumo Group has acquired Oregon-based development studio Pipeworks for an undisclosed fee. The deal is part of Sumo’s plan to break into the U.S. market, and includes Pipeworks’ 134-strong team and original properties like Prominence Poker

Based in the UK, Sumo Group is the parent company of LittleBigPlanet 3 developer Sumo Digital and others including The Chinese Room, Red Kite Games, and Lab42. 

Pipeworks was founded in 1999, and has developed or co-developed over 100 games and technology solutions for notable clients including EA Sports, Wizards of the Coast, and Google. 

It has previously worked on franchises including Terraria and Madden NFL, and is currently working on an unannounced original project. 

Commenting on the move, Sumo chief exec Carl Cavers said the purchase will help the company produce more new titles and original properties in-house. 

“This is the largest acquisition Sumo Group has made since IPO,” explained Cavers in a press release. “Our underlying market is strong, and we see good opportunities for new games, including Original-IP developed by our talented studios.”

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Pokémon Sword and Shield the Crown Tundra gets an October release date

September 29, 2020: an Ash hat Pikachu code was given out during the stream, find it below!

A live stream held by The Pokémon Company has revealed The Crown Tundra expansion is coming to Pokémon Sword and Shield on October 23. You can also grab a pack including either Pokémon Sword or Shield and both expansions on November 6, this pack is perfect for new fans looking to get the full experience.

The Crown Tundra is the second area unlocked by the expansion pass, with The Isle of Armor being the first. From the trailer, we can see these areas are significantly different geographically, with The Isle of Armor set on a tropical island and The Crown Tundra set near an icy mountain peak. This should lead to some interesting ice-type Pokémon encounters.

This expansion will bring back over 100 Pokémon from previous generations, including Absol, Relicanth, Swablu, and the legendary Regi trio, who have now expanded into a quintet with the additions of the electric-type Regieleki, and the dragon-type Regidrago. Exciting new Galarian forms of the legendary birds, Moltres, Zapdos, and Articuno, will be available to find and catch, along with a brand new legendary, the psychic/grass-type Calyrex.

You can view the stream live right here.

[youtube https://www.youtube.com/watch?v=ayIZaCMKpYE?modestbranding=1&rel=0&feature=oembed]

hat Pikachu codes

A series of eight hat-wearing Pikachu was announced during the Crown Tundra live stream. These codes can be redeemed in Pokémon Sword or Shield. Only one code has been revealed as of yet, but this section will be updated when any further codes are revealed!

  • Ash hat Pikachu – P1KACHUGET

Newly discovered Pokemon

Brand new Pokémon are coming to the Crown Tundra. During the expansion live stream, the poison/psychic type Galarian Slowking and steel type Gigantamax Melmetal were shown off.

What we know about the Crown Tundra

Much like The Isle of Armor expansion, The Crown Tundra will add an assortment of fresh cosmetic items, such as new winter-themed outfits, and all-new League Card designs to help your character stand out from the crowd.

The first brand new game mode is Dynamax Adventures, a co-op mode where players can explore Pokémon dens. In this mode, you will link up with three other players to search Pokémon dens, and compete in Max Raid battles, which will play out similarly to the base games. The major perk in completing a Dynamax Adventure is the opportunity to catch returning Legendary Pokemon, including Mewtwo, Giratina, Lugia, Ho-Oh, and much more.

The second new mode is The Galarian Star Tournament. You unlock this mode while progressing through The Crown Tundra’s story. In this tournament, you will compete in 2v2 battles against the Galar gym leaders, your rivals, and the Galar champion Leon.

Rumours are currently swirling around the potential release of a Pokémon Diamond and Pearl remaster, but for now The Crown Tundra will have to tide restless fans over till we can get the facts on any future releases.

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Cascadeur 2020.2B Released

The currently free animation tool Cascadeur (previously covered in more detail here) for Windows and Linux, just released a new beta update, Cascadeur 2020.2.

Key new features of the 2020.2b release include:

  • Quick Rigging tool for humanoid models – you can now create a simple humanoid rig much faster and with less hassle
  • Simplified Ballistics edit menu and new Ballistic ghosts options – you can now see ghosts of all the ballistic trajectories or only the selected one, but the ballistics in your old scenes will need to be created again
  • Improved Interval Edit mode – now with Linear and Bezier options 
  • Notification of a new version inside the program – as soon as the new version of Cascadeur becomes available, you will see the announcement directly in the program
  • Several minor bug fixes and improvements

You can learn more about this new release, including seeing the new Quick Rigging tools in action, in the video below. For more details on creating animations in Cascadeur, be sure to check out this earlier video.

[youtube https://www.youtube.com/watch?v=EhqpYvXi428?feature=oembed&w=1500&h=844]
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Miniaudio — Open Source Single File C Audio Library

Miniaudio is a cross platform open source C library for implementing low level audio functionality including playback and capture. MiniAudio is released under either public domain or MIT No Attribution licenses and amazingly enough is implemented as a single .H file with no external dependencies (except optionally stb_orbis if Ogg Vorbis format support is desired).

Miniaudio features include:

  • Your choice of either public domain or MIT No Attribution.
  • Entirely contained within a single file for easy integration into your source tree.
  • No external dependencies except for the C standard library and backend libraries.
  • Written in C and compilable as C++, enabling miniaudio to work on almost all compilers.
  • Supports all major desktop and mobile platforms, with multiple backends for maximum compatibility.
  • Supports playback, capture, full-duplex and loopback (WASAPI only).
  • Device enumeration for connecting to specific devices, not just defaults.
  • Connect to multiple devices at once.
  • Shared and exclusive mode on supported backends.
  • Backend-specific configuration options.
  • Device capability querying.
  • Automatic data conversion between your application and the internal device.
  • Sample format conversion with optional dithering.
  • Channel conversion and channel mapping.
  • Resampling with support for multiple algorithms.
    • Simple linear resampling with anti-aliasing.
    • Optional Speex resampling (must opt-in).
  • Filters.
    • Biquad
    • Low-pass (first, second and high order)
    • High-pass (first, second and high order)
    • Second order band-pass
    • Second order notch
    • Second order peaking
    • Second order low shelf
    • Second order high shelf
  • Waveform generation.
    • Sine
    • Square
    • Triangle
    • Sawtooth
  • Noise generation.
    • White
    • Pink
    • Brownian
  • Decoding
    • WAV
    • FLAC
    • MP3
    • Vorbis via stb_vorbis (not built in – must be included separately).
  • Encoding
  • Lock free ring buffer (single producer, single consumer).

Miniaudio is available on GitHub and has solid documentation available here and several examples available here. Installation consists of downloading and #include’ing the header and that is it, making this a remarkably simple library to get started using. There are also unofficial language bindings for Go, Rust and Python available as well. You can learn more about the Miniaudio library in the video below (or view here on Odysee).

[youtube https://www.youtube.com/watch?v=XIye2LeLLUc?feature=oembed&w=1500&h=844]
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WWE 2K maker Take-Two heading to trial after copying tattoo artist’s work

WWE 2K series maker Take-Two Interactive Software and its subsidiaries 2K Games and 2K Sports are heading to trial over allegations of copyright infringement after a tattoo artist claimed the company reproduced their work without authorization. 

As reported by the Hollywood Reporter, an Illinois federal judge handed tattoo artist Catherine Alexander a partial summary judgement after finding that Take-Two had copied her work by recreating them on WWE 2K’s digital representation of wrestler Randy Orton. 

Take-Two claimed its use of the tattoos was authorized by an implied license, a fair use doctrine which allows for their inclusion in the WWE 2K franchise. However, because it’s unclear whether Alexander and Orton discussed permissible forms of copying and distributing her work, the judge has dismissed that defense.

The company also asserted that its use of the tattoos is ‘de minimis,’which is legalese for minimal or trivial, but because Take-Two decided to copy Orton’s tattoos in their entirety, the court has also cast doubt on the viability of that argument.

“There is disputed evidence regarding the value of the copyright tattoo works to the video games. Defendants argue the evidence establishes that consumers do not purchase WWE 2K because of the tattoos. But other evidence shows that consumers did purchase WWE 2K for its authenticity to the wrestlers’ appearance,” said the judge.

“In particular, Defendants admit that consumer response is a consideration to their development of WWE 2K and the design choices made. They also acknowledge that consumers expect there to be authenticity in the video games and that WWE would have rejected Orton’s video game persona if it appeared without his tattoos or appeared with tattoos that were different than Orton’s actual tattoos.

“Additionally, Alexander’s expert addresses the importance of authenticity to drive sales and profits. Thus, an issue of material fact exists as to whether Alexander suffered actual damages based on the value of the infringing use, defeating summary judgment.”

In short, then, Take-Two has openly admitted to copying Alexander’s work, and because their defense isn’t water-tight, it’ll now be down to a jury to decide whether that amounts to copyright infringement.

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Does your game have ‘staying power’?

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[The GameDiscoverCo game discovery newsletter, which you can subscribe to now, is written by ‘how people find your game’ expert Simon Carless, and is a regular look at how people discover and buy video games in the 2020s.]

Welcome back to another week of meditating on video games, platforms, and how you sell ‘em. This time out, I wanted to start with a semi-inspirational story, and link it to a discussion of your games’ long-term revenue possibilities. Avanti!

Wandersong – how it turned out nice again

Over on Medium, Greg Lobanov has written a postmortem of delightful singin’ story adventure Wandersong, two years after it first shipped. I remember when this game first debuted on Steam, and I was tracking its review numbers and realized… it just wasn’t doing that well. (I do think Wandersong lacks a strong initial hook, fwiw.)

Greg confirms as much in the article, noting “…our initial sales were way, way less than we were expecting/hoping for, which was crushing.” Using the Wayback Machine, we can see that the game had 71 reviews (albeit Very Positive!) three weeks after release. So probably very low single digit thousands of copies.

But good news – the game now has 874 Overwhelmingly Positive reviews, and Greg shares his (no Y axis) Steam revenue numbers below, noting: “What seemed like a scary and quiet launch turned out to be the beginning of a slower, different kind of success altogether… I guess I’d chalk it up to good word of mouth.”

Appearing on Xbox Game Pass in December 2019 also helped more people appreciate Wandersong (I played and loved the game because of Game Pass!). But on Steam it looks like the game carved out a niche regardless. And it did great when discounted, presumably because of both converting wishlisters and opportunistic sale buyers.

The point I took from this? Well, I was looking at sales ratios for Steam games I have access to stats for. It seems like a ‘base’ among these games is for Year 1 revenue to be 2.5x Week 1 revenue – for a positively reviewed game that had its fans clustering to buy when the game launched.

But another game I saw managed 2.5x Week 1 revenue in Month 1 alone, due to streamer featuring, and 5.5x first week in Year 1. Sometimes these are games that had Very Positive Steam reviews, ideally some updates, but definitely good word of mouth and ‘staying power’. GaaS-y games that start in Early Access can do even better – I’ve seen one with lifetime revenue – two and a half years so far – of 17x first week, for example.

Anyhow, what I’m trying to say is – I’m guessing that Wandersong’s total Steam revenue is now 7-10x (or even more!) than of its first week. So if you have a slow start, but your game is great – hold out hope and push for that Wandersong-style long tail. It wasn’t a smash, but it gave Greg and friends enough money to keep making games.

(Finally, I appreciate that Greg is honest about the mental strain of just, well, releasing a game: “Whether a game is a runaway success or a runaway failure, creators will always find a reason to feel terrible when their project comes out.” Please, both publishers and friends of people releasing games – support them, cos it’s a period of such intense stress.)

Demos/prologues – should we be questioning their value?

I have to admit I’m feeling confused recently by the value of making a demo (or standalone prologue) version of your game recently, particularly on Steam. Does just spamming out demos for your games on all platforms really, really help sales?

At least on Nintendo Switch, where there’s some obvious top-level search mechanisms for demos, it was at one point worthwhile for increased visibility. Here’s a clear example via Death Squared for Switch:

However, can you make a Steam demo for your game that is succinct, doesn’t give away too much, will reach many new players, and leaves them wanting more?

I was chatting to SomaSim’s Rob Zubek (City Of Gangsters) about this recently, and he made a couple of good points: “Firstly, there’s psychological research that people evaluate freebies differently (as less valuable) than things that cost them something, even just a symbolic token amount. Dan Ariely’s ‘Predictably Irrational’ has good material on this.

Two: for systemic games, it’s hard to figure out how to slice it up in such a way that the demo is both comprehensive enough to be interesting, yet leaves the player wanting more. I have no evidence but from my own experience with demos, it feels like demos of systemic games leave me not wanting more.”

Apart from the ‘finding new players’ issue, think the biggest issue for me may be conversion rate. It’s possible that 10,000 demo/prologue installations on Steam will end up with a tiny percentage converting? Early in the development of Xbox Live Arcade, when it was demo-centric, the average conversion rate (from trial download to purchase) was 18% [PDF link].

But that was with limited inventory, and crazily high compared to PC casual game portals back in the day, starting at 1%, and “..the rule of thumb could be that very targeted games receive higher conversion rates, up to 2%, 3% or even 5% while more generic games, or games with severe competition may receive a .1% – .5% conversion rate.” So.. your Prologue with 10k downloads and a couple of hundred Steam reviews could lead to… 100 extra sales, if things go ehhh?

On the plus side, it looks like The Riftbreaker’s Steam prologue has further helped its case and has reached new audiences, who then added to the hype. But with a pre-release Prologue that No More Robots published, I feel like the demo/prologue was pretty marginal in terms of affecting the game’s success. (Many positive reviews from people who were already fans, so were planning to buy the game anyhow?) This may be closer to the default in the crowded Steam market.

I also think you can make errors with demos that can turn off potential buyers. And overall, I think demos are probably being over-prioritized as a marketing tool right now. But… demos may allow you to build Steam wishlists that you can get sale discounts emailed to? So it’s complicated.

(If you have opinions or data on demos, please ping me and we’ll do a follow-up column with thoughts from readers.)

Other stuff…

OK, am ending out this round-up with a few other notable data points, as per usual. (Feel free to tip me via email or on Twitter if you spot any we missed.)

  • In ‘clever ways to do instant demos’ news on iPhone, iOS 14 has a new App Clip feature, which is basically ‘instantly playable <10 mb game snippet’. And one game – Phoenix 2 – has already got it working. Interesting, huh?

  • Steam has released its top new 20 games of August chat (as well as the top 5 new free-to-play titles for the month – I was very amused to see Frog Fractions in there.) Quite a lot of Early Access -> 1.0 releases in there (Undermine, Factorio, Risk Of Rain 2), but also new debuts like Rogue Legacy 2 and Spiritfarer. And, uh, Train Sim World 2!

  • So, who’s going to buy these newfangled consoles – at least in the U.S. – this holiday season? NPD’s Mat Piscatella pointed out this Civic Science survey on buyer intent, which is interesting. Xbox faring a bit better in aggregate than ‘core gamers’ might think?

  • Rise To Ruins dev Raymond Doerr just hit $2 million gross on Steam, and was kind enough to link his Steam back end summary page for the godlike village sim on Twitter. Things to note: net to gross was 84% without Steam cut – with an 8.5% refund rate & the rest going to VAT. (So that’s 58.8% net, after Steam cut.) Also, 320,000 units is a LOT for $2 mil gross – cheaper EA, and sometimes discount-driven? Impressive, though – poke around!

  • So, you are going to be able to stream Xbox games to your iPhone. But rather than going with Amazon’s web browser approach (maybe they’ll do that later too!), Microsoft is rolling out a ‘remote play’-style streaming approach from your Xbox. And the cloud gaming options just keep booting up, here.

Finally, just to show how exceptional Among Us’ stats have been recently, Steam themselves Tweeted this out the other day. Seriously? Seriously:

[This newsletter is handcrafted by GameDiscoverCo, a new agency based around one simple issue: how do players find, buy and enjoy your premium PC or console game? We’ll be launching a ‘Plus’ paid newsletter tier with lots of extra info/data – watch out for it soon!]


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