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  Microsoft - Microsoft announces quarterly dividend increase
Posted by: xSicKxBot - 09-16-2020, 12:45 AM - Forum: Windows - No Replies

Microsoft announces quarterly dividend increase

Annual shareholders meeting set for Dec. 2, 2020


REDMOND, Wash. — Sept. 15, 2020 — Microsoft Corp. on Tuesday announced that its board of directors declared a quarterly dividend of $0.56 per share, reflecting a five cent or 10% increase over the previous quarter’s dividend. The dividend is payable Dec. 10, 2020, to shareholders of record on Nov. 19, 2020. The ex-dividend date will be Nov. 18, 2020.

In addition, the company announced the date for the 2020 Annual Shareholders Meeting, to be held Dec. 2, 2020. Shareholders at the close of business on Oct. 8, 2020, the record date, will be entitled to vote their shares.

This year’s annual shareholders meeting will be held virtually and hosted by Satya Nadella, chief executive officer; Amy Hood, chief financial officer; Brad Smith, president and chief legal officer; and John W. Thompson, Microsoft independent board chair.

Microsoft (Nasdaq “MSFT” @microsoft) enables digital transformation for the era of an intelligent cloud and an intelligent edge. Its mission is to empower every person and every organization on the planet to achieve more.

For more information, financial analysts and investors only:

Investor Relations, Microsoft, (425) 706-4400

For more information, press only:

Microsoft Media Relations, WE Communications, (425) 638-7777, rrt@we-worldwide.com

Note to editors: For more information, news and perspectives from Microsoft, please visit the Microsoft News Center at http://www.microsoft.com/news. Web links, telephone numbers, and titles were correct at time of publication, but may since have changed. Shareholder and financial information is available at http://www.microsoft.com/en-us/investor.



https://www.sickgaming.net/blog/2020/09/...-increase/

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  News - Super Mario 3D All-Stars Has Reportedly Leaked Onto The Internet Already
Posted by: xSicKxBot - 09-16-2020, 12:44 AM - Forum: Nintendo Discussion - No Replies

Super Mario 3D All-Stars Has Reportedly Leaked Onto The Internet Already

Super Mario 3d All Stars Switch

Super Mario 3D All-Stars, a trio of Mario of classics heading to Nintendo Switch later this week, has already leaked onto the internet, it’s been claimed.

The game’s due to launch officially this Friday, but well-known data miner OatmealDome reports that the title has already found its way online, revealing a few interesting little tidbits about how the compilation has been put together.

OatmealDome says, “It appears all the games are emulated. Galaxy and Sunshine run under a Wii and GameCube emulator named ‘hagi'(?) possibly made by NERD (Nintendo of Europe division). Mario 64 is running under an N64 emulator. Dunno which.”


They go on to note that with Super Mario Galaxy, it would appear that Nintendo has “recompiled the original code to run natively on the Switch CPU”, but has decided to run other aspects such as the GPU and audio through the emulator.

Interestingly, the main menu – which has already been shared online by Nintendo – has been made using LunchPack, the engine that is reportedly used in Splatoon, Mario Maker and Animal Crossing.

Thankfully, with the three games all being well over 10 years old now, there’s no need to worry about spoilers popping up online ahead of the official release. Still, if you’re keen on avoiding any content that Nintendo hasn’t shared officially before the big day on Friday, you might want to be careful when browsing the internet over the next few days.



https://www.sickgaming.net/blog/2020/09/...t-already/

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  News - Rocket League Going Free-To-Play September 23 With A Fortnite Crossover
Posted by: xSicKxBot - 09-16-2020, 12:44 AM - Forum: Lounge - No Replies

Rocket League Going Free-To-Play September 23 With A Fortnite Crossover

Five years into its lengthy lifespan, Rocket League is going free-to-play later this month, and both it and Fortnite are hosting a special event to celebrate, Llama-Rama. While details are thin on the ground for the Llama-Rama event, a recent blog post did reveal some of the features that are coming in the upcoming Rocket League update, which is coming tomorrow.

The update will release on September 16 at 9 AM PT / 12 AM ET, and will add cross-platform progression to Rocket League. Players will need to connect their Rocket League to an Epic Games account and specify their primary platform, which will allow them to play with their competitive rank and progression on connected platforms.

Additionally, the update will add Epic's Support-A-Creator feature to the game, which allows an accepted Creator to earn 5% of credits spent on the game by that player while using their code. The Endo and Jager starter packs are also coming to the game, under the Bundle tab of the item shop, along with joinable competitive tournaments and a new Rocket Pass. It will also not require Nintendo Switch or PlayStation 4 online memberships to play online.

Continue Reading at GameSpot

https://www.gamespot.com/articles/rocket...01-10abi2f

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  PSO2:NGS Additional Details
Posted by: wfuuopy - 09-15-2020, 10:31 PM - Forum: Lounge - No Replies

I can imagine that likely out Phantasy Star Online 2 Meseta there we will still see someone wearing those old collaboration items even when they aren't awakened to the same standards as fresh makeup in a similar manner and that there definitely would have been outrage if it was made unusable or obsolete. Collabs who have had their cosmetics removed still have their assets exist on the game so those will probably still be available for jp players.

Only improvements we'll likely see is the new engine enhancing shadows, shadows, colors, particle effects and casting them from the outfits. You may have a look how just implementing better shadows and colours can enhance old equipment by assessing ReShade screenshots. Collabs who have had their cosmetics removed still have their resources exist on the sport so those will probably still be available for jp players. Only improvements we will likely see is the new engine improving shadows, shadows, colors, particle effects and projecting them against the drapes. You can have a look how exactly applying better shadows and colours can enhance older equipment by checking ReShade screenshots.

WOW they'll coexist in precisely the same match and you'll have the ability to move between both with a type of cube platform? I really LOVE that. And it looks like they got more specific about exactly what fashion wise carries over! Two games in one! ~ That. Complete. Madmen. They practically connected and crammed two distinct MMOs in 1 client. I thought they only place them at precisely the same launcher but at precisely the exact same CLIENT!? Yeah, so its likely to be one match, not two distinct games? Log in, then choose your"ship" to go between PSO2 or NGS. At least thats how Im comprehending it.

Neat idea. Its an interesting way of creating a new sport, while not having the problem of"lacking content" by adding on all of the PSO2 stuff. I truly thought that was made apparent in the trailer lol. They also cleverly avoided the issue on collaboration and Voice permits with this move since it is essentially the exact same game so all collab things are still valid. Mad lads SEGA pulling off one of the greatest expansion without leaving the older sport at the exact same customer lol.

NGS the sport will function as a separate cube, you can basically think of it like PVP/Battle Arena and Challenge Quest. All NGS-specific fashions are essentially better: they look better, have more customizations available, and you can move your fingers with them. Seems like Sega can not retroactively change PSO2 fashions into NGS fashions, your character is essentially either going to buy PSO2 Meseta 2 or NGS model predicated on what outfit/wear/part they have on. It is from that that some incompatibilities may employ.

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  I had my expectations actual low for 2k21 on current gen
Posted by: wfuuopy - 09-15-2020, 10:30 PM - Forum: Lounge - No Replies

The real dealbreaker for me is what they did to mt nba 2k21 dribbling and post play. Before, it was instinctive while using the ideal stick to cross left, place it behind your back, and so on. Or if you're at the article, it was easy to create your guy do a hook to left side of the basket or hit to other side and try to put one in (according to direction you hold directly rod ). Now?

Having the exact same issue in the article. And 5 games isn't cutting it to learning how to post hook together with all the new meter. I disagree with your opinion on the dribble stick modifications I think it feels even better now you can do mad combos if you try it some more. It's somewhat easier to pull on the combos off today rather than accidentally doing a dumb shammgod and become plucked etc.. It is 2k20 using a broken shot meter, no thank you, I will last my MyGM on 2k19.

I would like to make a sf 6'7 maximum weight facilitating finisher with the balanced rate, strength and vertical pie graph. How awful do this screw me? I understand nobody actually knows how 2k21 will play but I imagine it'd be much like 20... how bad does it screw me in 2k20? Luka is that you? I was thinking just a small amount of a lebron build but Luka works. I'm presuming this year it doesnt look like there's going to be too many large bulky builds So I was wondering if this is the same as 2k20 whats the minimal weight, height and interior folks got away with protecting big guys? I've 30 defensive badges on the build I am thinking of using. Are there only 5 games for play now? What's the purpose?

People could play it forever and not buy the game. What's that hard to understand? Since no one would play play now offline with just 4 teams for ever. They should at least do 10 or include marginally more teams. I understand what your saying, but it's TOO restricted imo. Some things I noticed with the demonstration. Assuming you get +5 to attributes. 6'9 is still the tallest height you may go while keeping 70 ball controller, either with pure yellow, yellow/red, green/yellow. BP build and Playlock has been nerfed by lowering the driving dip. BP can still get contacts '6-6'7 with maximum arms should you get +5 in 99. Characteristic to badge stage allocation remains terrible. Based on the pie graph, you can have 5 defense bars filled while only having 1 badge. This means that you will need to spread your attributes to the appropriate places.

I left some experimentation with all the blue/yellow graph. By putting the attributes in exactly the very same locations but just changing the place, Pg gets more completing but less defense (19f, 3D), SG gets less finishing but more shield (17f, 6 defense), SF becomes even less completing but more defense (15f, 7D). Note I did not fill out the entire category, only the very important ones such as peremiter, lateral, slip and drebound. It's still the exact same useless move. To start with, it seems hard to activate. But when you success, why the hell that your guy does not go into the basket? Rather than moving closer to the rim, it does a kind of cheap nba 2k21 mt coins fade slow animation which is not possible to hit.

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  It's a completely different reality in OSRS
Posted by: wfuuopy - 09-15-2020, 10:29 PM - Forum: Lounge - No Replies

I heard it wasn't meant for it to land on the roof and RuneScape gold he went with it. It had been intendded. The crazy thing is that it occurred on the very first attempt. Really that's a real pizza place and they don't cut off their pizza irl, so the pizza is uncut in the show as much as I love breaking bad and vince truly is a genius, this one just only a little bit too much of a stretch. Wouldn't even bother using it for altars anymore. Make a few hidey holes, do a few quests and outside that there isn't any purpose whatsoever for the ability to exist. The skill functions no purpose.Needs an whole rework and people need to quit pretending like having an in home Bank is a game destroyer, as if we do not have 1 click boundless accessibility to several banks with the capability to return to our prior place as instantly.

Times have changed considerably. If you'd like construction to be a good rewarding cosmetic QoL skill to build a GOOD home with, you want banking, proper decoration screen, the present portal room need a tune up, or it may be a miniature world park notion: 1 portal site with unlocked teleported places added to it by charging it. Aka all of spellbook teleports available if you pay the price to charge it exactly like it currently is. Training the ability with higher EXP rates out of your house the suitable way, and then you construct the true home parts after you are the ideal level. HOUSE THEMES are must possess ++++. That is more of an expansion into the already in place walls and flooring option.

Personally I'd be 100% down with Construction being a cash sink with little to no practical use from the game. The house itself can do with functionality. Like, we can't even lay on our beds or sit in our seats. Let's move the furniture round and create a house. If we are afforded the choice at least to be liberated and appreciate it as a home then I think that are a happy medium. You gotta give it usage or performance since it stands it is a waste of money and I only leveled it for to Prif.

Personally I'd be 100 percent with Construction being a cash sink with little to no practical usage in the game.Let us move the furniture round and create a house. If we're afforded the option at least to be liberated and appreciate it like a house then I think that would be a happy medium. You have ta give it usage or functionality since it stands it is a waste of money and that I only leveled it to get to Prif. And being able to sit in a seat is the answer to this?

It's a completely different reality in OSRS. For example, all PvM Hub (War's Retreat) content could have been added to the ability, like teleports and so on, just as it is in OSRS. Your PoH would've been your base for all combat. RS3 is becoming an XP simulator today. Content and design no longer thing it seems - it's all about incorporating more'easyscape' MTX and compelling abilities to 120 (the only major update the game's received lately, and old school rs gold no real surprise that it had been the highest priority).

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  (Indie Deal) FREE Adult Jigsaw V1, Ancestors on Steam, GalaQuiz
Posted by: xSicKxBot - 09-15-2020, 07:04 PM - Forum: Deals or Specials - No Replies

FREE Adult Jigsaw V1, Ancestors on Steam, GalaQuiz

FREE Hentai XXX Plus: Jigsaws Vol 1
[freebies.indiegala.com]
Get ready to slot all the pieces in all the right places with one of the sexiest FREEbies available.

Store Top Pick & Ancestors: The Humankind Odyssey is on Steam!

The 204th GalaQuiz will be LIVE soon, win up to $50:dollars: in GalaCredit!
[www.indiegala.com]
The GalaQuiz will take place in less than 15 minutes from this announcement
Today's GalaQuiz[www.indiegala.com] hints are up. The theme will be Classic Cartoons Villains Redux.

Stay Inside, Stay Safe and Enjoy Good Games.
Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...2453903497

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  Xbox Wire - Xbox Insider Release Notes – Alpha (2010.200903-0000)
Posted by: xSicKxBot - 09-15-2020, 07:03 PM - Forum: Xbox Discussion - No Replies

Xbox Insider Release Notes – Alpha (2010.200903-0000)

Hey Xbox Insiders! We have a new Xbox One update preview coming to the Alpha ring. It’s important we note that some updates made in these preview OS builds include background improvements that ensure a quality and stable build for Xbox One.

We continue to post these release notes, even when the noticeable changes to the UI are minimal, so you’re aware when updates are coming to your device. Details can be found below!

Xbox Insider Release Notes

System Update Details:


  • OS version released: RS_XBOX_RELEASE_2010\19041.4789.200903-0000
  • Available: 2 p.m. PT – September 4, 2020
  • Mandatory: 3 a.m. PT – September 5, 2020

New Features and Experiences


We have exciting news! Alpha users can expect something new coming to their Xbox One update preview.


Guide

  • We’re testing out a new experience for game and party invites in the Guide! Insiders in Alpha Skip-Ahead will start seeing a new pop-up at the bottom of Guide whenever they’ve recently missed an invite, and the invites can now be found in the main notifications page when opening Guide instead of in a separate tab. You can now check all notifications in one place, but still know whether or not you’ve missed an invite as soon as you open the Guide.

Home

  • In addition to seeing the installation progress in the Guide, Alpha users will now be able to monitor the installation progress of games from the Home screen directly. Once the installation is complete the title will remain in the Most Recent list for easy access.

Fixes Implemented


Thanks to the hard work of Xbox engineers, we are happy to announce the following fixes have been implemented for this build:

Audio

  • Fixed an issue where Dolby Atmos audio would be lost with display settings set to 120hz and color depth set to 36 bits per pixel (12-bit).

Guide

  • Fixed an issue where text would be obscured while typing a message reply.
  • Users should now see the time displayed when opening the Guide.
  • Fixed an issue where focus was lost when navigating Looking for Group.

My Games & Apps

  • Fixed an issue where the “Show in Store” option would not open the Store correctly.

System

  • Various updates to properly reflect local languages across the console
    • Note: Users participating in Preview may see “odd” text across the console, for more information go here.

Known Issues


We understand some issues have been listed in previous Xbox Insider Release Notes. These items aren’t being ignored, but it will take Xbox engineers more time to find a solution.

We’re still tracking these known issues:


Audio

  • Some users have reported that Dolby Atmos for Headphones audio setting changes when the console is rebooted/updated.
    • Note: If you attempt to set the audio to Dolby Atmos for Headphones and see a message advising you to launch the Dolby Access App, please file feedback before launching the app.

Guide

  • We’ve received reports that the Delete button in the Share menu isn’t appearing correctly and can’t be selected.
  • Some users have reported that the audio mixer cannot be used to adjust chat/game audio levels.
  • We’ve received reports of the Guide not launching or loading.

My Games & Apps

  • Users have reported seeing black tiles instead of game artwork when browsing their collection.
    • Note: We are still investigating the issue, please report the issue again from the console if you have done so with a prior update and are still seeing this behavior.
  • Some titles in collection may appear with a “trial” tag incorrectly in collection.

New Store Experience

  • Some titles may display a “Not currently available” message on the product page and will be unavailable to purchase
    • Note: Users can use the Microsoft Store on the web or Windows to complete purchases for these items.
  • Users will not be able to use the “gifting” option for both Xbox 360 and original Xbox titles at this time.
  • Users will not be able to use the “Build a bundle” functionality at this time
    • Workaround: Create the bundle via the Microsoft Store on the web or Windows.
  • Xbox Design Lab customization is not currently supported.
    • Workaround: Use the Microsoft Store on the web or Windows to purchase.

Profile Color

  • Sometimes users may encounter the incorrect Profile color when powering on the console.

Make sure to use Report a problem to keep us informed of your issue. We may not be able to respond to everyone, but the data we’ll gather is crucial to finding a resolution.

What Happens to Your Feedback

How to Get Xbox Insider Support


If you’re an Xbox Insider looking for support, please reach out to the community subreddit. Official Xbox staff, moderators, and fellow Xbox Insiders are there to help with your concerns.

When posting to the subreddit, please look through most recent posts to see if your issue has already been posted or addressed. We always recommend adding to threads with the same issue before posting a brand new one. This helps us support you the best we can! Don’t forget to use “Report a problem” before posting—the information shared in both places helps us understand your issue better.

Thank you to every Xbox Insider in the subreddit today. We love that it has become such a friendly and community-driven hub of conversation and support.

For more information regarding the Xbox Insider Program follow us on Twitter. Keep an eye on future Xbox Insider Release Notes for more information regarding your Xbox One Update Preview ring!



https://www.sickgaming.net/blog/2020/09/...0903-0000/

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  News - Behind the dizzying ride to the top for Among Us
Posted by: xSicKxBot - 09-15-2020, 07:03 PM - Forum: Lounge - No Replies

Behind the dizzying ride to the top for Among Us

<!– –> Gamasutra: Simon Carless’s Blog – Behind the dizzying ride to the top for Among Us

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[Hi, I’m ‘how people find your game’ expert Simon Carless, and you’re reading the Game Discoverability Now! newsletter, a regular look at how people discover and buy video games in the 2020s.]

Had originally planned a round-up, but it turns out something else came up that I just had to write about. You may recall me mentioning, in the last newsletter, the amazing ‘out of the blue’ success of multiplayer party game Among Us on Steam. (It’s the top global seller right now.)

Well, somebody was kind enough to point out that the Brace Yourself Games Discord has a ‘Clark Tank’ chat channel – twinned with Ryan Clark’s Twitch stream/YouTube videos on game discoverability.

Turns out Forest (ForteBass on Twitter!) of Among Us devs InnerSloth had been sharing his story there. So I got permission from ForteBass to share some of his insight with you all, which I augmented with research. (Yes, Ryan, I’m sneaking around your Discord server stealing content now!)

What’s the big deal, anyhow?


I’ve been watching YouTube videos of Among Us, and it plays so, so well as a social online game. It has big influence from Mafia/Werewolf, obviously, but also reminds me of a ‘you’re actually in the world’ version of Spaceteam.

The tension as you wander around the level trying not to get killed (if you’re not the impostor!) while accomplishing tasks is great. And then voting off potential impostors really ups the ante. Check out this video from Blitz if you want to get a good idea of the social dynamics at play:

So, some background. Among Us actually launched in June 2018 on Android and July 2018 on iOS. After launching in November 2018 on Steam, and having an extremely slow start there, the game has just exploded in recent weeks – in ways almost unprecedented on Steam for a title that’s been available for some time.

Just check out Among Us’ reviews graph on its Steam page since launch.

On Steam the game is only priced at $4.99, but it also has a bunch of DLC such as in-game pets. You can see a similar but slightly later ‘reviews explode’ effect on Android for the Google Play version of the game (amusingly, the URL is ‘Space Mafia’), if you look on SensorTower:

Interestingly, Among Us is free on Android and iOS, where it monetizes with similar cosmetic IAP as the Steam version. And it turns out that even ignoring the recent spike, there were millions of downloads on mobile – especially Android – before the game broke out on Steam. (SensorTower is estimating 11 million Android downloads, even ahead of this big August 2020 boost.) I had no idea about this.

ForteBass’ comments bear this out: “It’s the end of 2019. America and Europe are not our big customers: Brazil, Korea, and the Middle East are. Google Play is our breadwinner & IAP for maps and pets are why.”

So it turns out that YouTubers have covered this game extensively before, just not English-language ones. Some of those early spikes “..started with Godenot (3.6M sub Youtuber) [earlier in 2019] who found our game on Google Play (probably recommended by players? Possibly via Itch.io, even… I know he streamed from mobile before switching to PC.) We had considered wrapping up Among Us back then, because profitability was not in sight. But the Brazilian audience drove us to create more content, and that was wise.”

As for another major territory in question: “Our first audience was Korea, and they still constitute 50% of our Steam Among Us sales. That all started in Dec 2018 with Kevin Choi. He found Among Us via itch.io, and I think that’s because we got a day of promotion on the front page. This is literally the only promotion we have expressly asked for.”

So as we can see, Among Us was popular and had good retention in other territories way before this big viral spike in North America and Europe. But it looks like those who saw streamers playing the game gravitated towards the free mobile version – also because those territories play more mobile than PC games. And heck, the game hit a million downloads overall in May 2019. So, it wasn’t exactly ‘unknown’.

Taking it over the top on Steam


Was there any hint that the game could also do well on Steam? Well, yes – not least because Valve itself took notice. ForteBass takes up the story here: “In February 2020, Steam reached out to us for a daily deal, and we went for 50% off. If I remember rightly, each of those two days produced an entire month of sales, and left us with a higher baseline of sales after, as well as a boatload of wishlists. So that in turn made our Summer sale worthwhile – which snowballed into minor top seller visibility. (#35-ish).”

So, sounds like the Steam featuring helped step the game up visibility-wise. And at this point, Among Us – which was already great – had been polished and had extra maps, pets, and many rounds of bugfixes in place. So it was well set-up to break out, if somebody noticed it.

ForteBass speculates: “But why did we get a daily deal [in Feb]? Well, I didn’t ask, but at the beginning of the year, Kaif (a… UK streamer) and his friends picked us up. We were already profitable by that point and actually had just announced Among Us as complete, which caused a sizable drop off of players. Kaif completely reversed that and brought in a wave of new European players (a new-ish market for us), particularly on Steam (which was our #2 marketplace at that time).”

And that gets us to the current day. Or at least to mid-July, where things got really crazy for the team. Rounding the story off: “First, yes, Twitch streams are the cause of our [most recent] spike. This started just after the Steam Summer sale, which is actually pretty important for us as a 2 year-old game which cost 5 dollars that has already reached 75% off. Pluto and Sodapoppin’s timing was impeccable… I haven’t talked to Pluto yet, but I’d bet that he found Among Us during the 2020 summer sale, which frankly, is the only Big Steam Sale that’s gone well for us.”

And indeed, Reddit sleuths have pinpointed the exact Twitch VOD where everything took off. Sometimes it takes one big streamer to ignite his peers, and looks like that’s what happened in this case. (Among Us is particularly good for streamers because it pulls in the ‘play with your streamer buddies, and you can cross-promote between your channels’ thing. Plus – the drama!)

Conclusion – the path to the top goes where?


Well, I have to say that my research in writing this article didn’t go where I expected. The team behind Among Us made a really amazing game that succeeded in a very unconventional way across a free mobile and an inexpensive PC version.

It rode multiple viral streamer waves while the team desperately upgraded the infrastructure to keep up, it constantly improved, and it’s a great (and vanishingly rare?) example of a multiplayer-only title that’s not an obvious Fortnite-y AAA beast becoming a smash.

As ForteBass notes, the odds are often stacked against multiplayer-first titles: “I initially didn’t want to make Among Us because of the multiplayer aspects. We had seen stuff like Bombernauts flop and the added complexity of multiplayer made it really unappealing. But our other game idea wasn’t panning out, so I prototyped Among Us and it was immediately fun and interesting.”

So if you really want to go for it with multiplayer, you have to have all of the right elements in place. ForteBass concludes: “Everything else has been patience, a high retention game, and frequent public updates. Discord is very important for this. It goes nuts when we announce literally anything.”

So, onward – and congrats again to Forest and his team, who are planning a sequel and all kinds of good things. And good luck to ‘em!


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https://www.sickgaming.net/blog/2020/09/...-among-us/

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  News - Blog: A half-decade sales analysis of Lovers in a Dangerous Spacetime
Posted by: xSicKxBot - 09-15-2020, 07:03 PM - Forum: Lounge - No Replies

Blog: A half-decade sales analysis of Lovers in a Dangerous Spacetime

<!– –> Gamasutra: Adam Winkels’s Blog – Lovers in a Dangerous Spacetime Sales Analysis: The First Five Years

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This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC’s registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


It’s hard to believe but this week marks five years since the release of Lovers in a Dangerous Spacetime. We’re extremely grateful for all the players who have given our weird game a chance. None of this would have been possible without your support, so from the bottom of our hearts, THANK YOU.

Now that we have some perspective on selling a videogame over the course of five years, we wanted to share some data, because our sales graph didn’t take the shape we expected, and we thought it might be of interest to other developers.

TL;DR: Lovers had an okay-but-not-great launch, and we expected the game would fizzle out fairly quickly, but in fact sales ended up increasing for a few years, and it ended up being quite successful, thanks in part to updates, ports, discounts, word-of-mouth, and of course luck (don’t want to pretend that there isn’t a TON of random chance affecting how games fare).

Launch and Year 1

We launched the original 2-player version of Lovers on Steam and Xbox One on September 9, 2015. It’s a niche game in that it features local co-op, not online. We knew that would limit its sales, but we didn’t know by how much. There were a few other local multiplayer indie games getting buzz back then, like TowerFall, so we figured there could be a market for it. But we had no way to gauge it.

Here’s the shape of our first year of revenue:

Our biggest spike was our launch. We hired a PR company to help us get blog and review coverage, which more or less worked, but our second week of sales declined by half and it continued to drop from there. We ran some 33% discounts after only a couple months to take advantage of Steam’s Autumn and Winter sales (plus we were extremely fortunate to get some front page rotation in Winter) and we got some brief boosts, but then quickly returned to baseline. It was disappointing, but not really surprising.

In February 2016 we launched on PS4 around Valentine’s day, coinciding with discounts on the other platforms and a marketing effort (meaning we re-hired that PR company to push out a press release, and also did an old-fashioned twitter GIF storm). But again, sales fell back to baseline afterwards — although having an extra platform in the mix kept our total baseline sales from declining further.

Year 2: Party games, word-of-mouth, and a bundle

After year 1, we expected our best days were behind us and our future sales would follow the same gradual decline. But surprisingly, our sales stopped declining, and even increased somewhat. Why?

This graph is an example of the stegosaurus tail sales curve, where a game’s long tail, instead of just sloping downwards, is covered in spikes. So what made the difference? Let’s dive in.

One unquantifiable factor is that in May 2016, eight months after launch, we finally added support for 4-player co-op (still local only). There was no huge spike at the time, but from then on, we noticed the game got covered more often as a party game, and if you do a random Twitter search for the game it’s probably still the most frequent discussion context (usually it’s “OMG I love Overcooked, what other co-op games are there?”).

When we noticed this, it gave us the idea to make a Steam bundle featuring us and some other local co-op party games. We approached Steam and the other developers, and everyone was on board, so for Valentine’s Day 2017 we launched the Cozy Couch Co-Op Bundle alongside Overcooked, BattleBlock Theater, Moon Hunters, and Keep Talking and Nobody Explodes. Steam gave us great placement, and the resulting spike was almost as good as our launch. It also had the added bonus of boosting our baseline sales afterwards, as players looking for co-op games could see all our games on each other’s Steam pages.

Throughout our second year we also slowly increased our discount percentage during sales. We kept track of our average daily revenue for each sale, and if it started declining significantly we’d increase the discount percentage. By the end of our second year we were doing 55% off.

And just a note — even though all those spikes make it look like we were constantly on sale, since each platform has their own sales schedule there was actually a lot of time we were just sitting in the stores at full price. Plus there were times when we couldn’t get platforms to include us in sales, or give us store placement, leading to little mini spikes where we’d be on sale but not actually have a large revenue bump.

Years 3 to 5: Switch time

We would never have expected we’d have our highest sales in our 3rd year of release, but hey, thanks Nintendo!

We launched on Switch on October 3, 2017, seven months after the console was released. That launch remains our highest sales spike, and the Switch has been our best-selling platform. In a way it was the ideal platform — the audience is open to colorful, approachable games, 2D gameplay, and the base console even came with two controllers! Plus we pushed hard to release in the first year of the console, meaning the storefront was less crowded. It also meant that we got there in time for the Switch’s first holiday season, which ended up being our second highest spike… until two weeks later, when we ran a 33% off sale in the first week of January 2018 to reach all the brand new Switch owners. Then that became our second highest spike.

There’s not a ton more to note in our sales history, just a lot of running our own discounts on all the platforms, and saying yes to any themed discounts that the account managers at the platforms tell us about, plus we kept doing our own sales around Valentine’s day. We have been nudging down our discount percent over time, and we found a sweet spot at 60% off. We tried 67%, to get us under the $5 price point, but for some reason it wasn’t as successful, so we went back to 60%. Occasionally the platforms will ask us to go lower, but for now we’ve been pushing back since this seems to be a good price.

One interesting thing (and really it’s only interesting for local co-op games) was that in Nov 2019 Steam launched its Remote Play Together service. This service lets people play local-only multiplayer games together online via streaming. Lovers is a perfect candidate to benefit from that, and it even got some placement in the service launch promo. Afterwards, we noticed our baseline Steam sales stopped their slow decline and reversed upwards again, although it’s hard to know exactly how much difference it made because there was also the usual noisy year-end sales bumpiness. It doesn’t seem huge, but we didn’t have to do anything for it — just a lucky break. Thanks Valve!

And finally, there was the surreal Covid sales bump in spring of this year, when widespread lockdowns meant people were stuck at home playing video games. Sales went back to normal fairly quickly, though.

And that brings us up to date.

Overall platform sales breakdown

Steam and Switch have been our main breadwinners (even though Switch launched two years later), but Xbox One and PS4 have been solid performers too. Being on all the platforms has been hugely significant.

Final takeaways

Here’s what we believe helped us avoid the immediate sales decay we’d been expecting:

• Support! Even though our initial launch was disappointing, we found it was super valuable to keep supporting the game with patches, updates, and translations.
• Porting! Despite the long delay between our different launches, it didn’t seem to hurt our arrival on subsequent platforms (especially if you can launch early in a console’s lifecycle).
• Teaming up with other games in similar genres! In our case, the Cozy Couch Co-op Bundle was wonderful for building awareness. It wasn’t just a random bundle — it came from seeing what our audience was talking about and looking for.
• Run discounts! Run all the discounts! It’s also useful to keep track of daily revenue during discounts to inform what percentage to choose for the next discount.
• Luck! Always remember to have luck. Good luck!

And finally, let us say one more time: THANKS FOR PLAYING.


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https://www.sickgaming.net/blog/2020/09/...spacetime/

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