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Cover of Inside Stormgate with Tim Morten: In-Depth Live Review & Gameplay with Insights
67 min
Two & a Half Gamers67 min

Inside Stormgate with Tim Morten: In-Depth Live Review & Gameplay with Insights

Frost Giant Studios is positioning Stormgate as a modern successor to the classic real-time strategy genre, specifically targeting the legacy of Blizzard titles like StarCraft and Warcraft.

  • Frost Giant Studios is developing Stormgate as a free-to-play real-time strategy game using Unreal Engine and proprietary SnowPlay technology to manage high unit counts and network complexity.
  • The monetization model rejects pay-to-win mechanics in favor of à la carte purchases for campaign expansions, cooperative commanders, and cosmetic items.
  • The studio maintains creative independence through a combination of private investment and crowdfunding, bypassing traditional publishing deals to avoid KPI-heavy mobile gaming metrics.
Two & a Half GamersAug 2024
Cover of Manor Lords Already Grossed Over $60 Million, or Why Players Shouldn’t Judge Games’ Success by CCU Alone
Article

Manor Lords Already Grossed Over $60 Million, or Why Players Shouldn’t Judge Games’ Success by CCU Alone

The primary purpose of this analysis is to challenge the industry’s over-reliance on concurrent user (CCU) counts as a definitive metric for a game's commercial success.

  • Manor Lords has generated over $60 million in gross revenue on Steam since its Early Access launch on April 26, 2024.
  • The game sold over 2 million units within its first three weeks and added another 250,000 copies in the following month.
  • Hooded Horse CEO Tim Bender cautions against using concurrent user (CCU) counts as a primary success metric, noting that high launch-day CCU often masks strong ongoing sales in premium single-player titles.
Game World ObserverJul 2024
Cover of After Releasing 50 Games, This Australian Dev Headed to Mars
Article

After Releasing 50 Games, This Australian Dev Headed to Mars

This profile examines the career of Australian game developer Ian MacLarty, focusing on his transition from experimental, non-commercial projects to the development of the physics-based title Mars First Logistics.

  • Australian developer Ian MacLarty has released 51 projects over a 15-year career, transitioning from experimental interactive art to commercial titles like 'Boson X', 'Dissembler', and 'Mars First Logistics'.
  • The development of 'Mars First Logistics' scaled from a small-scale pandemic arts grant project to a larger production following a partnership with Outersloth, the indie fund created by the developers of 'Among Us'.
  • MacLarty’s current development methodology emphasizes community-driven iteration, utilizing Steam Workshop and Discord to integrate player feedback into the game's ongoing sandbox evolution.
Push to TalkJun 2024
Cover of Steam Page Teardowns for HTMAG Summer Sale 2024
70 min
How To Market A Game70 min

Steam Page Teardowns for HTMAG Summer Sale 2024

Effective Steam page optimization relies on precise genre communication and the strategic alignment of marketing assets with player expectations.

  • Prioritize wishlist velocity—the rate of new sign-ups—over total wishlist counts to measure and drive effective Steam page performance.
  • Optimize Steam pages by aligning visual assets with specific genre expectations, such as immediate threat visualization for horror or a transition to calm for cozy games.
  • Avoid genre blending during development, as it frequently dilutes audience appeal; instead, ship the project and apply lessons learned to future iterations.
How To Market A GameJun 2024
Cover of Works in Progress: Top Developer Tips for Steam Early Access
Article

Works in Progress: Top Developer Tips for Steam Early Access

Steam Early Access functions as a high-stakes strategic launch rather than a traditional testing phase, requiring the same level of marketing intensity and polish as a full commercial release.

  • Steam Early Access requires a robust pre-launch marketing strategy, as wishlists are a primary driver of visibility and success when the game becomes available.
  • Developers should treat an Early Access launch with the same level of seriousness as a full 1.0 release, as a failed Early Access launch can permanently hinder a game's ability to reach its full potential.
  • Successful Early Access titles prioritize a 'hardened' experience where players are not constantly reminded of the game's unfinished state through bugs or 'under construction' UI elements.
a16z GamesJun 2024
Cover of 'Valheim': Vikings, Roadmaps & Buying a Horse During Early Access
59 min
Game Developers Conference59 min

'Valheim': Vikings, Roadmaps & Buying a Horse During Early Access

Valheim represents a case study in the strategic application of Early Access, demonstrating how a lean, 13-person development team can achieve global commercial success by prioritizing core gameplay pillars over aggressive monetization.

  • Early Access is a double-edged sword that requires a highly polished initial release, as developers only get one chance to make a first impression and must accept that the game effectively becomes the players' property upon purchase.
  • Prioritizing accessibility for a debut title—such as maintaining a small download size (approximately 1GB at launch) and aggressive, player-friendly pricing—can be more effective for building word-of-mouth than higher price points.
  • Maintaining feature parity across platforms, such as PC and Xbox, creates significant development overhead and requires careful synchronization of branches to support cross-platform multiplayer.
Game Developers ConferenceMay 2024
Cover of Dude Perfect Launches Dude Perfect Dodgeball in Fortnite
Article

Dude Perfect Launches Dude Perfect Dodgeball in Fortnite

The content creator group Dude Perfect has officially entered the Fortnite ecosystem with the launch of a custom game mode titled Dude Perfect Dodgeball.

  • Content creator group Dude Perfect has launched 'Dude Perfect Dodgeball,' a 16-player free-for-all game mode within Fortnite Creative, marking the group's first entry into the Fortnite ecosystem.
  • The project was developed in collaboration with Cherry Pick Talent and CreatorsCorp, with GoPro serving as the official brand sponsor.
  • GoPro branding is integrated throughout the game environment, appearing on dodgeballs, banners, graffiti art, and a dedicated in-game selfie station.
The Esports AdvocateMay 2024
Cover of V Rising’s Full Release Falls Short of Early Access Hype on Live Streaming
Article

V Rising’s Full Release Falls Short of Early Access Hype on Live Streaming

The full release of the survival-action RPG V Rising failed to replicate the significant live-streaming momentum achieved during its initial early access launch in 2022.

  • V Rising’s full release in May 2024 generated 9.2 million hours watched in its first two weeks, representing only 45% of the 20.4 million hours recorded during the first two weeks of its May 2022 early access launch.
  • Creator engagement dropped significantly between the two launches, with the number of unique channels covering the game falling from 32.5K during the early access debut to 15.7K for the full release.
  • Despite the decline in streaming performance, V Rising achieved 3.9 million copies sold by February 2024, positioning it as a strong performer in the survival genre alongside titles like The Forest.
Stream HatchetMay 2024
Cover of TWIG #282 Is Netflix Games in trouble? Xbox PR stumble 🤕
68 min
Deconstructor of Fun68 min

TWIG #282 Is Netflix Games in trouble? Xbox PR stumble 🤕

The gaming industry is currently navigating a period of strategic recalibration, marked by the rise of sophisticated advertising technology and the faltering ambitions of major entertainment platforms.

  • Netflix Games is facing a potential 2025 restructuring after struggling to convert its $1 billion investment into meaningful engagement, with daily active users currently representing less than 1% of its total subscriber base.
  • AppLovin is emerging as a dominant force in performance-based user acquisition through AI-driven technology, positioning the company to potentially consolidate the market by acquiring entities like Unity.
  • Microsoft’s gaming division is suffering from significant reputational damage following recent studio closures and project cancellations, while its planned mobile store is currently viewed as a limited web-based storefront rather than a competitive ecosystem.
Deconstructor of FunMay 2024
Cover of The Impact of Team Size, Community, and Industry Trends on Game Development | 345
93 min
Game Dev Unchained93 min

The Impact of Team Size, Community, and Industry Trends on Game Development | 345

The global game industry is currently undergoing a structural correction characterized by widespread layoffs and a strategic pivot toward risk mitigation.

  • The global game industry is undergoing a structural correction characterized by widespread layoffs and a strategic shift toward risk mitigation, prioritizing established franchises, sequels, and remasters over original intellectual property.
  • Development is pivoting toward smaller, agile teams that utilize Early Access models to secure funding and build organic player engagement, moving away from traditional high-cost marketing.
  • Large studios are currently hindered by bloated budgets, proprietary technology, and the technical debt of legacy systems, while smaller developers are finding success with high-quality, replayable titles that prioritize long-term retention.
Game Dev UnchainedMay 2024
Article

How The Planet Crafter Hit 1 Million Sold, Post-1.0!

The Planet Crafter, a space survival title developed by the six-person French studio Miju Games, serves as a primary case study for achieving significant commercial success on Steam.

  • Miju Games achieved one million units sold for The Planet Crafter following its April 2024 1.0 release, with 32% of total sales occurring in the subsequent two months.
  • The addition of online co-op doubled the game’s peak concurrent user count from 14,000 to 28,000, serving as a primary catalyst for post-launch growth.
  • Marketing success relied on organic influencer interest and a €200,000 paid streamer budget, intentionally bypassing traditional press coverage.
GameDiscoverCoMay 2024
Article

No Rest for the Wicked Starts Big, as Manor Lords Looms

This analysis examines the performance of recent video game releases and provides market forecasts for upcoming titles across Steam, PlayStation, Xbox, and Nintendo Switch.

  • Manor Lords is positioned as a major market event with over 311,000 followers on Steam.
  • No Rest for the Wicked achieved a peak of 34,000 concurrent users on Steam, the highest paid launch of the previous month.
  • Despite strong initial commercial scale, No Rest for the Wicked faced mixed reviews driven by technical performance issues and player dissatisfaction with core mechanics.
GameDiscoverCoMay 2024