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Cover of Assassin’s Creed Creator Patrice Désilets: “I Have Two or Three Games Left”
Article

Assassin’s Creed Creator Patrice Désilets: “I Have Two or Three Games Left”

This industry update, recorded during Gamescom 2026, focuses on the evolving strategies of independent developers and major studios as they navigate shifting market conditions.

  • Patrice Désilets, creator of Assassin’s Creed, has launched his studio Panache’s first self-published title, 1666: Amsterdam, into Early Access with plans to expand the IP into multiple future titles.
  • CD Projekt joint-CEO Michał Nowakowski confirmed that The Witcher 4 is scheduled for a 2028 release and will include a physical box with collectible items, despite potential industry-wide shifts away from physical discs.
  • Raccoon Logic has pivoted its development strategy toward faster release cycles and Early Access models, citing the difficulty of monetizing games effectively through subscription services like Xbox Game Pass.
The Game BusinessAug 2026
Cover of 'Advance Access' games - why should you pay more?
39 min
GameDiscoverCo39 min

'Advance Access' games - why should you pay more?

Publishers are increasingly monetizing early entry to highly anticipated titles through formal advance access programs, typically charging a premium of ten to fifteen dollars.

  • GDC 2027 has restructured its format to a Monday–Friday schedule, moving the festival hall to Tuesday–Thursday and introducing a new Business Hall at Moscone West to centralize networking and mitigate the logistical challenges of the San Francisco venue.
  • Advance Access for games like 'Mortal Shell II'—which achieved 23,000 concurrent users—is increasingly being monetized through premium editions that charge a $10–$15 surcharge for early play, effectively creating a market for artificial scarcity and FOMO.
  • PlayStation has begun de-listing publishers associated with 'shovelware' or low-effort games designed primarily for easy Platinum trophy farming, though the platform's enforcement remains inconsistent and subject to reversal.
GameDiscoverCoAug 2026
Cover of The Lonely Architect: Nigerian Solo Developer Turns Architecture and Isolation Into a Surreal Platformer
Article

The Lonely Architect: Nigerian Solo Developer Turns Architecture and Isolation Into a Surreal Platformer

The Lonely Architect, a 2D atmospheric platformer developed by Nigerian architect Odaro Eguavoen under the studio name Ekosodi Games, serves as a creative exploration of professional burnout, isolation, and the erosion of personal identity.

  • Nigerian solo developer Odaro Eguavoen, operating as Ekosodi Games, is developing 'The Lonely Architect,' a 2D atmospheric platformer exploring themes of overwork, isolation, and mental health.
  • The game is currently available in Early Access on itch.io, with a full release on Steam and Xbox scheduled for later in 2026.
  • The project was a Top 25 finalist in the Safe In Our World Mental Health Game Jam, highlighting its focus on professional burnout and well-being.
Games Industry AfricaAug 2026
Cover of Live Q&A: Steam Next Fest, AI Slop, Getitng wishlists
96 min
How To Market A Game96 min

Live Q&A: Steam Next Fest, AI Slop, Getitng wishlists

The independent game development landscape currently offers a unique window of opportunity, characterized by a high demand for quality titles that prioritize gameplay depth over excessive production values.

  • The most critical marketing decision for Steam success is genre selection, as Steam's PC-centric player base generally under-indexes on fast-twitch, arcade-style shooters in favor of deep, slow-paced, or management-heavy titles.
  • Steam players prioritize original visual experiences; using store-bought assets is a significant deterrent in genres like Metroidvanias, RPGs, or Souls-likes where exploration of a unique world is a core expectation.
  • Avoid launching immediately after Steam Next Fest, as the high volume of developers attempting this strategy creates excessive competition that diminishes individual visibility.
How To Market A GameJul 2026
Cover of How Paralives Sold a Million Copies in Its First Month
Article

How Paralives Sold a Million Copies in Its First Month

The life simulation game Paralives achieved significant commercial success by selling one million copies within its first month of Early Access on Steam.

  • Paralives sold one million copies in its first month of Steam Early Access, supported by a pre-release Patreon campaign that raised approximately $3 million.
  • The game achieved a peak of 78,000 concurrent users on launch day and maintains a strong long-tail effect with 25,000 new wishlist additions per day weeks after debut.
  • The title recorded a 6.5% refund rate and a median playtime of 5.5 hours, both of which indicate strong player retention and satisfaction compared to industry medians.
GameDiscoverCoJul 2026
Article

How Many Wishlists Should I Have When I Launch My Game?

The primary objective of this analysis is to establish a benchmark for the number of wishlists independent developers should secure on Steam before launching a game.

  • A minimum of 7,000 wishlists is recommended before launching a game on Steam to increase the likelihood of appearing on the 'Popular Upcoming' list.
  • The 'Popular Upcoming' widget on Steam's front page provides free visibility for games releasing within 7 days, and appearing on it can generate approximately 1,000 wishlists per day.
  • A game's ranking on 'Popular Upcoming' is competitive, based on current wishlists, wishlist velocity, and release date, meaning the 7,000 wishlist benchmark can fluctuate depending on other games launching that week.
How To Market A GameJun 2026
Cover of Arabic Games and Devcom Open Scholarship Applications for North African Developers
Article

Arabic Games and Devcom Open Scholarship Applications for North African Developers

Arabic Games and Devcom have launched a joint Diversity & Access Scholarship program aimed at supporting game developers from the MENA region.

  • Arabic Games and Devcom have launched a Diversity & Access Scholarship to connect North African developers with the global games industry via events in Cologne, Germany.
  • The scholarship provides complimentary access to Devcom (August 24–25) and the Gamescom B2B event (August 26–28).
  • Selected participants must attend mandatory online briefings and an on-site Scholarship Day on August 23 to facilitate networking with publishers and investors.
Games Industry AfricaJun 2026
Cover of Subnautica 2: Early-Access Market Analysis
Article

Subnautica 2: Early-Access Market Analysis

Subnautica 2 has achieved significant commercial success following its early-access release in May 2026, recording 4.1 million copies sold and $100 million in revenue within its first week.

  • Subnautica 2 generated over $100 million in revenue and sold more than 4 million copies within its first week of early access, with 4 million copies sold on Steam and under 100,000 on Xbox.
  • The game also saw significant engagement through Game Pass, with 2.4 million players across console, Windows, and cloud, bringing the total player count to over 6 million.
  • Despite having 5.5 million Steam wishlists prior to launch, only under 9% of these wishlisters converted to purchases, indicating that high wishlists do not guarantee a proportional conversion rate at launch.
Alinea AnalyticsMay 2026
Cover of What Happened to Early Access Graduates in 2026
Article

What Happened to Early Access Graduates in 2026

The analysis examines the performance of games graduating from Steam Early Access to full 1.0 release during the first half of 2026.

  • Early Access success in 2026 for games like Timberborn, Shapez 2, and Terra Invicta is often driven by strategic, expandable genres that benefit from community-driven development and feature layering.
  • Many Early Access games that perform well at their 1.0 launch, such as Sol Cesto and The Last Starship, were not highly anticipated during their Early Access phase, suggesting that recognition can come later.
  • There's growing skepticism about Early Access, as many developers use it for genuinely unfinished games, which doesn't align with player expectations in 2026, and the 'pot of gold' upside at 1.0 is rare.
Game Discovery NowMay 2026
Cover of Krafton 1Q26 Investor Presentation
Financial report17 pages

Krafton 1Q26 Investor Presentation

Krafton’s 1Q26 investor presentation outlines a period of record-breaking financial performance driven by the global expansion of the PUBG intellectual property and strategic investments in new content platforms.

  • Krafton achieved record 1Q26 financial results with KRW 1.4 trillion in revenue, a 57% year-over-year increase, and KRW 561.6 billion in operating profit.
  • The PUBG franchise drove primary growth, exceeding KRW 1 trillion in quarterly revenue for the first time through enhanced monetization and global marketing.
  • Krafton is diversifying its portfolio by developing the life-simulation title inZOI as a UGC platform featuring AI-driven modding tools and multiplayer functionality.
KraftonMay 2026
Cover of How to Price Your Indie Game
Article

How to Price Your Indie Game

Establishing a successful indie game pricing strategy requires moving beyond intuition toward a data-driven framework that accounts for market polarization and long-term revenue cycles.

  • Pricing your indie game requires a methodical, data-informed approach, not a guess, and should be considered midway through or nearing the end of production due to its impact on Early Access, discounting, and public positioning.
  • To determine a price range, analyze at least 10-12 comparable games in your primary genre released in the last three years using tools like SteamDB and VG Insights, noting their launch price, current price, quality, community reception (price complaints), and content length.
  • Your launch price should incorporate a discount buffer, as Steam's algorithm favors discounts of 20% or more to trigger wishlist notification emails, a primary re-engagement mechanism; games that don't discount, like Factorio, are exceptions with large existing audiences.
Game Studio UnlockedApr 2026
Cover of Esports Charts Dashboard Update: Executive View & Business UI
Article

Esports Charts Dashboard Update: Executive View & Business UI

The Esports Charts platform has undergone a strategic evolution to better serve the decision-making needs of executives, sponsors, and brand managers.

  • Esports Charts has transitioned its interface from technical data tables to a visual-first dashboard designed to prioritize business-centric metrics like return on investment and share of voice.
  • The platform now integrates a Media Value Calculator and multi-stream viewer to provide real-time tracking of tournament performance, player reach, and organizational impact.
  • The updated dashboard is designed to allow stakeholders to assess market trends and competitive positioning without requiring deep technical expertise.
Esports ChartsApr 2026