foreign [Music] I didn't expect so many people at 11 o'clock on the first day so it's awesome that so many of you came uh okay so let's not make it long let's start so first of all some information about Mass creation um we are a team based in Warsaw uh we're making games from 2009 we are independent studio self-funded so no investors no stock market that kind of stuff only 10 people so 10 people is the core the core team
um we are of course working with some Freelancers and Outsource contractors but basically the the core team is 10 uh we are mostly working in unity this is our favorite engine um we have some knowledge about um unreal 5 and on Wheel four but we prefer to work with with unity um so some numbers um we we started as many other companies with mobile games but to be precise with Java games that you can remember in Poland when you have the last page with the send SMS for five slot and you will get like crappy game so this is something that we started with um we did over 30 mobile titles uh 30 million downloads and then we decided to switch for like uh bigger boys so we did one game for Playstation Vita one of our favorite handhelds consoles I don't know if anyone also have shared
the love um we did three games for PlayStation one game for PlayStation 5 free games for PlayStation 4. in total four games for St for steam so for PC um we have two games on Nintendo switch and one game on Xbox One and Xbox series x and x s and X well I always have uh has a problem with the name um so Xbox is like the last platform that we started started to work with um our main focus is Sony and Playstation the longest relationship like the best knowledge of the platform uh and so on and so forth so few information about the game that we're going to talk about today so Shang is a 2.5 D beta map with single couch cup and mult online multiplayer called options uh we self-published the game worldwide and
work with the local publisher in Japan and in Asia um so as you can see we published the game in digital on most of the platforms we also has have the physical version for Playstation 4 and Nintendo switch in Japan and the same deal we strike with the like small publisher for Europe and uh and us and yeah let's get to the history so this is um this is a chart that shows you the income we got on the timeline regarding of launch second launch that we did and all the most important um most important like beats in the history of the game so we started with Cloud we launched the
game on PC and Playstation 4. so this is like our first point of reference then as you can see everything like falls down basically very very quickly and uh that's why we thought the game is going to be a flop because looking at the numbers from uh PlayStation that we got very big hopes for and and PC it didn't do very well I will get to the details in a moment but then we got this the lounge number two let's call it so Xbox Nintendo switch and we also uh like try to correlate everything with our Premiere in Japan because Japan is like uh we count it as a separate uh separate Market because um it is a little bit out of the context of the rest of the world so you don't have to treat it as a like relevant
Market in your timeline you can postpone the the premiere in Japan when uh you're making some kind of strategy for uh us and Europe and yeah then when we uh when we publish all the games in uh on all the platforms that we wanted to so we started to work with uh platform holders regarding sales then we did previous generation then next Generation updates uh because we decided we want to do it and it was very important for us to gain additional visibility and additional uh recognition among the players uh and it was free so it's always a good price because we know that free is the best price basically um and then we started to work with the physical release and uh that was like the last part of the let's call it the life cycle because
the physical release in UK and uh in Europe and U.S like ended up our cycle of the game that uh like regarding the platforms and as you can see it is uh over a year after the premiere the online multiplayer released it was supposed to be on lunch uh of PlayStation and PC but we didn't deliver and I will talk about it in a moment and then we did the first bundle and so on and so forth so the the chart ends at September 2020 2022 but basically uh when I look it up before the digital dragons like the rest of the revenue looks more or less stable uh during the time from September till now so yeah the launch day so we decided to release the game only on two out of four basic platforms that we uh
that we thought were going to release the game uh because we need to make a very like difficult decision um so either we are postponing the whole launch to do like the simultaneous uh four platforms launch at once but this will take longer and basically we don't want to keep bless you and we don't want to keep the game in a like in the fridge because the game from P for PC and for PlayStation was ready so uh we needed to make a very hard decision either we're launching or we're just basically keep it uh keep it quiet and still wait for the for the additional platforms uh so that what like one of the one of the problems was that because it was only two platforms the game didn't get enough visibility in the internet because the bus wasn't that big as we uh tried to make it because uh for instance like the websites which are
platform oriented so for Xbox or switch basically didn't bother to write anything or try to review or like care about the game uh at the moment of the initial launch so the next thing is like the online co-op was still not in the game so some of the players were let's call it angry because we said it's going we're going to deliver and we didn't um so that also uh make an impact on sales because people wanted to play online we tried to uh like work around it with uh Nvidia GeForce now feature of it was very very heavily uh marketed at the moment when we launched the game and we said yeah you can play it on uh on this uh it's free to play you can try to play it blah blah blah and stuff and we try to use Steam remote but basically it doesn't work and it's very polite way to say it um so yeah so basically the online was
the logo the only thing was the couch cop and we needed to focus on like advertising this part more or less but still the missing of this uh of this feature was uh a very big problem for for us and for sales on the wishlist side when we launched the game we've got a very decent uh number of wish lists but we did the campaign for a very long time so I think one third of the wish list were or was already updated so they didn't count basically and they didn't convert and they still didn't convert till today so uh we're calling it like a dead wish list basically so if you guys are like collecting quizlets before the launch you need to take that uh also in mind when you are like creating the strategy or how long the carpet marketing campaign is going to last that you need to have in mind that some of the wish list that you will gather at the beginning are going are going to outdate basically and they will
be like in no use um and in the end uh the reviews come in uh lack of online multiplayer some bugs which were in the game and the control scheme that we thought is one of the biggest advantages of the game uh were not and most of the critics didn't like it so like basically The Meta Metacritic score was I don't want to use like very offensive War but it was medium I mean it wasn't on on yellow so that's fine uh it wasn't red but on the other side the user's car was all the time green we were like at the moment of the launch it was around eight points I think seven or something like that so uh we knew that on one side the the critics reviews are going to impact us in some way but
players overall like the game so it's it's fine and the product is at least decent enough for people to buy it so so yeah mistakes were made the first Lance Lounge was very far from uh from Good uh and there was a moment of doubt that we decided okay so we are what we are going to do with it and but we look at the numbers on the beginning and uh and we said yeah we have like the lunch was far from anticipated but we have enough money to work and try to deliver uh Xbox switch and Japan release so let's do it because basically there was an option to say okay we're going to leave it and we will move on to another project but we didn't want to do that there was enough money to pay people like their salaries for work uh for a certain period of time so oh
so what do we do we we started to work and we did the second the second launch in January uh we were very so the platforms were Xbox and it was our first game that we were releasing on Xbox without a Game Pass anything which is part of the idea text box program and we were releasing the game as a third-party publisher uh we did a short period of pre-orders for Xbox and switch because we never did that before and we decided that this is a very good moment to like experiment and see uh if pre-orders are going to work or not how like to do them basically from the publisher side if this is a very complicated process or not um and that kind of stuff so we decided to do the pre-orders in the end we were hoping and like all the feedback that you get is was uh your grade your game
is going to be awesome on handhelds so it's a very good fit for switch uh it was not so don't believe everything you hear from people from the outside and like all the feedback because um like the sales on switch and even on Playstation like in this time of period was much more better than uh what we have like from switch and we also talked to the Nintendo we have some like a little bit of feature which was more than usual than uh like the normal in the in the publisher could have so there was like a little bit of additional uh marketing uh there was some kind of interviews additional news uh we use the the news channel which you have on the console as a publisher to try to reach out to players but still the this wasn't like I don't know if it wasn't enough or what was the reason in the end but basically the Xbox was the king at the moment and the amount of money went from just from Xbox was
something that basically we didn't expect so and it was a very pleasant surprise um and also the visibility when we compare it to PC uh Playstation launch was much better because switch and Xbox got much more like platform oriented websites so they are uh targeting and they can reach uh players who are mostly playing on Xbox and they're very interested in Xbox games who are mostly playing on switch uh and basically only on switch for instance like Nintendo live and so on and so forth so we reach out to them they did the review like basically the Switch reviews were super bad I think we have some three out of tens but in the end uh like the like in the terms probably this also like can explain why switch didn't sell so well but uh um the thing is that overall the
visibility of of our game like in the internet in the monitoring and things like that and the reach that we have was much much better than during the PlayStation and PC uh and PC launch and still there was no online cop so that was another issue another issue that we have um so of course this launch number two was much better than the first one so we earned enough money to uh to work and then we need to ask the question what now um and we again started discussion in our team are we like closing the project now or are we going to do something about it um and try to improve it try to add something and are there any additional possibilities that you can work with so we decided to go to work and decided to work with the with the project like for a longer time and this
is like a road map that we created um regarding our game so the first and the most important there were two things which were super important first one was online cop that we we finally need to deliver and put it in our game it's not going to have that much impact like a year after Premiere or something because it's a small game and most of the people will lose the interest also looking at the audition like the premiers that got uh like the games that got out during the time and the second thing was uh previous slash Next Generation update for uh PlayStation 5 and the new Xboxes and uh the main decision that we have was that we made was that it's going to be free We're not gonna do like separate uh version and like charge people for that and so on and so forth the decision was
we're going we're going to do it for free if you have if you already purchased the game it's fine you can update it if you have the new console uh it's still going to um make some visibility for people who are looking for the games uh for the new generation and the last thing was um there was not that many when the new Xbox and the new PlayStation came to Market there was not that much game um optimized for the new for the new generation so we decided if we are going to do it super quickly we we're going to have like additional uh visibility on in stores for instance in on the in the console stores because like there was like 20 30 50 games only if one of them is going to be ours is going to track much more attention um then uh then if we didn't do that that fast like after the the premiere um
the the next thing was uh the alternate control scheme because this that was something that uh people were almost shouting about that we need to uh bring the the controls which they know from uh beta map games so in the end we kind of do this because we're developers and we said yeah it's a little bit of our game so we're not gonna do like 100 what people want because it's our baby that was one of the biggest that was the biggest project that we did in the company so we created alternative alternative control scheme which um in the end was a mix of our idea of the controls with what player wants uh I didn't end up well like it was received it was uh [Music] delivered to the players and they were happy with that and say it's a very big Improvement and the last thing that we wanted to do was a something we call it a version 2.0
so that was um a very big patch that we deliver I think it was December last year so over two years after the premiere which fixed like a big amount of bugs some graphical improvements like quality of life improvements a little bit of UI changes and that was like the definitive version of the game uh and that marked the [Music] end of the production cycle let's call it so the version 2.0 was the like the final patch that we did for the game that was something that we said yeah now the game is complete and uh um this is where we finished to work on it uh we're just gonna work with the product management and of course the last thing which struggled a little bit was the steam Tech verification this is a little bit tricky because of because this is valve and the criteria of when you will get
information that you can be review for uh for steam deck if you're not a very big publisher is probably unknown to anyone so you need to wait uh overall Shin got uh the verification notification very quickly I mean very quickly after the steam dunk launch and they announced it and and they they give us the tools to optimize the game and the second thing was that it was a very much easier for us because we already got the Linux version ready so we just need to um change it a little bit it was more like a UI things and kind of stuff to to optimize and we get the very few but still we like need to exchange few very angry emails with the with valve because they wanted to do something and we said that it's a little bit of BS that they wanted uh yeah but in the end we've got the
green take that's fine so from the product management side what is very important and I know this is like uh not very fun work but it's basically very important especially after the launch after um like the production cycle send it and you still need to do something with the game so the most important part is securing participation in sales on every platform I know it's um it doesn't sound super awesome and super exciting but it's very important what I would like to tell you a story I think last year there was a there was a article on IGN uh regarding Indie developers in PlayStation Store and that was in a very long article about I think one or two Indie developers from us I think one was uh a
solo Dev and the second guy and the second team was like three people or something like that they published the game on PlayStation and they got across one of the reporters from IGN and they started to complain how um PlayStation storefront is a bad for Indie because your game is on 22nd page of uh of the games and when you're doing the sale Sony is not notif like they don't give you any information about the sales and so on and so forth and they said yeah that Sony is like basically they don't they don't care about the Indie developers and that kind of stuff so from one side yes of course you're if you're a small Studio they're not going to be um very fond of you because they don't they don't care that that's the idea and basically because they are looking where the big titles are where they can do money but on the other side
um you need to be super persistent in like constantly mailing them and constantly trying to um contact them regarding sales regarding promotions and things like that because once you will kick those doors and you will get to contact with them you're good it took us six months I think more or less of sending email once a week uh it was just a copy paste hi can we get some information about the promotions sincerely blah blah blah six months every week but once we were included in all the magical spreadsheets of Sony and all the magical spreadsheets of Nintendo and Xbox and whatever I mean steam is out of like out of the table because it's like idiot proof just go and click and that's it so in here it's good but the consoles are much more tricky so once we
got included uh you have no idea how many emails with the sales promotions we got at least once a week so you're just like flooded with the with the informations when you can like discount your game or on in which promotion can put it you need to be like super patient and you just need to do it over and over and over again and once you you will be there uh the second thing I will talk in this about this also in a moment um the second thing is like always active look for uh for bundle options and now it doesn't you can do the easiest way is to do it on switch uh because you always can reach out to other Publishers smaller ones or to other developers and say hey maybe we can do a bundle uh it basically doesn't cost any of you anything uh but it may it can make profit for both uh for both companies so this is a very good options if you are got friends in other companies and you think your games are
somewhat synchronized or are somewhat similar to do like a team bundle or something this is also a very good idea um and uh and I would encourage you to do that uh the next thing is like um do your research and see how other similar games or how other like the same uh like the other Publishers or developers which are more or less got the projects more or less as big as yours uh are um managing the prices of the games because this knowledge if you can reverse engineer it and you can see what mistakes they make you can see um how they are if they are very successful how they are earning earning their money how much copies they are selling you know for PC you have your everyone we all have our tools to do that so you can learn from from your competition
uh and the last thing is I know it's like a very like trivia but basically uh plan your things a very long ahead of you so do the calendar uh try to remember when the bigger the biggest sales are what are the actual conditions of uh like putting your game in a sale or in a promotion how long are they could like cooldown times and so on and so forth so because I know that many developers or many Publishers are just working oh yeah oh now we have a like a I don't know like beat them up sale okay so we will put our game oh it's too late because the submission time was like two weeks ago so now they see the email or now they see some information on Twitter like I know Excel is not everyone's best friend but basically it should be for for that kind of stuff and and yeah I work with that um so like overall
tips and conclusions from what we did uh the first one is even you fail on the beginning or you have doubts on any like stage of the process of your of the process of your game uh even during the development just sit down have another look at your game analyze the analyze the the potential um and uh and like even make hard decisions basically if you will decide that it's no longer worth your time money resources whatever either either scale down or leave it because you basically fail in the end uh but on the other side when you will finish the game you launch it uh try not to give up in trying to give up the game even if it doesn't look good look for the like again analyze the game again look up the potential if you will find something
that you can stick into and uh try to use it on your advantage and then basically do it uh this is something that we did with the with the second launch because there was a very hard uh discussion after the PlayStation and PC launched to just leave it and say yeah we're not going to do it we will move to another project basically that's it uh plan your actions this is something I said in like regarding the sales a moment ago but basically plan or all your actions and adjust accordingly I know it's a very most of you probably know this but I know from talks with other peoples even with the younger developers they're very often don't stick to that rule or they forget about it so I'm trying to be like a broken record and say it over and over and over again um in the end if you release your game on more than one platform uh if you'll do it for all the consoles for instance
NPCs try to uh prioritize uh the platforms that will bring you the most Revenue so after some time after launch you can see which platforms even on sales are giving you most money and then like make the focus on uh on those platforms because you can try to utilize it even even more um and this is something that let's say a year year and a half after the release uh might be bring you like the biggest profit so that's it so yeah um another little bit of trivial stuff but basically so sales manager and Studios and mundane work and I hate to do it but I need to do it because that's my job and I really would like to do some other awesome stuff but someone needs to do that and uh who knows maybe you will
find your love for that kind of Excel spreadsheets and putting games in sales and promotions but in the end if um it will pay off one way or another like I said if you are persistent patient and you will do like all those things over and over and over again it will give you experience it will give you um additional knowledge how to manage uh your product your game in the future so you can do it better the next like with the next title for instance so this is something that is also very important because you can um with with the with the experience that you will have um during this very not fun work the next time you will release your next game you can avoid your uh mistakes and you can plan more
carefully and better and get more money and have better results basically that's the idea so so um so this is how it works um the next point is a little bit tricky so never never abuse the sales opportunities basically this is something I would like to get back to with the Sony so basically when you will finish up on those magical spreadsheets or mailing lists with all the sales and things like that so like I said you will be flooded with the proposals so that's the thing but like the platform holders will never tell you oh so now it's up to you so you have to choose which one like which sales you're going to participate in but they will not tell you uh so basically they will they will not
say we will not allow you to participate in all of them so you can put your games on sale for six to eight weeks in like minus fifty percent in Playstation Store you still are gonna be on the first uh on the first page of the store with the best deals or whatever that kind of stuff yeah it's gonna have to work once maybe twice and they're gonna gonna like ban you basically because they said okay it's too much I'm sorry now you need to rest there is a two-year cool dime cool time uh for you guys so Choose Wisely uh and always um use common sense basically so if you see uh let's say two very good sales one after another and then you are seeing you you see that there is like a third one that you have an option also to participate in uh Skip One so basically do one and two and then
skip the third one or do the first one and the third one but you will have like a cooldown in the middle or whatever don't don't be greedy basically that's the idea because one way or another in some point of time they're gonna ban you because you're abusing the system because they give you all the options that you have and all the options that you can use but they also I don't think they're doing this willingly but they I think I would because I'm a very naive person I would like to think that they are giving you the choices and they know that you'll like choose well and choose like correctly and no one's gonna be greedy and so on and so forth so so um yeah like think about the calendar think about uh a long term basically because you can you can try to abuse the system in the beginning and you can try to like participate in all the studies you can you can earn some extra money
that's fine but then you're gonna be like locked out for uh for two years so I don't think it's a it's a very good it's a very good option um always look for the new business options so the this is something that we did with the physical release in Europe and in us uh we started to talk about it um I think a year year and something after after lunch so it took us a very long time but we decided to do it because a additional visibility but it's awesome to have a physical release on your off in your office or on your shelf at home so not everyone is doing that um see additional money basically so this is like additional Source smaller bigger it doesn't matter but it's additional source of money that when you sum them up during the month you can you can earn some some extra extra buck and it's not only with the it's not only with the with the physical
release but basically with the bundles and this is I I would also recommend when you are a smaller developer or a smaller publisher so leave the bundles as one of okay leave the bundles as one of the one option one of the options that you have in your like product cycle because you can you can do one or two bundles like early after release that's fine but basically I from my experience on the beginning it's better to focus on uh like your own sales basically to do like all the discounts do all the like promotional sales and so on and software by yourself the bundles should be like one of the last uh things that you are going to do also look for uh this is more for uh like uh steam Fang and because this is a steam key distribution so look for third-party shops I'm not telling about g2a or penguin or stuff like that but there is some like legit stores in the internet
that are also like selling steam keys and they can also give you uh quite good quite good deals to put the the game in their stores and they are also doing different kind of sales different kind of bundles which they are very heavily uh they're promoting this in the internet so this can give you also like additional boost and and some money uh even let's say two years after the premium we did something like this on the beginning of this year and um and it went very well obviously I can't share any numbers but basically it went very well uh in terms of money that we get from them for uh for the sale and in the term of like additional visibility we saw some additional traffic on our steam steam page uh that people were interesting in the game uh and we're looking for uh for it um so so they can also like trap like
direct additional traffic to your to your steam or to whatever place you're signing the game um and uh give some additional momentum a very long time after the release when most most of the people will think that the game is dead or like only doing sales and that kind of stuff um the last thing that uh I think it's the last thing I would just check yes it's lasting so the last thing is that something that not everyone are aware of um so once so you have to manage your discounts very carefully uh and this is something like experience kind of you need to have experience on that but you will people must learn of it so you need to know when to get um when to make the discount bigger than the last one so on the beginning you know we have like lunch discount or
don't like minus 10. so we're keeping the minus 10 as long as we can see that people are still buying the game but there is also always this point in time when people are waiting for a deeper uh discounts especially now when there's so many games on discounts that are so quickly on discounts or in a game pass or whatever um so then you're doing like minus 30 then you're doing minus 550 then you're doing minus let's say 65 because you're still struggling not to do like minus 80. but once you will do uh a minus 80 discount there is this is like a no turning point this is uh when you're doing like minus 80 you will have to keep minus i t or minus 90 if this is possible even so this is one more step you have um and that's it so you need to keep in mind done the deeper the discount is uh you will not be able to get back because no one is going to buy your game when
it's for instance getting back to the full price I mean it's gonna be one out of 100 1000 whatever like it would be one person who just oh I'm not tracking the the prices in the internet because most of the players Now tracks the prices in the internet they know when the discounts worse how big it was so they some of them even can predict uh when it's going to be the next discount or how deep is going to be so they say oh yeah it was a minus 75 so they're almost at minus 80 or -85 I will wait an additional three weeks something probably come up that kind of stuff like this team DB is awesome for us but it's also awesome for the players who know how to use it and they can track everything there so yeah this is how it looks like um so keep in mind when you will create your calendar or you will create a strategy or whatever is going to be that there will be some point like a point of no return that basically when you will go very very deep with your discount you
will not be able to get back and also you need to keep in mind that the sales of the game once the discount is over and the game will go back to full price it's going to drop like significantly uh I'm probably almost to zero or two to five percent of what it was during the discount and kind of stuff uh okay so we've got three minutes left and basically I'm done so if there are any kind of questions yes uh we are on time so we can afford for one two or even three questions we'll see yes could you please please hey my name is Martin um congratulations on Shane really awesome project um quick question it would be possible to go to slide 11 wow you know the number I looked at it
slide eleven there you go yeah so I believe like this is some of like this is the bread and butter the most important thing this is the Workhorse of like the whole yeah yeah this is this is the the meat of the the whole thing and it would be possible for me to ask like in your team uh what is the for example um our um how many hours is it spent this is a whole work week that is for one of the for you or for some of the team is it divided is it just one person or is it a mixed mixed effort just you the whole week or uh I mean okay so in a smaller team it's very hard to say because basically uh I'm doing like all the marketing stuff I'm doing all the pr stuff I'm doing all the biz Dev stuff I'm doing all the product management stuff it's hard to say like one day I'm only doing like taking care of the for instance sales uh discounts I'm looking
at the emails planning doing the calendar for like two months ahead and things like that and then I'm not basically doing it for like two weeks um because there is no notification that hey it's almost the end of this period and then I need to do it again um so like you know in a bigger companies you basically got the whole team who's taking care at least one or two dedicated persons who are taking care of that and they are in charge of uh like contacting the uh platform holders regarding some kind of sales you can do like publisher sale on Steam if you have like good uh connections with valve and that kind of stuff but on a very small team like like ours it's basically one person for me it's very hard to count because I'm doing mostly 10 things at the same time have you just as a follow-up question have you experimented for example dividing it a little bit for example uh giving some small responsibilities to team members for example one hour for some emails or some
tracking of something I would love that but basically nine people in my company are my boss producers and developers all right and I am the only person who is like responsible for everything else around it so like publishing marketing because if I will have additional people like at this additional person in my team fine I will split because I'm doing like five jobs at the moment uh so I will split it uh and I will like give it away for me it's not a problem but at the moment I need to do it like basically by myself so but on the other side um we are smaller we are small team we don't have that many uh like titles to take care of so as long as if if you're like a beginner developer company or something you have one game it's not going gonna be like that time consuming uh it might be a little bit more because for instance you'll have four different platforms so that you have to take care
of on every platform by itself but basically when you have two games and four platforms okay this will take some time uh because you have to be careful you have to um pay attention if you're not misclicking the wrong title or something I'm talking from The Experience so uh so yeah so that kind of stuff but basically uh in a smaller companies not that you don't need like a dedicated person for that that would be part of the question um on the other side it's taking let's say a whole day once every period of time I don't know once a month once two months the depends depend okay thank you thanks yes please hello and thanks a lot for your talk I have two short questions one if I is about the Japanese experience if they ask you to change UI or things like that
to appeal the Japanese players and the other one is about discounting if doing that in sales in one platform affect other platforms like I don't know you can have a full pricing switch but 50 discount on Steam and it affect or not the sales on the other platform okay so let's start with the Japanese market so because we have a publisher so we change the name of the game a little bit to make it more appeal we have a Japanese logo like it was based on our logo of the game but it was a little bit different and the last thing that the publisher decided to do we didn't think about it but the publisher said that they are going to create a manga stylized version of our key art so the keyword we have is uh come on come on come on
come on so oh too much so this is our key art for like comic style like Marvel kind of thing um and they took that hire an artist and he created the same version but in Manga style uh and the second thing that the publisher did was we did the full voiceover in Japanese language uh beside the translation of the of the subtitles but um not everyone can afford that so we need to understand you don't have contacts you don't have money and stuff so like the if you are able to do the name translation to to Japanese or you feel good in changing the logo I would say that would be the best thing to do if you can do something extra it's only going to profit basically so I hope that answer um regarding the sales I am trying to keep especially from the start I was trying to keep constant on every
platform so of course it's going to be different period of time but basically if we are doing like -10 so we are doing minus 10 on all the platforms if we are decided to move to let's say minus 25 so we're moving to minus 25 on every platform um to be honest I'm not sure if this will if you will have different uh different sites on every platform so let's say -20 on PlayStation and minus 5 the on on Steam uh I would be honest I don't have experience if this will um impact your sales much but like my Approach is to keep it more or less on every platform because I think because like I said I'm a naive person and I'm like a little bit of idiot so I would like to keep it fair for like every platform players to have the same discount I heard stories some time ago that there were complaints uh because it's also like a price issue
so uh people were complaining that oh yeah the PlayStation players got minus 25 and we on Steam got only -10 blah blah blah it's the same thing with the prices why the price and console is different and why the price on Steam is different why the price in dollars is different than in Euro and so on and so forth so and the difference it might be like one Euro one or one dollar so I'm trying to keep like all the like how big is the discount at the moment I'm trying to keep them the same on every platform because I think I'm avoiding lots of complaints I understand I was asking because you you sold the game in one platform at a point of time of time and then later in the other platform so in the yeah we didn't do this new no because when we released uh when we released PlayStation we still was uh were not included in the sales so we said okay so now we're not gonna do sales because we are not
included in the program so we can wait we can afford to wait uh and on Steam um we decided not to do it because we decided to wait for uh for switch and an Xbox and then just go with everything at the same time thank you well thank you very much mihao let's give me how round of applause [Applause]
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Distilling the key insights…
Digital Dragons · 2026
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