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Date Everything!

Game

5 documents in the library are about Date Everything!, from writers such as Everplay, DiGRA and GameDiscoverCo. Each has a summary and key insights with the page they come from.

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Each row is a game or company named alongside Date Everything!, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Date Everything!

Cover of Making Non-Monogamy: A Design-Oriented Approach for Studying Digital Game Intimacies
Whitepaper4 pages

Making Non-Monogamy: A Design-Oriented Approach for Studying Digital Game Intimacies

This paper proposes a design-oriented, participatory research-creation approach to studying non-monogamy in digital games.

  • The paper argues that as non-monogamous relationships move from the margins of game culture into mainstream titles, the field should shift from analyzing representations alone toward understanding how players experience these intimacies and how creators might design them to resonate with queer desires and identities.
  • The methodology pairs open-ended player questionnaires about gaming and relationship histories with conversational "gaming interviews" conducted during play, allowing participants to revisit and extend earlier responses.
  • Interview findings feed an iterative, participatory prototyping process that alternates player feedback with input from small, independent queer game developers based in Montréal, combining players' informal design knowledge with developers' formal expertise.
DiGRAJun 2026
Cover of Unaudited Final Results for the Year Ended 31 December 2025
Financial report26 pages

Unaudited Final Results for the Year Ended 31 December 2025

Everplay Group plc delivered unaudited FY 2025 results that demonstrate resilient profitability amid flat headline revenue.

  • Everplay Group reported FY 2025 profit before tax of £36.6 million, a 44% increase driven by improved gross margins and reduced royalty expenses, despite flat headline revenue of £166.0 million.
  • Adjusted EBITDA grew 11% to £48.5 million, representing a 29.2% margin, while underlying revenue increased 5% when excluding the exit from low-margin physical distribution.
  • The company’s revenue mix is balanced between first-party (£56.13 million) and third-party IP (£109.86 million), with 75% of total income derived from the back catalogue.
EverplayMar 2026
Cover of Everplay Group Interim Results Presentation: September 2025
Financial report27 pages

Everplay Group Interim Results Presentation: September 2025

Everplay Group’s interim results for the first half of 2025 demonstrate a strategic focus on first-party intellectual property development, back catalogue management, and disciplined mergers and acquisitions.

  • Everplay Group reported H1 2025 revenue of £72.4 million, a 10% year-over-year decline, yet maintained an adjusted EBITDA of £19.2 million and expanded gross margins by 570 basis points to 46.5%.
  • The company is on track to meet or exceed full-year 2025 market expectations, supported by a cash position of £59.4 million and a pipeline of ten first-party titles scheduled for release through 2027.
  • New release revenue grew by 40% during the period, driven by the successful launch of 'Date Everything!', which surpassed 500,000 units sold.
EverplaySep 2025
Article

Steam Wishlists: Total Matters, 'Proven' Playability Matters More

Steam wishlists serve as a critical metric for game discovery, but their predictive value depends heavily on the nature of the engagement behind them.

  • To rank among the top 1,000 unreleased Steam titles, a game generally requires over 44,000 wishlists, while the top 250 tier requires more than 191,000.
  • Wishlist volume is a less reliable success indicator than 'proven' playability, such as successful demos or established franchise history, which reduces delivery risk and improves conversion.
  • Approximately 50 to 75 games launch on Steam each month with more than 50,000 wishlists, highlighting the high level of market competition.
GameDiscoverCoAug 2025
Article

Games That Are Selling: 2025 Q2

This analysis examines the performance of indie games on the Steam platform during the second quarter of 2025, specifically focusing on titles that achieved at least 1,000 user reviews.

  • Successful games on Steam do not grow slowly; every game that reached 1,000 reviews in 2025 achieved at least 715 reviews within its first month.
  • The idle game genre is experiencing a significant boom, with 12 titles hitting the 1,000-review milestone in the first half of 2025, compared to only 3 in all of 2022 and 2023.
  • Contrary to the assumption that idle games must be free, 9 of the 12 hit idle games in 2025 were paid titles with an average price of $3.89.
How To Market A GameAug 2025