
The Surge
GameBy Deck13 Interactive · Released May 15, 2017
The Surge is a sci-fi spin on Dark Souls, from the Lords of the Fallen team. A catastrophic event has knocked you out during the first day on the job... you wake up equipped with a heavy-grade exoskeleton, in a destroyed section of the complex.
Connections
Each row is a game or company named alongside The Surge, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
About the game
- Released
- May 15, 2017
- Developer
- Deck13 Interactive
- Publisher
- Focus Entertainment
- Genres
- Role-playing (RPG), Adventure
- Platforms
- PlayStation 4, PC (Microsoft Windows), Xbox One
- Links
- Official site, Wikipedia
Game data from IGDB.com
Documents about The Surge
Why Do We Suffer for Fun? Ordeal Pleasure in Souls-like Games
This paper introduces the Ordeal Pleasure Framework (OPF), a model explaining why repeated failure in Souls-like games such as Dark Souls, Elden Ring, and Hollow Knight can become satisfying rather than merely frustrating.
- The paper proposes the Ordeal Pleasure Framework (OPF), which explains why repeated failure in Souls-like games such as Dark Souls, Elden Ring, and Hollow Knight can feel satisfying rather than merely frustrating.
- OPF rests on three interacting mechanisms: Ludic Cultivation (trust built through fair, learnable difficulty), Aspirational Deferment (reading present frustration as investment in future competence, which depends on that trust), and Communal Mythopoesis (shared ordeal stories that amplify but do not cause the experience).
- The paper frames its central claims as hypotheses requiring causal and empirical testing, and its quantitative support is deliberately modest: a 95-participant survey of Dark Souls III players (Petralito et al., 2017) and an analysis of a 2,363-comment Elden Ring Reddit thread (Czauderna et al., 2024).
Annual Financial Report: 2025-2026
PULLUP Entertainment, the Euronext Growth-listed publisher formerly known as Focus Entertainment, reported a difficult fiscal year ended 31 March 2026.
- PULLUP Entertainment reported a net loss of €45.1 million for the 2025-2026 fiscal year, driven by a 28% revenue decline to €281.4 million and a €29.1 million impairment charge on Dotemu and other assets.
- The revenue contraction was primarily attributed to the lack of a major blockbuster release comparable to the previous year's Warhammer 40,000: Space Marine 2.
- The company achieved a record €189 million in back-catalogue performance, validating its strategic pivot toward live-service content and a diversified portfolio of AA and indie titles.
Pullup Entertainment Q1 2025/26 Earnings Results
PULLUP Entertainment reported record first-quarter revenue for fiscal 2025/26 (quarter ended June 30, 2025) of €79.3 million, up 132% from €34.2 million a year earlier.
- Pullup Entertainment achieved record-breaking Q1 2025/26 revenue of €79.3 million, a 132% year-over-year increase that surpassed the previous 2020/21 record by 23%.
- The company's back catalogue was the primary growth driver, generating €58.4 million—a 91% increase—led by Warhammer 40,000: Space Marine 2, Train Sim World 5, and SnowRunner.
- New releases contributed €18.6 million to the quarterly total, driven by the launch of Roadcraft, which outperformed internal expectations to become one of the most successful launches in Focus Entertainment Publishing history.
Annual Financial Report: 2019/20
Focus Home Interactive's annual report for the year ended 31 March 2020 documents a record year for the French publisher of video games developed by external studios.
- Focus Home Interactive's gross profit grew 20% to €36.6M, with a gross margin of 31% (up from 29% last year), and operating profit increased 36% to €19.2M for the year ended March 31, 2020.
- The Group held a net cash position of €18M on March 31, 2020.
- Focus Home Interactive has established new collaborations with Saber (for new projects and porting existing titles to Nintendo Switch and mobile) and Sumo Digital (for a new multiplayer game developed by Sumo Newcastle).
Market Share of German-Developed Games Falls Below 6 Per Cent
German-developed games lost further ground in their home market in 2017, according to figures released by the German Games Industry Association (game) on 14 August 2018 alongside its annual report.
- The market share of German-developed games fell to 5.4 per cent in 2017, down from 6.4 per cent in 2016, representing approximately 119 million euros of a 2.2 billion euro software market.
- The overall German games market (including hardware) grew by 15 per cent in 2017, exceeding 3.3 billion euros and breaking the 3-billion-euro barrier for the first time.
- Online and browser games saw a significant decline in domestic market share, dropping from 24 per cent in 2016 to 17 per cent in 2017.