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Cover of Number Go Up Featuring Orb of Creation 1.0 | Design Club
99 min
Extra Credits99 min

Number Go Up Featuring Orb of Creation 1.0 | Design Club

Incremental games, often categorized as idlers or clickers, are defined by a core design loop centered on the optimization of systems to achieve exponentially increasing values.

  • Incremental games shift the player's role from a passive clicker to a manager of complex, interdependent systems by prioritizing the optimization of exponentially increasing values.
  • Orb of Creation distinguishes itself within the genre by requiring active, strategic input across multi-layered systems like alchemy, gardening, and combat rituals rather than relying on passive idling.
  • Long-term engagement in incremental games depends on balancing accessible early-game loops with high-complexity thresholds that prevent optimization traps and time-based penalties.
Extra CreditsJul 2026
Cover of Should devs center their plans on Next Fest?
37 min
GameDiscoverCo37 min

Should devs center their plans on Next Fest?

The gaming industry is currently navigating a transition characterized by rising hardware costs and a shift away from subsidized pricing models.

  • Steam Next Fest has shifted from a leaderboard-driven event to a personalized algorithm, making it unlikely that a game can achieve success solely by announcing or launching during the festival without prior momentum.
  • Valve has restricted the use of banner cross-promotion on game details pages to prevent 'guerrilla' sale tactics, forcing developers to move away from ad-hoc publisher sales toward more structured, Valve-approved promotional events.
  • Physical retail sales for video games are in significant decline, exacerbated by big-box retailers locking products in cabinets, which creates a poor shopping experience and further pushes consumers toward digital-only purchases.
GameDiscoverCoJun 2026
Cover of Session: D2C In 2026: Global Growth In Web Stores - Chip Thurston, FastSpring.
22 min
PocketGamer.biz22 min

Session: D2C In 2026: Global Growth In Web Stores - Chip Thurston, FastSpring.

The direct-to-consumer (D2C) landscape for mobile gaming is undergoing a significant transformation driven by global regulatory shifts and evolving platform policies.

  • Direct-to-consumer (D2C) revenue for mature gaming studios currently ranges between 27% and 44% of total earnings, highlighting a significant and successful shift toward web-based monetization.
  • Publishers operating on Android in the United States must enroll in Google’s 'External Content Links' program to avoid app update rejections when linking to external web stores.
  • The pending Epic vs. Google settlement proposes a new fee structure that splits the traditional 30% platform fee into a 5% billing fee and a 20-25% distribution fee, depending on the date of the app install.
PocketGamer.bizJun 2026
Cover of Grand Theft Absent, Steam Machine Caught in the RAM racket & Bungie’s Bad Day | Games For Breakfast
110 min
Extra Credits110 min

Grand Theft Absent, Steam Machine Caught in the RAM racket & Bungie’s Bad Day | Games For Breakfast

The gaming industry is currently navigating a period of significant volatility characterized by aggressive monetization strategies, widespread workforce instability, and hardware market challenges.

  • Grand Theft Auto 6 will launch with a $79.99 standard edition price point and lacks physical media, a move that may set an industry precedent for other publishers to follow.
  • The $55 billion acquisition of Kadokawa involves $20 billion in loan financing, highlighting the high levels of debt-based leverage currently used in major gaming industry mergers.
  • Bungie is facing significant internal challenges, including layoffs and criticism regarding its monetization strategies, such as the implementation of multiple currencies and gated content in Destiny.
Extra CreditsJun 2026
Cover of TWIG #389: GTA 6 Pricing, Tencent Pulls Back from Japan, and Steam Machine Flops at Launch
62 min
Deconstructor of Fun62 min

TWIG #389: GTA 6 Pricing, Tencent Pulls Back from Japan, and Steam Machine Flops at Launch

The gaming industry is currently undergoing a significant pricing recalibration, anchored by the decision to set the standard edition of Grand Theft Auto 6 at $80 and its deluxe version at $100.

  • Grand Theft Auto 6 is setting a new industry standard with an $80 base price and a $100 deluxe version, signaling a move beyond the previous $70 price ceiling for premium software.
  • Tencent is retreating from Japanese studio acquisitions, indicating a cooling global M&A market that is pushing startups to explore management buyouts for liquidity.
  • Queen Digital Entertainment closed following a $50 million loss, highlighting a shift toward data-driven project management and a move away from pedigree-based venture capital investments.
Deconstructor of FunJun 2026
Cover of THIS Is Why You Keep Quitting Your Games!
14 min
Thomas Brush14 min

THIS Is Why You Keep Quitting Your Games!

The primary challenge for independent game developers is maintaining focus on an initial vision to avoid scope creep and project abandonment.

  • Establish 3–4 core design pillars early in development to serve as goalposts, ensuring the team remains aligned and focused on the project's vision.
  • Rank design pillars by priority to resolve conflicts during development; for example, prioritizing 'RPG' over 'realistic shooter' justifies mechanics like high enemy health in games like The Division.
  • Treat design pillars as internal decision-making tools rather than marketing unique selling points (USPs), as the latter often involve separate aesthetic or genre-based considerations.
Thomas BrushJun 2026
Cover of Epic Won the Fee War. So Why Is Everyone Losing? (Liam Wiltshire, Tebex)
118 min
GameMakers118 min

Epic Won the Fee War. So Why Is Everyone Losing? (Liam Wiltshire, Tebex)

The gaming industry is currently navigating a period of severe margin compression, driven by an infinite supply of content—increasingly accelerated by artificial intelligence—and a finite pool of player attention.

  • The player relationship is the most critical asset in gaming, as evidenced by the shadow economy of UGC servers like FiveM and Hypixel, where community owners retain direct control and monetization power without publisher intervention.
  • Creator codes significantly boost monetization, increasing average spend by 227% in titles like Rust by leveraging the trust and affinity players feel toward content creators.
  • Alternative payment methods like Buy Now, Pay Later (BNPL) and cryptocurrency drive significantly higher spending, with transaction values 50–70% higher than traditional credit or debit card payments.
GameMakersJun 2026
Cover of Why I Quit My AAA Job For The Indie Dream (w/ Mårten Stockhaus) — Ep 67
52 min
Thomas Brush52 min

Why I Quit My AAA Job For The Indie Dream (w/ Mårten Stockhaus) — Ep 67

Game development is best approached as an iterative, archaeological process rather than a rigid construction project.

  • Securing a publishing deal often requires demonstrating team capability through a playable prototype or vertical slice rather than just a concept, proving to the publisher that the team can execute the vision.
  • Working as a contract studio for an established publisher like Coffee Stain on an existing project can provide a low-risk transition into full-time indie development by ensuring a salary while building studio credibility.
  • Effective game design relies on 'contrast'—such as mixing fast and slow enemies or balancing pain points with relief—to create engaging combat loops and meaningful player progression.
Thomas BrushJun 2026
Cover of Nothing has changed: June Steam Next Fest 2026
22 min
How To Market A Game22 min

Nothing has changed: June Steam Next Fest 2026

The June 2026 Steam Next Fest analysis emphasizes that the event’s structure and the Steam algorithm remain largely static, with minimal changes observed between the February and June iterations.

  • Steam Next Fest performance is largely predetermined by pre-festival wishlist counts, with the vast majority of games following predictable statistical trends rather than experiencing viral spikes.
  • The number of games participating in Steam Next Fest has grown significantly, rising from 2,650 in October 2025 to 3,458 in February 2026, and reaching 4,358 in June 2026.
  • There are no effective 'gimmicks' or last-minute marketing tactics to improve performance during the event; developers should only push updates if the game is technically broken or crashing.
How To Market A GameJun 2026
Cover of My Wife Uninstalled Roblox. Then I Talked to Their Safety Team.
55 min
Deconstructor of Fun55 min

My Wife Uninstalled Roblox. Then I Talked to Their Safety Team.

Roblox is undergoing a significant strategic shift to prioritize user safety through the implementation of age-gated account tiers and advanced verification technologies.

  • Roblox is implementing age-gated account tiers, specifically 'Roblox Kids' and 'Roblox Select,' to restrict content and communication features based on verified age brackets.
  • The platform supports its safety architecture with facial age estimation technology and a multi-layered moderation system that combines artificial intelligence, human review, and user reporting.
  • Roblox currently manages a daily active user base of 150 million, positioning its investments in trust and safety as a core requirement for long-term platform sustainability.
Deconstructor of FunJun 2026
Cover of Global Games Revenue Cracked $200 Billion in 2025
Report5 pages

Global Games Revenue Cracked $200 Billion in 2025

The global games market reached a significant milestone in 2025, generating $201.6 billion in revenue and marking a 9.1% year-over-year increase.

  • The global games market generated $201.6 billion in revenue in 2025, a 9.1% year-over-year increase, driven by strong PC and mobile monetization.
  • Mobile gaming remained the largest segment at $113.3 billion, growing 10.7% despite fewer downloads, indicating increased spending per user.
  • PC gaming led growth with a 12% year-over-year increase, reaching $43.6 billion, fueled by diverse premium titles.
NewzooJun 2026
Cover of Exploring A New Kind of Roguelite: Moonsigil Atlas | Design Club
103 min
Extra Credits103 min

Exploring A New Kind of Roguelite: Moonsigil Atlas | Design Club

The roguelite deckbuilder genre has reached a point of saturation following the success of titles like Slay the Spire, leading developers to seek innovation by moving away from traditional mana-based economies and linear resource management.

  • Moonsigil Atlas differentiates itself from the saturated roguelite deckbuilder market by replacing traditional mana-based economies with a spatial, grid-based combat system.
  • The core gameplay requires players to physically place and rotate cards on a board, shifting the strategic focus from damage output to geometry and tactical positioning.
  • Players manage board presence through unique mechanics like sigils for ongoing effects, defensive wards for damage mitigation, and Eternal cards that remain on the board.
Extra CreditsJun 2026

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