Skip to main content
Discord logo

Discord

Technology0 documents

Chat and voice platform that grew out of gaming communities. It publishes safety transparency reports, including a report on child protection under Brazil's ECA Digital law.

Documents

No published documents yet

Reports about Discord

494 documents by other writers name Discord in the title or summary.

Cover of D2C is a go to market strategy, not a trend | Inês Ramalho from Xsolla
10 min
PocketGamer.biz10 min

D2C is a go to market strategy, not a trend | Inês Ramalho from Xsolla

Direct-to-consumer (D2C) strategies have transitioned from an emerging trend to a fundamental go-to-market necessity for gaming studios of all sizes.

  • Direct-to-consumer (D2C) web shops have transitioned from an emerging trend to a standard go-to-market strategy for game studios of all sizes, with Xsolla currently supporting over 700 such storefronts.
  • D2C strategies allow developers to bypass traditional app store fees and gain access to granular player data, providing transparency into spending habits and engagement that is often unavailable in the 'black box' environment of major app stores.
  • The primary operational challenge for studios adopting D2C is managing the complexities of global payments, legal compliance, and regulatory requirements, while the primary player-facing challenge is building trust in the external checkout process.
PocketGamer.bizSep 2026
Cover of A Christchurch Call to Act Against Misogyny in Games
Article

A Christchurch Call to Act Against Misogyny in Games

Misogyny in online communities, including games, is increasingly a pathway to violent extremism, and the games industry should engage with the Christchurch Call's efforts to address it.

  • Between 2018 and 2025, there were 32 documented cases of planned mass attacks motivated by misogyny, contributing to a total of 41 such cases since 1989 that resulted in 226 deaths.
  • Data from 2018 to 2026 shows 202 deaths and 440 injuries resulting from violent incidents involving young perpetrators with a median age of 17.5 years who utilized 'gamified' or video game-adjacent elements.
  • The EU’s proposed 'KIDS Act' will mandate that online game providers verify the age of all users under 15 and reverse the burden of proof, requiring platforms to demonstrate safety from the outset.
Video Games Industry MemoSep 2026
Cover of Southeast Asia, Friendslop and $30m Video Games: Industry Trends
Article

Southeast Asia, Friendslop and $30m Video Games: Industry Trends

Christopher Dring's weekly column for The Game Business, published September 7, 2026, takes a skeptical look at the sweeping claims currently circulating about where the video game industry is heading.

  • The video game industry is increasingly characterized by a high degree of volatility, where even high-quality AAA and indie titles struggle to achieve financial success despite following established marketing and development trends.
  • Industry stakeholders are under pressure to chase specific market trends—such as extraction shooters, free-to-play models, or specific price points—as a strategic attempt to improve their chances of commercial viability.
  • The industry is currently navigating a period of intense speculation regarding future shifts, including the viability of console gaming, the role of live services, and the geographic migration of jobs to regions like India.
The Game BusinessSep 2026
Cover of How AI is Unlocking Novel Game Mechanics
Article

How AI is Unlocking Novel Game Mechanics

Naavik's newsletter argues that AI's greatest opportunity in game design lies in making fuzzy human concepts such as intent, deception, and social relationships playable, rather than in cheaply producing art and other assets.

  • AI-driven games face significant financial sustainability challenges, as seen when 'Death by AI' struggled with variable costs from OpenAI and ElevenLabs, and 'Status' initially cost $12–$15 per user per day before infrastructure optimization reduced costs by 95%.
  • The social simulation game 'Status' reached 2.7 million monthly active users (MAUs) in March 2025, though it experienced a decline followed by a recovery to 1.6 million MAUs by July 2026, coinciding with a shift toward paid user acquisition and subscription-based monetization.
  • KRAFTON’s 'Mimesis' demonstrates the use of AI for behavioral innovation rather than just development efficiency, utilizing models to dynamically select recorded voice lines and vary enemy responses based on game state.
NaavikSep 2026
Cover of Hearth & Hamlet’s ~100k & the Rise of the Bite-Sized Clicker
Article

Hearth & Hamlet’s ~100k & the Rise of the Bite-Sized Clicker

This GameDiscoverCo newsletter issue from late August 2026 pairs a roundup of game discovery and platform news with a feature on the rise of sub-$10 incremental (clicker) games on Steam.

  • The incremental game genre is seeing a surge on Steam, characterized by low-cost, bite-sized titles that prioritize active, distilled gameplay loops over traditional idle mechanics.
  • Hearth & Hamlet, a $8 medieval city-builder clicker, achieved approximately 100,000 units sold in its first nine days, with the U.S. (23%), China (14.5%), and Germany (13%) serving as its top markets.
  • Recent indie incremental hits demonstrate high commercial viability, such as 'Bills Must Be Paid' ($7) with an estimated 420,000 units sold and 'Sir, We Have An Orc Problem' ($10) with 230,000 units sold.
Game Discovery NowAug 2026
Cover of Take Two’s GTA VI Leak Dragnet Got Me, for Some Reason
Article

Take Two’s GTA VI Leak Dragnet Got Me, for Some Reason

Game File journalist Stephen Totilo reports that a DMCA takedown notice filed on behalf of Take-Two Interactive wrongly hit his X account, and he uses the episode to question how aggressively the publisher is policing the unprecedented wave of Grand Theft Auto VI leaks.

  • Take-Two Interactive, through its brand protection firm EBRAND, issued a bulk DMCA takedown notice on X that targeted 300 posts related to Grand Theft Auto VI leaks.
  • The takedown campaign resulted in the temporary suspension of journalist Stephen Totilo’s X account for posting screenshots of public court documents and an executive's tweet, which contained no leaked game footage.
  • The automated or broad-reaching nature of the enforcement also flagged content from X’s AI, Grok, and major gaming outlets like GameSpot.
Game FileAug 2026
Cover of China Flexes at Gamescom
Article

China Flexes at Gamescom

Stephen Totilo's Game File newsletter argues that Chinese studios were the dominant presence at Gamescom's Opening Night Live showcase on August 25, 2026, even though the two-hour show closed with segments from Japan (Final Fantasy VII Retribution, due next spring) and Poland (a Witcher 3 remaster arriving September 29).

  • Chinese game studios dominated the GamesCom Opening Night Live showcase, featuring prominent reveals from developers like miHoYo, NetEase, TiGames, and Hoothanes.
  • Major Chinese-led projects include miHoYo's dark fantasy co-op game 'Nodusfall', NetEase subsidiary Naked Rain's 'Ananta' (releasing January 15, 2027), and a remake of 'Heroes of Might and Magic III' led by Ubisoft’s Chengdu and Shanghai studios.
  • Take-Two is pursuing a subpoena against YouTube and X to identify the source of 14 recent 'GTA VI' leaks, with plans to request personal information for members of targeted Discord groups.
Game FileAug 2026
Cover of GTA VI’s Week of Leaks
Article

GTA VI’s Week of Leaks

Stephen Totilo's Game File newsletter of August 21, 2026 covers a week of unauthorized Grand Theft Auto VI footage leaks, followed by a roundup of industry news and a look at the coming week's releases and events.

  • Take-Two Interactive has initiated legal action by subpoenaing Discord and Microsoft to identify the sources behind a series of unauthorized GTA VI gameplay leaks occurring in August 2026.
  • The leaked GTA VI footage was accompanied by a manifesto demanding that game companies cease digital pre-orders, provide offline modes, and avoid 'fake' single-player DLC.
  • Riot Games will end active development on its fighting game 2XKO in December 2026, citing a failure to gain sufficient traction with the broader fighting game community.
Game FileAug 2026
Cover of How to Use Affiliations to Grow Your Overwolf App
Article

How to Use Affiliations to Grow Your Overwolf App

Overwolf's developer blog explains how app creators can use the Affiliations feature in the Overwolf Developers Console to measure which acquisition campaigns actually drive results, and how house ads can make use of otherwise unfilled ad inventory.

  • Overwolf's Affiliations tool allows developers to track the performance of specific acquisition campaigns by generating unique, UTM-tagged URLs for influencers, social media, and search engine traffic.
  • The platform enables granular monitoring of key performance indicators, including install volume, active user counts, uninstall rates, and average revenue per daily active user (ARPDAU).
  • Developers can use data-driven insights from the Affiliations tool to determine which traffic sources to scale, deactivate, or archive based on long-term user quality and profitability.
OverwolfAug 2026
Cover of ⛏️ One Guy, No Ads, No Tutorial, $100K/Day: The Idle Obelisk Miner Story
36 min
Two & a Half Gamers36 min

⛏️ One Guy, No Ads, No Tutorial, $100K/Day: The Idle Obelisk Miner Story

Idle Obelisk Miner represents a significant departure from contemporary mobile gaming standards, demonstrating that a solo-developed title can achieve exceptional financial performance by rejecting industry-standard monetization and design tropes.

  • Idle Obelisk Miner generates approximately $100,000 in daily revenue from only 4,000 to 5,000 daily downloads, resulting in a high revenue-per-download figure of roughly $13.
  • The game achieves financial success by rejecting industry-standard monetization, specifically eschewing intrusive advertisements and predatory pop-ups in favor of a player-friendly economic model.
  • The title sustains a base of 50,000 daily active users and a Discord community of over 57,000 members by prioritizing deep, complex progression mechanics over mass-market accessibility.
Two & a Half GamersAug 2026
Cover of The Changelog: July 2026
Article

The Changelog: July 2026

Overwolf's July 2026 developer roundup summarizes platform updates, new game support, marketing guidance, and brand partnership activity for its app-developer community.

  • Overwolf overhauled its desktop client to unify the web and desktop store experience, enabling combined download counts for native and Electron apps and adding support for social links and file size displays.
  • Palworld 1.0 has officially launched with over 20 million PC units, creating new opportunities for developers to build companion tools and overlays using Overwolf's game event integrations.
  • Overwolf added support for 42 new game titles in July 2026, alongside specific event updates for Subnautica 2, CS2, and TFT.
OverwolfJul 2026
Cover of I Got a Little Carried Away and Launched a Premium Print Magazine on Substack
Article

I Got a Little Carried Away and Launched a Premium Print Magazine on Substack

Ryan K. Rigney, author of the games-industry interview newsletter Push to Talk (over 7,000 subscribers), announces the launch of Chisel, a premium magazine he co-founded with Jason Killingsworth.

  • Ryan K. Rigney and Jason Killingsworth have launched 'Chisel,' a premium, biannual print magazine focused on the thematic pillars of beauty, obsession, and play.
  • The publication features a hybrid model, offering a high-end, book-bound print edition alongside a digital newsletter published twice per week.
  • The print edition is produced with high-quality materials, designed by Atlanta-based Metaleap Creative, and printed by the Italian firm Conti Tipocolor, which has been in operation since 1906.
Push to TalkJul 2026