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Towerborne: Why Early Access and a Focus on Fun Means a Better Game for Everyone

Towerborne: Why Early Access and a Focus on Fun Means a Better Game for Everyone

Towerborne hero asset without game logo

From the moment you step into the colorful, enchanting world of Towerborne, it’s clear to see that having fun is the name of the game here. The approachability of the brawler-inspired combat system, the light-hearted dialogue between characters situated in the Belfry – Towerborne invites you to pick up a controller and revel in the world, regardless of how much time or experience you have., regardless of how much time or experience you have. 

The better news is that there’s not too long to wait. Towerborne starts in Steam Early Access on September 10. For the furrowed-browed among you, don’t fret; Towerborne will have a phased release starting with Steam Early Access, Xbox Game Preview following, and a full free-to-play launch planned for 2025. Towerborne will also include cross-progression, so your progress will carry over to whichever platform you prefer to play on. Stoic is eager to have players help shape the future of Towerborne by becoming Founders through purchase of either the Silver or Gold Towerborne Founder’s Pack, offering early access to the game and exclusive perks like cosmetics, emotes, and monthly bonuses.  

Stoic, known primarily as the maker of Banner Saga, is also more than ready for a change – Towerborne is a seismic and very welcome pivot from its flagship series, which Game Director Daniel McLaren jovially refers to as a “depression simulator.”  

“There was some emotional exhaustion at the end of the last Banner Saga game,” McLaren says. “When you write and build something like that for so many years, there’s a huge weight on your shoulders. There was a very real moment where the team sat down and said: ‘I don’t think we can do another one’.” 

“Wouldn’t it be great if we made a game that was completely the opposite of [Banner Saga], something fun that we can play on the couch with our friends and family?” 

The vibrant, whimsical setting paired with simple but satisfying side-scrolling action makes Towerborne approachable for everyone. Towerborne is intentionally designed to be both accessible and rewarding at any skill level – while simultaneously delivering demanding challenges for those aiming to conquer the game’s toughest content. It doesn’t matter which way you play either – everybody receives the same rewards for taking part.  

Choosing Early Access 

Banner Saga began as a Kickstarter, and that constant communication with early backers was paramount to the direction that Stoic took with the game’s development.  

“Stoic’s history has always been about interacting with our players, and Kickstarter is the promise of something,” McLaren says. “For Stoic, that worked out very well, and now we’re able to say hey, you don’t have to wait for us this time, we can give you a game right now.” 

With Early Access, the studio can continue that tradition of building a game with consistent input from players invested in Towerborne‘s journey from the start. As a result, Xbox, PC, and Xbox Game Pass players will immediately feel the benefit of the refinement Towerborne will undergo during the Early Access period and beyond. When Towerborne enters Xbox Game Preview, it will open the floodgates to even more players across these platforms, allowing their feedback to further shape the game’s development.  

“It starts with our Founders – players who’ve self-selected to get a first pass at helping us shape the full game,” says Trisha Stouffer, CEO and President  of Stoic. “After Steam Early Access, with Xbox Game Preview next and eventually Free-to-Play with the full launch, the gates are thrown so wide for anyone to come in, which makes it harder to discern what is noise versus actionable feedback. So, our goal with Early Access is to position ourselves so the game is stable and feels great to play before we open up to a wider audience.” 

Xbox is also wholeheartedly supportive of Stoic’s historic approach to Early Access and working with players directly from the start. 

“We all have the same goal – to create a game that people love for a long time,” says Kristofor Mellroth, Executive Producer at Xbox Games Studios Publishing. “From the start, we knew our approach with Towerborne was going to be a little different. By being very targeted at the start and building up to bigger audiences, this allows the team to continue iterating and honing the most complex systems to make them the most fun they can be.” 

Free To Play

While Towerborne’s Early Access and Xbox Game Preview periods will grant the team precious time and feedback to build the best release possible, making the full-game free for anyone felt important to Towerborne’s overarching goal of complete approachability. 

“The Founder’s pack lets us do two main things: one is that we can slowly see where problems are and get attention onto those areas quickly,” McLaren explains. “The second thing, it invites a group of people that are really invested in the game, that believe in Stoic. They want to be a part of shaping the future of Towerborne.” 

The Free-To-Play approach shone brightly through Banner Saga: Factions, a free-to-play spinoff of the main series released in 2013. The idea was to allow players to come in for free and experience  the combat elements of  Banner Saga ahead of its launch, and Stoic was thrilled with how the process allowed as many people as possible to come in and help shape the game.  

“They were helping us building our combat and just making the game better in general, everyday we’d get feedback and do updates, I must have spent three hours a day just talking to the community,” say Arnie Jorgensen, Stoic co-founder. “We really missed that aspect after going back to working on a single player game, so we’re excited to bring it back.” 

A Second Game 

It’s fair to say that the currency a lot of modern games demand is your time above all else. While Towerborne’s enticing gameplay loop and limitless progression certainly allows you to spend as much time as you want in its world, Stoic, in a refreshing fashion, is pushing back on design elements that keep a player rooted to just one game. Towerborne can be your main game, but it can also be your second game that you can just jump into whenever the mood strikes, with minimal friction. 

“You don’t have to invest hundreds of hours every month to keep up with everybody else,” Jorgensen says. “Play as much as you want to, go away and play other games, and then come back. It’s important to acknowledge that everyone plays games differently. You can play for five or ten minutes and still feel like you accomplished something great, or you can play for five hours.” 

Stouffer adds: “It really is the manifestation of ‘just one more mission.” 

A Living, Breathing Belfry

Towerborne is a living game – which means the team will continue to develop the story, add new content and build out its world for as long as they can. As you progress, the world will evolve with your character, and this approach lends itself seamlessly to crafting an expansive, immersive backdrop to the fun you’re having as a player. 

“We have a freedom with an ongoing game that feels unattainable inside a single player experience,” McLaren says. “There’s this incredible worldbuilding going on, and if we want to add in new stories, new weapons or classes, we’re able to just focus solely on doing that and getting it into the game quickly.” 

Getting that second perspective is also crucial when it comes to seeing what your game can do. Oftentimes, a new set of eyes can be a great asset in scoping for bugs, sparking new ideas, and making an entire team say: “why didn’t we think of that?”   

“Players love to push the boundaries, and that’s part of the fun of it all,” Stouffer says. “You have an idea of what players are going to do, but you don’t truly know what will happen until you put it in people’s hands. Even the players who come in with the best intentions, they will do things where we say ‘oh, we didn’t know that could happen’. All bets are off.” 

It’s not just technical feedback that Stoic wants to gather from early players either. Stoic has recognized its community’s eye for great storytelling and ideas, and considers players almost as co-developers in its journey to build Towerborne

“We have ideas of where the story is going, but we’re totally willing to pivot if another idea comes from the community,” Jorgensen says. “We had that happen a lot with Banner Saga, where we’d see a great idea but it’s too late to add it into a single player game.” 

“This is our opportunity to really build a game with the players again. We think our ideas are great and hope that players agree, but they are going to have awesome ideas too, and to me, that’s the coolest part about making Towerborne a living game.” 

It’s Still Stoic 

Stoic is cognizant of the fact that Towerborne is a big change from Banner Saga, and the studio is by no means finished with that series. However, the team made a very deliberate decision to create an exciting multiplayer experience that invites everyone to sit down and have a great time.  

 “Anyone that has been following Stoic for a long time knows we’re making the games that we want to make – that doesn’t mean we’re going to make the same game all the time,” Jorgensen says. 

The commitment to fun is notably present throughout our conversation – the team itself is clearly enjoying building Towerborne and that enthusiasm will no doubt shine through the game. 

“We know some people will need time to process the change, and that’s totally okay,” McLaren adds. “We’re still the same studio, we’re just applying that passion and focus in a different way, and recharging our creative juices.” 

Towerborne begins Steam Early Access on September 10. To keep up to date with the game’s journey, check out the Towerborne website and join the official Discord community for more information about Early Access Founder’s Packs. 

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Towerborne

Xbox Game Studios

The Belfry stands as a beacon of hope and safety amongst the ruins of humanity and the City of Numbers, with monsters lurking right outside the tower’s walls. You are an Ace, born anew from the spirit realm with the skills, the grit, and the determination to protect the people of the Belfry. With spirit companions fighting by your side, you are destined for battle. Can you become the Ace humanity needs to survive? Find out in Towerborne, the newest action-adventure game created by Stoic, the studio that brought you the award-winning Banner Saga trilogy. Adventure Together – Venture out of The Belfry solo or with up to three other Aces* to vanquish the looming terror that surrounds the tower. Either way, you won’t be alone. Aces can recruit Umbra companions to join them in battle, gaining access to enhanced skills and unique abilities tied to each spirit. After fighting your way through enemies, return to The Belfry to turn in quests, reforge gear, and more. Brave the Wilds – Towerborne is designed with player choice in mind. Create your Ace with options to customize your looks, gear and weapons. Switch up your overall gameplay experience at any time by changing your danger level as you venture into the wilds. Find and wield powerful weapons with unique special moves from one of four styles: War Clubs, Gauntlets, Dual Daggers, and Swords & Shields. Mix and match to make your Ace your own! Continue the Fight – With an evolving world map and seasonal content, your Ace will never run out of areas to explore and enemies to defeat. Seasons of Towerborne continue the story of The Belfry by introducing new enemies to battle, regions to discover, abilities to master, and lore to uncover (available as released). *Online console multiplayer requires Xbox Game Pass Ultimate or Game Pass Core (subscriptions sold separately).

The post Towerborne: Why Early Access and a Focus on Fun Means a Better Game for Everyone appeared first on Xbox Wire.

Beyond a Remake –  How Age of Mythology: Retold Revives and Retools a Beloved Classic

Beyond a Remake –  How Age of Mythology: Retold Revives and Retools a Beloved Classic

Age of Mythology: Retold key art

At the Xbox Games Showcase earlier this year, fans of 2002’s Age of Mythology came out of the woodwork in droves (us included) to express their excitement for the upcoming remake – Age of Mythology: Retold. The original game is now over 20 years old, and while it’s remained at the forefront of fans’ minds, it’s perhaps less remembered than the Age of Empires series from which it sprung.  

Now, however, Retold is one of the most anticipated releases of the season – and that comes, in part, because developer World’s Edge is going beyond the expected, even for a full remake. This isn’t just the game that we all remember with a fresh coat of paint – it’s bringing brand new game modes, tweaks to classic units, and even brand-new playable factions down the road. Age of Mythology: Retold isn’t just for long-time fans, it’s an RTS for everyone.  

Ahead of Gamescom, we had the chance to speak with Kristen Pirillo, Senior Game Designer at World’s Edge to uncover why the studio and its partners are poised to deliver a much-anticipated – and incredibly comprehensive – refresh of a classic that could otherwise have been destined to be remembered only by a select few.  

While Age of Mythology has been left alone for over two decades, Pirillo shares that there’s a smaller, but deeply passionate community of players still actively invested in the game: “This interest sets Age of Mythology apart from a lot of other games. It may be the least talked about, but it also has the highest brainworm potential. 

“The Age of Mythology crowd is just particularly passionate and incredibly inventive – it was just a matter of waiting for the right time, and using all of the learnings from other Age titles.” 

Age of Mythology: Retold, at its heart, aims to be the game that these fans have been asking for – a faithful recreation of the original, with all the quality-of-life changes that modern development can offer. Retold called for an ambitious vision – the team really wanted to lean into the larger-than-life elements of huge mythological armies, monsters, and bombastic God Powers in a way that were previously limited by the tech of the time. 

This is immediately evident in the game’s visual design, especially when comparing unit models from the original game to their shiny new versions in Retold. The art team had a strong vision of what the game should look like – epic proportions, atmospheric worlds, and of course, horrible monsters. Pirillo describes this process using the Argus as an example, an Atlantean monster unit.  

“In Age of Mythology, it’s just a rough sphere with some tentacles, but in Retold, we can do so much more,” Pirillo shares. “Now it’s got a ton of eyeballs that all move independently, it slithers around, and it’s just kind of gross. But the idea is we want to amp everything up and really maximize the mythology.” 

Aside from straightforward improvements, Retold also brings significant changes to the original – never clearer than in the use of God Powers. God Powers in the original game are extremely powerful abilities that can only be used once per battle, whether it’s to immediately nuke an enemy from existence or significantly boost your resources. The issue was that they were so powerful, that players often saved them up, and ended up never using them at all. In Retold, these powers are now reusable, more reminiscent of Ultimate abilities in a hero shooter, changing the stakes of a match while letting you indulge. 

And the core to all of the team’s work, while it seems obvious, is that modern technology just allows you to have more of absolutely everything at one time. More units, more monsters, more God powers exploding across the map; Age of Mythology: Retold can support the carnage that players have always wanted to unleash.  

“One change that is huge for me is the increased population cap, so you can have absolutely massive armies,” Pirillo adds. “These armies can be made up of lots of different types of units. Some armies can just be monsters, and that’s just not something that the original game could handle. Even if you don’t win, it’s extremely satisfying to watch.” 

Approachable Changes 

The benefit of 20 years of feedback from such an invested community is that changes can be made to accommodate every type of player for the better. For instance, in the original Age of Mythology, the Norse faction was considered to have a higher bar to entry, and this is something that the team wanted to tweak for Retold to make the faction more approachable for everyone. 

“We’ve added more content within the base game for the Norse, new units and buildings, and a lot of the existing things have been rebalanced,” Pirillo says. “It’s also much less punishing if you make a mistake.” 

There’s also a new God Pack coming with the premium edition of Age of Mythology: Retold – the Freyr God Pack, which will unlock a major God and several minor Gods, giving players even more avenues to get started with the Norse adventure. 

“You’re not locked into one play style if you play as the Norse now,” Pirillo adds. “You’re not stuck just playing offensively or following one build order – there’s a lot more variability on how the match can go, and so many more branches of strategy.” 

There’s also now a villager priority system, so if you’d prefer to not have to keep checking on the nitty gritty parts of economy management and focus entirely on the battles and the story, you can set that to run automatically. When Pirillo shares that Age of Mythology has been built with the community, it is meant quite literally. The team sifted through 20 years of feedback shared about the game, trawling old school internet forums to find common frustrations that could be tweaked, as well as creative suggestions from those early days of play that may not have been easily implemented back in 2002. 

“Our designers really did their homework, and lots of them are fans of the original game too,” Pirillo says. “It feels like being Indiana Jones, going back to archaeological levels of the internet to find what was good or back then, and bringing it into Retold.” 

Age of Mythology: Retold is set to be a welcome and well-planned homecoming for those long-time fans, but it’s also going to be a great starting point for those that have never played the original game too. What’s even better, is that the game will continue to evolve as long as there’s still exciting mythology to add, and as Pirillo notes, there’s about two millenniums worth of it to tap into.  

“You don’t have to be good at RTS to enjoy the story,” Pirillo says. “You don’t have to be good at RTS to just enjoy the carnal satisfaction of building 25 huge Stag Beetles and storming through your friend’s town. It’s whimsical fun that anyone will enjoy.” 

Age of Mythology: Retold comes to Xbox Series X|S, PC, and Game Pass September 4. 

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Age of Mythology: Retold Standard Edition

Xbox Game Studios

$29.99
From the creators of the award-winning Age of Empires franchise, Age of Mythology: Retold goes beyond history to a mythical age where gods, monsters, and humans collide. Combining the best elements of the beloved Age of Mythology with modern real-time strategy design and visuals, Retold is an epic and innovative experience for old and new players alike. Secure your domain, command legendary monsters, and call upon the power of the gods to crush your enemies. Will you become Mythic?  Call Upon the Gods Choose your gods from the Greek, Norse, Egyptian, and Atlantean pantheons. Devastate your enemies by summoning powerful lightning storms, earth-shattering quakes, and even the famed Nidhogg dragon. Or call upon nourishing rains and protective Dryads to help your people grow & prosper. Unleash the Monsters Unleash Centaurs, Trolls, Mummies, and more. From bejeweled crocodiles who harness the power of the sun to the mighty one-eyed Cyclops, you will command diverse units inspired by the world’s great mythologies. An Epic Mythological Universe Embark on multiple campaigns spanning 50-missions that take you across a vast, mythical world: besiege the mighty walls of Troy, battle Giants in the frozen wastes of Midgard, and discover the mysteries of Osiris in the shifting sands of Egypt. Become a hero of myth—or even a god. Better with Friends Play with your friends, either head-to-head or against the advanced AI on dozens of randomly generated maps and scenarios for limitless re-playability. * *Exclusive Premium benefits of 7 days Advanced Access and New Gods Pack available with Premium Edition and Premium Upgrade. New Gods Pack is a timed exclusive; may be available with future offers. Purchase the Premium Edition or the Premium Upgrade by August 27, 2024, for 7-days advanced access. Expansions 1 and 2 are available as released. See AgeofEmpires.com for details. * Online console multiplayer requires Xbox Game Pass Ultimate or Core (sold separately).

The post Beyond a Remake –  How Age of Mythology: Retold Revives and Retools a Beloved Classic appeared first on Xbox Wire.

Hyper Light Breaker early access delayed to early 2025

Hyper Light Breaker - Heart Machine's fully 3D rogue-lite spin on its acclaimed 2016 action-adventure Hyper Light Drifter - has had its early access launch bumped back a bit, and is now targeting an early 2025 release.

In a post shared on Steam, Heart Machine founder Alx Preston said the team needs a bit more time to ensure the gameplay experience is up to the "polished" standard the studio is aiming for.

"We don't want to ship a project, even in Early Access, that we're not satisfied with on a number of fronts. Especially in the current state of the industry, we need to put as good a foot forward as we can," Preston wrote.

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Sigilfarer, A PC Roguelite, Dice-Rolling Adventure (Press Release)

Sigilfarer, A PC Roguelite, Dice-Rolling Adventure (Press Release)

Katowice, Poland – August 8, 2024 – Anshar Publishing, an indie boutique publisher renowned for its dedication to unique and innovative games, is thrilled to announce the addition of Sigilfarer to its portfolio. This exciting roguelite adventure, where every decision rests on the roll of your dice, is set to captivate players with its dynamic dice-building system and sprawling, procedurally generated world.

Sigilfarer reimagines the deck-building experience, allowing players to forge their own fate through a customizable dice system. In this game, your party is represented by a set of dice, with each face shaped by the equipment you choose. 

Sigilfarer, A PC Roguelite, Dice-Rolling Adventure (Press Release)

Every sword, shield, and piece of armor becomes a die face, creating a unique blend of attacks, buffs, and strategic possibilities. Navigate through ever-changing dungeons, face powerful foes, and uncover the secrets of the sigils in a world teeming with lore and mystery.

Sigilfarer is scheduled for release in the first half of 2025. Stay tuned for more updates and prepare to embark on an epic journey where every roll of the dice shapes your destiny. For more information, please visit Anshar Publishing Steam Page or contact us via [email protected].

Borderlands 4 and Mafia: The Old Country bookend Gamescom Opening Night Live announcements

Gamescom kicked off last night with its annual Opening Night Live showcase, bringing a range of game announcements, release dates and gameplay reveals for a range of upcoming titles.

Xbox and Take-Two dominated the Geoff Keighley-hosted presentation, which was livestreamed from Koelnmesse in Cologne. If you missed the full two-hour showcase, here are the main highlights:

GamesIndustry.biz will be reporting from Gamescom all week. You can keep up with our coverage right here.

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Space Ape shuts down its nine-year-old RTS Rival Kingdoms

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Black Myth: Wukong breaks single-player Steam records on day one with 2m concurrent users

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At the time of writing, the game is being played by 2.13 million concurrent users making it the best performing single-player game of all time by this metric.

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The biggest challenges for indie developers, with Jason Della Rocca | Podcast

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Drawing on Della Rocca's years of experiences working with indie developers, we discuss the biggest challenges these studios face in today's market, from the impact of layoffs and studio closures to the shrinking indie publisher scene.

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Kwalee launches Arabic-language edition of Hitseeker

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It says that it is "welcoming new partnerships with ambitious game studios in the region who could benefit from support in game design, marketing, and developing their business" by pitching directly via Hitseeker, which can then also be used to "manage the full publishing process."

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Black Myth: Wukong demands influencers don't mention "feminist propaganda" in coverage

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How Stray Fawn survived eight years as an indie with no investors or publisher

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Even when its first game, genetics survival title Niche, started getting publisher interest after crowdfunding success, the studio continued to decline offers. This was due to previous experience from making a mobile game which had a publisher that didn't go so well.

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89% of Devcom speakers believe AAA games don't need additional purchases

As the Devcom developer conference kicks off in Cologne today, the organisers have shared the results of this year's speaker survey, with almost 90% of respondents stating they believe AAA games can succeed without additional purchases.

In a survey of 100 speakers, out of 300 industry experts who will take the stage over the next two days, 89% said AAA titles can be "financially successful just by being Buy-to-Play."

The result comes after years of scrutiny over add-on-purchases within the AAA games spaces, including loot boxes (such as EA's Ultimate Team modes for its sports games), battle/season passes, and progress boosters such as XP multipliers and crafting resources.

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The state of games publishing: "The era of the generalist indie publisher is over"

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Owlcat Games expands into publishing

Owlcat Games has signed two RPGs by Emotion Spark Studio and Another Angle Games to its new publishing division.

In a statement, Owlcat said that as well as its own "development efforts", it was now also committed to "helping independent teams across the globe introduce their own RPGs and narrative-driven games."

As part of its new service, Owlcat will be providing new partners developing RPG games "all the services, funding, and expert advice they need."

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Marvelous USA and Xseed Games to operate as separate publishing labels

Japanese game company Marvelous has announced structural changes within its subsidiaries Marvelous USA and Xseed Games.

Xseed will continue to publish third-party titles including upcoming games The Big Catch and Moonlight Peaks, while Marvelous USA will focus on publishing Marvelous games such as Story of Seasons and the Rune Factor series.

Marvelous USA will also provide its parent company with business, operational, and marketing support to its arcade business unit which is expanding to the West with Naruto Emblem Battle.

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FRVR closes $12.7m funding round to "further develop AI-powered game creation"

FRVR has closed a $12.7 million funding round, led by Iberis Capital, in partnership with Indico Capital Partners and Lince Capital.

The company said the "significant investment is a testament to the confidence that FRVR's new and existing investors have in the company's vision and execution."

The funding will enable the company to "further develop its AI-powered game creation platform" which the firm says "has the potential to disrupt the status quo and provide a new level of speed creation and distribution for developers and non-developers."

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Evil Dead: The Game dev Boss Team Games partners with John Carpenter for two new Halloween titles

Boss Team Games - the publisher behind 2022's Evil Dead: The Game - has teamed up with John Carpenter to make two new horror games based on Carpenter's horror series, Halloween.

Carpenter - who says he is a "huge gamer" himself - is said to be "intimately involved" with productions.

In partnership with Compass International Pictures and Future Front, both games will be based on the 1978 original movie, and at least one is being built in Unreal Engine 5.

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Sony's results show the rewards of diversification | Opinion

We all know, at this stage, that rumours of the death of the console were greatly exaggerated. This narrative took hold pretty strongly for about a decade, fuelled by the introduction of various smart devices – smartphones, smart TVs, and so on – and by some fairly optimistic notions about 5G and internet speeds in general.

The logic was simple; the world was filling up with devices that you could play games on, and with the potential for streaming games in ways that didn't require a device at all looming on the horizon, selling consumers an expensive, dedicated gaming console seemed like a tougher prospect with every passing day. Even as each successive generation of console hardware boomed, confident prophets told us that decline into irrelevance was inevitable for this sector.

Ultimately, those people who predicted the end of consoles were wrong (so far, at least) for a very simple reason: they didn't actually understand the appeal of consoles in the first place.

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Take-Two expects Call of Duty will boost Game Pass numbers 'for a period of time'

Take-Two CEO Strauss Zelnick says that putting a game like Call of Duty into Game Pass will inevitably push consumers towards subscribing, at least for a bit.

Take-Two does support subscription services through its legacy titles, yet it has been sceptical around the idea of putting brand new AAA games into the service on the day they come out.

Zelnick told us in 2022: "That doesn't make any sense to us, because economically speaking, we don't think consumers are prepared to pay for that. And we can't afford to turn our business upside down in a way that doesn't make sense economically."

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VR developer and publisher Thirdverse appoints new CEO

VR developer and publisher Thirdverse has appointed Masaru Ohnogi as its new CEO.

Thirdverse said the appointment will "realise its mission of creating a new virtual world for one billion people", and "strengthen its overseas growth strategy," with Ohnogi continuing to oversee the US studio.

Ohnogi joined Thirdverse in October 2020, where he has served as director and CBO. Before then, he worked at WebMoney, Lupicia, Gcrest America, TinierMe, and gumi.

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Roblox banned in Türkiye due to child safety concerns

Roblox has been banned in Türkiye following a decision made by the government yesterday.

As reported by our sister site Eurogamer, the country's Minister of Justice Yılmaz Tunç announced on social media that the platform had been banned "due to content that could lead to the exploitation of children."

In response, Roblox said: "We respect the laws and regulations in countries where we operate and share local lawmakers' commitment to children. We look forward to working together to ensure Roblox is back online in Türkiye as soon as possible."

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The story behind My Games' new publishing label Knights Peak

Last month, My Games announced the launch of its new publishing label Knights Peak Interactive.

Led by vice president of publishing Eugenio Vitale, global brand and marketing director Mario Gerhold, and creative director Jan-Eric Lauble, Knights Peak is focused on premium PC and console titles. The label has already signed five projects, and plans to publish three this year.

We speak to Vitale about My Games' decision to launch its publishing label, with the executive telling us Knights Peak is a way for the company to add a new pillar to its business, focusing on the publishing of premium titles from second and third party studios.

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The MOP Up: Spellfarers lets you dabble in moon magic

The recently launched magic life sim Spellfarers Update 0.511 arrived with “lots of fixes, including to cooking, a new stove for Ilo’s kitchen, minor transmutations, and more. Witches can now properly specialize in moon magic by casting the magic specialization spell.” And this is just the beginning of the rest of the news! Read on for a […]

Unleash the Beast! Dive into Coridden's Monster-Shifting Adventure! » Kabalyero

Unleash the Beast! Dive into Coridden's Monster-Shifting Adventure! » Kabalyero

Hello fellow gamers,

I just got this exciting press release from Anshar Publishing about their awesome new RPG, Coridden. I mean, folks, this game sounds fantastic. Anshar Publishing has launched a Steam Playtest for Coridden, where you can get your hands on the latest build of the game and check out all the new stuff they've been cooking up.

Let me break it down for you. In Coridden, you're playing as this cool monster-shifter dude. Picture this: you defeat monsters, and then you can actually transform into those very beasts. How cool is that? You can roll solo or team up with up to three of your buddies on a quest to unravel the mysteries of Aasha, this ancient city with secrets that'll blow your mind.

To get in on the action, head over to the Coridden Steam page and sign up for the alpha playtest. They've packed this version with a ton of main story content, side quests galore, and a bunch of new skills and areas to explore. I'm talking major upgrades since the last demo in February, folks. We're talking new environments, more enemies to fight, smoother gameplay, and some seriously upgraded visual effects.

And wait, there's more! You've got new skill tabs to tinker with, fresh side-quests to dive into, and loads of juicy lorelogs to uncover. It's like a whole new world out there in Heera, and you're gonna want to see every inch of it.

Now, let's talk features. This game is all about action-packed combat where your skills and gear really matter. You'll be leveling up both your human side and your monster form, unlocking all kinds of cool abilities along the way. And get this, you can switch between forms on the fly, using each one's unique strengths to crush whatever challenges come your way. It's all about that tactical flexibility, folks.

Plus, if you're into teaming up, Coridden's got you covered. Up to four players can jump in and out of co-op mode, whether you're busting heads locally or online. There's something for every play style here, whether you're the tank, the damage dealer, or the support guru. Teamwork makes the dream work, right?

And the world of Heera? It's your playground. Climb, swim, blast through obstacles—you name it. From treacherous caves to ancient ruins, there's loot to find and quests to conquer. This world is yours to explore and conquer.

So, what are you waiting for? Head over to Steam, sign up for that playtest, and let Anshar Publishing know what you think. They're counting on your feedback to make Coridden the best darn game it can be. Get in there, have a blast, and let's make gaming great again!

Thank you and enjoy your adventure in Coridden!

Humble Games' latest release says it has "lost access to the pipeline of critical systems"

The studio behind Humble Games' latest game, Bõ: Path of the Teal Lotus, says it "lost access to the pipeline of critical systems without warning" when Humble Games "made the difficult but necessary decision to restructure operations" two weeks ago.

Humble Games is owned by Ziff Davis, which also owns GamesIndustry.biz parent Gamer Network.

In a statement posted to X/Twitter, Squid Shock admitted it had been "a hectic two weeks since [it had] launched [its] first game Bo: Path of the Teal Lotus", and announced it had turned to Patreon to help finance the game after "exploring every possible option to deliver the future content we had planned."

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How Outersloth is turning Among Us' success into funding for indies

Outersloth has been a "really bad open secret" since 2022.

That's what Innersloth's communications director Victoria Tran tells us as we sit down to chat about the new indie fund from Among Us developer Innersloth. Unveiled this June, the initiative aims at providing funding to small studios, with a number of teams already supported including Outerloop Games, Strange Scaffold, and Visai Games.

But the first signs of Outersloth were seen when the new venture signed its very first title, Mars First Logistics from Australian studio Shape Shop.

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Mobile developers describe working with Apple Arcade as a "very difficult and long process"

Developers who have created games for Apple Arcade are "unhappy", according to a new report.

Mobilegamer.biz asserts that studios have reported issues with getting timely responses from the Apple Arcade team, poor tech support, and problems with discoverability.

One indie developer alleged that they had to wait up to six months to get paid, "which almost put them out of business".

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Devcom Developer Conference announces new speakers

Devcom Developer Conference is offering 200 sessions from over 250 speakers when the conference kicks off on August 19 at the new Confex Conference Center at the Koelmesse.

Confirmed speakers include Larian Studios' cinematic director, Jason Latino, Sony Santa Monica's game director Mihir Sheth, and Stéphane Roy, Former Vice President & Studio Head at WB Games Montreal.

Other panels include a discussion about creating complex romances in games with Adrienne Law (Larian Studios), Helen Hindpere (Disco Elysium), Meghna Jayanth (Sable, Horizon: Zero Dawn, Sunless Sea, Boyfriend Dungeon, This War of Mine), hosted by Sarah Makdad (A Plague Tale: Innocence, World War Z, What the Golf?).

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Olympics reportedly dropped Mario and Sonic games in favour of mobile, NFTs

The long-running and historic partnership between Nintendo and Sega to create Olympics video games reportedly ended in 2020 when the event's organisers sought opportunities elsewhere.

Lee Cocker, who served as executive producer on multiple Mario & Sonic Olympics titles, told Eurogamer the International Olympics Committee allowed the licensing deal to lapse as it "wanted to look at other partners and NFTs and esports."

"Basically the IOC wanted to bring [it] back to themselves internally and look at other partners so they would get more money," Cocker added.

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My.Games sells off its DonationAlerts and Boosty platforms

My.Games has confirmed it's selling off its non-game development and publishing businesses, including DonationAlerts and Boosty.

The European gaming developer and publisher says it recently reached a binding term sheet to sell its CEBC subsidiary to Broadsmart Group founder, Pavel Kharaneka. The deal is expected to close by the end of the year.

Whilst the terms of the sale have not been made public, My.Games says the sale "enables [it] to fully focus on its top priority business: game development and publishing."

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Plaion to publish Marvel 1943: Rise of Hydra

Skydance Games has partnered with Plaion to publish Marvel 1943: Rise of Hydra when it debuts next year.

The game was unveiled earlier this year during GDC, and features both Captain America and Black Panther in a World War II setting. It is being developed by Skydance New Media, the studio led by Naughty Dog alum and Uncharted creative director Amy Hennig, as well as her fellow co-president Julian Beak.

While the specific devices have yet to be confirmed, Marvel 1943: Rise of Hydra is due to launch some time in 2025.

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What does the Humble restructuring say about the state of games publishing? | Microcast

The latest episode of The GI Microcast is available to download or watch now, discussing some of the biggest stories from the past week.

On this episode, we discuss Humble Games' claims that is restructuring amid reports of mass layoffs and ponder how this reflects some of the biggest challenges in publishing today. Specifically, we look at a range of indie-focused publishers and the troubles they've encountered in the past year, and discuss the future prospects for this segment of the market.

We also discuss two stories in which generative AI was a primary concern, from Activision reportedly using these tools at the potential expense of staff and the SAG-AFTRA strike, in which the union is trying to protect voice actors from being exploited by companies using AI.

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Epic removes Fortnite from mobile app stores to prepare for own store launch

Epic Games is pulling Fortnite and other games from mobile app stores ahead of the launch of its own digital storefront on iOS and Android.

In an announcement, the publisher said it would be ending distribution partnerships with mobile stores "that serve as rent collectors without competing robustly and serving all developers fairly, even if those stores offer [it] a special deal on [its] own games."

Epic also revealed it would be removing Fortnite and its other titles from the Samsung Galaxy store due to the company's decision to block side-loading by default on Samsung devices.

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Does a game being 'mobile-first' limit the amount a developer can charge on console?

Some of the biggest titles of the past few years have demonstrated that mobile platforms do not need to be a lesser alternative to a title's home console editions.

Genshin Impact – consistently one of the most popular action-adventure games with gacha elements on the market – was simultaneously released for Android, iOS, PlayStation 4, and PC in September 2020, and for PlayStation 5 a year later. Other titles from major IP holders are now set to have simultaneous releases across both home consoles, PC, and mobile devices.

That is the result of increasing parity in performance between devices, and companies like Netflix investing heavily in bringing games to mobile devices through its app. Games like the upcoming Tales of the Shire are set to release on Netflix on day one, and the recently-released Paper Trail also launched simultaneously on the platform and on PC/consoles.

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