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  • How Kepler Interactive balances artistic vision with gaming innovation
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    How Kepler Interactive balances artistic vision with gaming innovation"Change is the only constant in our space," says CEO Alexis GaravaryanImage credit: Kepler Interactive Feature by Rachel Weber Contributor Published on Feb. 22, 2025 Kepler Interactive already boasts one of the more eclectic portfolio of games, from the New Caledonia inspired blue seas of Tchia to the survival horror adventure game lauded for its nightmare fuel visuals, and maintains a creative studio that allows the company to collaborate with different mediums in art and culture.As we interview CEO Alexis Garavaryan, the company is still celebrating becoming a majority investor in French indie video game studio Tactical Adventures. He talks more about that new partnership, how Kepler Interactive finds, evaluates and works with new game developers, and what the biggest challenges facing the games industry are right now.Kepler Interactive has a varied portfolio, and it can be hard to see what aligns a game like Tchia with one like Scorn - can you explain what makes a project a Kepler Interactive game?As a baseline, Kepler games champion bold art direction and innovative game design. We always start there, but also we particularly cherish games that look outward, beyond games, drawing influence from every form of art, culture and experience. A lot of games are very inward looking, referring mainly to other games and a small group of totemic IPs from other media. We see an opportunity to create an identity by working with developers who look elsewhere for inspiration, and I think you can see that in our portfolio alreadyTchia draws from Awacebs New Caledonian heritage. Clair Obscur: Expedition 33 does a similar thing by looking at the JRPG through a distinctly French lens. Pacific Drive was influenced by Jeff VanDerMeers Southern Reach Trilogy, but also Cassie Dracotts lived experience of driving a station wagon through the Pacific Northwest of America and the feelings of attachment and dependency that inspired.Its a connection that gives us a lot of freedom to sign varied projects, because its not too prescriptive. We want that link to work for us rather than restrict us. How does Tactical Adventures fit into that framework specifically?Whenever we bring in a new studio or partner, its important to us that they align with our values and help to elevate the whole group - whether thats by bringing in expertise in a new area or genre, or innovative ideas and development techniques, we always want to expand and share our knowledge collectively. With Solasta, Tactical Adventures approaches the RPG genre through the lens of tabletop gaming, blending deep tactical combat - where verticality, positioning, and creative problem-solving take center stage - with the rich storytelling traditions that define classic pen-and-paper adventures. Were excited to help them continue on this path, but to also learn from them and their ideas. Our role is to help them with our expertise in any way we can, whether that's extending their game's reach using our extensive marketing abilities, bolstering their platform presence with our publishing department or leaning on our strong relationships with platforms and partners to get great placement. Also our group composition means that all our studios share knowledge, tech and feedback in a way that allows us to operate at a level equal to much larger publishers, all whilst ensuring that they retain creative control and independence while doing so.Can you discuss Kepler Interactives approach to Early Access releases, both generally and in regards to Solasta 2?Decisions around how our studios want to approach development for their games are entirely up to them. Tactical Adventures is a studio comfortable with the early access model and it did wonders for Solasta: Crown of the Magister. Its important that the studios and developers we work with can tailor their launch plans to what makes the most sense for their game, genre and community so its always something we allow for flexibility to do.How do you go about finding titles that you want to work with? Do people come to you, are events important as they come back post-COVID?It has to be a mix of different approaches, just because of the volume of unsigned games out there. The best opportunities often come through the personal networks of the people on the Kepler team, but its difficult to predict where the most exciting projects will come from weve signed games at events, through recommendations, by spotting them on Steam, and from blind submissions through our website. Its impossible to see everything, so we try to cast the net as wide as we can and then make sure that we only sign games that fit our creative values.Having those values in place is really important. We talk about this a lot, but having an idea of what a Kepler game should be is very helpful when it comes to scouting. There are plenty of good projects out there. We pass on good games all the time. Were looking for the exceptional games that will help build Keplers identity, and those are rare.Is there anything that would be a total dealbreaker to you, when it came to signing a game? Just an instant no?There is a very familiar pool of influences that has been used far too much by the industry, and we privilege games that avoid leaning into those tropes. Culture like Star Wars, Blade Runner, zombie movies, Greek mythology, superhero comics (to list a few examples) have an outsize impact on how a lot of games look and feel, and were trying to look beyond those as much as possible Pacific Drive is a great example of creating a singular atmosphere by mixing a varied set of influences that arent commonly seen in other games, and players were drawn to that. Thats what were looking for, and pitches that dont have it are quite easy to spot.Any kind of success can seem very hard to achieve, so I can understand why a team might look to the familiar in the hope of guaranteeing an audience, but we see this as a risk. A similar thing happens whenever a game really breaks out and surprises everyone. Hades was followed by dozens of pitches that followed its template with different theming, and were all braced for the same thing to happen with a game like Balatro. Games that follow trends in that way are likely to launch into a saturated market by the time theyre done. How does Kepler Ghost support your goals for the company?Weve built support functions that allow us to work with the very best studios - whether that is through project financing, publishing or through a white label service, which is what Kepler Ghost offers. Our contributions to a great video game are modest compared to the exceptional work the developers do. We wanted to be able to provide an offering that is reflective of that, where the creators receive all the recognition they deserve without having to compromise or share the spotlight. As our philosophy and approach to games becomes something that we're known for - from the way we consider them as part of broader culture, to the ideas we look for when signing them - we have found that developers tend to appreciate our identity and welcome the association with Kepler. We never want to force this, but it's always special to us that after working with us for a while our developers feel this way.I have to ask about the creative studio part of Kepler Interactive puzzle (that Robyn Lynch website is wild) and why that sort of work, on top of everything else you're doing, important to you?Its important to us because weve always been interested in exploring where games touch other cultural and creative spaces. We think about games in the same way we think about fashion, architecture, music or design, and we love to experiment with how these mediums could interact with each other. The Robyn Lynch collaboration came about because we saw her FW23 show and felt a kindred spirit in how she builds worlds around her collections and the worlds we build in our games. A Kepler game is one that looks outward and takes influence from other forms of art and culture so it feels right that as a publisher and partner we also participate in that cultural discourse and challenge perspectives through projects like this. The games industry is always changing, but right now what do you think the biggest challenges are that we'll face in the next five years?Change is the only constant in our space. However, it feels like things have drastically accelerated recently. Geopolitical changes are affecting our segment intensely and were moving away from having an amorphous global pop culture to a much more heteroclite world with accentuated regional differences. So you have to focus on designing things that are aggressively different.In the past, a lot of studios looked to pitch what they thought were safe concepts to increase their odds of getting funding. I view those infinitely derivative ideas to be dead, and if you dont propose something radically innovative to players youre going to struggle.Kepler Interactive is so unique I'd love to get a sense of your work day. Say you find yourself with a whole afternoon and no meetings booked or even to prep for - how are you spending that time?That sounds like a nice proposition that never happens :D. Typically Id spend a few hours playing the latest builds of our titles and other interesting games recently released. If time allows we try to get out and experience those other forms of culture we've discussed. In London we recently dropped in to Devon Turnbull's Listening Room at 180 Studios, last week in Paris we spent some time digging through the shelves at Yvon Lambert, the whole team went to an Erika de Casier show together a few months ago. I think its important that our company's culture reflects our games and their eclectic inspirations.
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  • Marvel Rivals maintains top spot on PC engagement charts for January 2025 | Newzoo Charts
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    Marvel Rivals maintains top spot on PC engagement charts for January 2025 | Newzoo ChartsThe NetEase hero shooter, which recently experienced layoffs, broke into the Top Five for overall revenueImage credit: NetEase News by Sophie McEvoy Staff Writer Published on Feb. 21, 2025 Marvel Rivals made it into the Top Five of Newzoo's overall revenue chart for January 2025, moving up one spot following its release on December 6, 2024.NetEase's hero shooter maintained the top spot for player engagement on PC and rose from No.6 to No.2 on the platform's revenue chart.The game also made it into the Top Five for PlayStation revenue. This success is despite NetEase confirming layoffs at a US support studio for Marvel Rivals earlier this week.Looking at the individual charts for revenue, PC saw two new entries with Marvel's Spider-Man 2 and Final Fantasy 7 Rebirth.Spider-Man 2 released on January 30 and just about made it into the Top 20 despite being available for only two days before the cut off point.Final Fantasy 7 Rebirth debuted at No.10 following its launch on January 23. It also ranked at No.20 on the overall revenue chart, up from its No.138 spot in December 2024.There were two new titles on the Switch revenue chart, with Hello Kitty Island Adventure debuting at No.6 and Donkey Kong Country Returns HD at No.8. It Takes Two broke into the Top 20 in January, rising ten places to No.15.As for player engagement, it remained consistent across all consoles with a few movements here and there. However, on the individual charts PlayStation experienced two major shifts.Suicide Squad: Kill the Justice League leaped from No.223 to No.16 following Rocksteady's announcement that it would end support for the game. Episode 8, which launched on January 14, was the final piece of post-launch content.Need for Speed: Hot Pursuit Remastered skyrocketed from No.470 to No.13 due to it being a free game for PS Plus subscribers throughout January.Here are the Top 20 games by revenue in the US, UK, Germany, France, Spain, and Italy for January 2025, across PC and consoles, according to Newzoo:RankLast month RankTitle11Fortnite22EA Sports FC 2533Call of Duty: Modern Warfare 2, 3, Warzone, and Black Ops 644NBA 2K2556Marvel Rivals612Minecraft78Grand Theft Auto 589The Sims 4915Valorant107League of Legends1110EA Sports College Football 251220Counter-Strike 2 & Go1311EA Sports Madden NFL 251414Roblox1544Genshin Impact1619World of Warcraft175Path of Exile 21817Super Mario Party Jamboree1924Red Dead Redemption 220138Final Fantasy 7 RebirthAnd here are the Top 20 games by monthly active users across US, UK, Germany, France, Spain, and Italy for January 2025, across PC and consoles, according to Newzoo:RankLast month RankTitle11Fortnite22Call of Duty: Modern Warfare 2, 3, and Warzone 2.034Minecraft43Marvel Rivals56Roblox65Grand Theft Auto 577Rocket League88EA Sports FC 2599Tom Clancy's Rainbow Six: Siege1010Counter-Strike 2 & Go1112EA Sports College Football 251215NBA 2K251317The Sims 21416Apex Legends1519Red Dead Redemption 21613EA Sports FC 241711Helldivers 21820Valorant1924EA Sports Madden NFL 252014Overwatch 1 & 2
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  • Unity Q4 revenue drops 25% to $457m
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    Unity Q4 revenue drops 25% to $457mUnity 6 has been downloaded 2.8 million times since its October 2024 launch News by Sophie McEvoy Staff Writer Published on Feb. 21, 2025 Unity has released its financial results for Q4 and the full fiscal year, experiencing a decrease in revenue during the fourth quarter which exceeded previous guidance of between $422 million to $427 million.The engine maker also exceeded its guidance for the full year, which was estimated to be between $1.7 billion and $1.71 billion.Here's what you need to know:The numbersQ4 2024Revenue: $457 million (down 25% year-on-year)Create Solutions revenue: $152 million (down 47% year-on-year)Grow Solutions revenue: $305 million (down 5% year-on-year)Net loss: $123 million (compared to $254 million for the same quarter last year)FY 2024Revenue: $1.81 billion (down 17% year-on-year)Net loss: $664 million (compared to $826 million in 2023)The highlightsUnity attributed its decrease in revenue across Q4 and the full year to its "portfolio reset". The firm cancelled its controversial runtime fee in September 2024, and appointed three new executives the following October and November: CTO Steve Collins, COO Alex Blum, and CFO Jarrod Yahes.There were also reportedly job cuts earlier this month, with an unknown number of staff affected.In an email reportedly sent to staff and seen by 80.lv, CEO Matthew Bromberg said the layoffs were "a response to choices [Unity was] making about what direction Unity will take in the future."While Unity's overall revenue was down 25% YoY for its fourth quarter, the firm saw a 4% rise in revenue for its strategic portfolio to $442 million. This includes its engine, cloud, and monetisation segments."Unity's fourth quarter results meaningfully exceed expectations on both revenue and profit, underscoring our progress in building a new Unity," said Bromberg."The successful launch of Unity 6, the appeal of our new pricing model, and the progress we're making in AI for our advertising customers are providing a lot of optimism for the future."Focusing on its Create Solutions segment (the division in charge of Unity's engine), revenue was down 47% YoY to $152 million due to the firm's portfolio reset. However, this was "partially offset by 15% growth in subscription revenue and 50% growth in industry strategic revenue."As for its Grow Solutions division, Bromberg said it "exceeded expectations" despite being down 5% YoY to $305 million. He noted that this result was "clearly not enough to satisfy [Unity's] ambitions" during an earnings call, and the company has "the assets and the capabilities to grow much faster."During the earnings call, Bromberg revealed the "migration of the Unity Ad network" to its new AI platform, called Unity Vector."Vector is designed to leverage data from across the Unity ecosystem, integrating self-learning AI models that will provide deeper insights, optimise performance, and deliver better results for customers," he said."The migration [will] begin towards the end of Q1 2025, with the first phase slated to be complete by the end of Q2."Bromberg also highlighted the success of Unity's latest engine, Unity 6, which launched in October 2024. The engine has been downloaded 2.8 million times since launch, and 38% of active users have since upgraded.Looking at Unity's performance for the full year, Create Solutions revenue was down 29% YoY to $614 million. Once again, these were affected by the portfolio reset but were partially offset by a 13% rise in subscription revenues and a 55% increase in industry strategic revenue.As for Grow Solutions, revenue dipped 10% YoY to $1.19 billion.
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  • Pacific Drive hits 1m copies sold | News-in-brief
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    Pacific Drive hits 1m copies sold | News-in-briefIronwood Studios' driving survival game launched on February 22, 2024Image credit: Ironwood Studios News by Sophie McEvoy Staff Writer Published on Feb. 21, 2025 This is a News-in-brief article, our short format linking to an official source for more information. Read more about this story by following the link below:Pacific Drive hits 1m copies sold
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  • Sony dismisses claims it destroyed former director's reputation, alleging he engaged in "consistent misconduct"
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    Sony dismisses claims it destroyed former director's reputation, alleging he engaged in "consistent misconduct""Multiple victims reported to HR they were afraid for their jobs"Image credit: Bungie News by Vikki Blake Contributor Published on Feb. 20, 2025 Sony has hit back at claims it maligned the reputation of former Marathon reboot director Chris Barrett, purporting its investigations had uncovered "consistent" misconduct wherein he would target a "lower-level, female employee he wasn't working with directly, initially engaged in friendly conversation, and progressively pushed boundaries", "often referenc[ing] his wealth and his ability to advance their careers."Back in December, former Marathon reboot director Barrett filed a lawsuit against Bungie and Sony for "deliberately destroy[ing his] reputation by falsely, and publicly, insinuating they had 'investigated' Barrett and 'found' he had engaged in sexual misconduct," and to avoid paying him a $45 million payment.Barrett was fired by Bungie last year following an internal investigation into alleged inappropriate behaviour against female colleagues. In court papers, Barrett's lawyers suggest his former employer "did not care that none of it was true; they had blatant motivations for their brazen scheme," only wanting to "shift blame for and deflect attention away from their massive business failures."As first reported by Game File's Stephen Totilo, Sony has now responded to Barrett's claims."The investigation revealed that Barrett's misconduct with each employee was consistent: he targeted a lower-level, female employee he wasn't working with directly, initially engaged in friendly conversation, and progressively pushed boundaries with the employee by making subtle references to her physical appearance or expressing his interest romantically," its response stated."Barrett attempted to create an unprofessional level of intimacy with his victims. He requested to follow personal Instagram accounts and would express anger to the women if they failed to respond to his messages. He would bring up inappropriate topics like their body, their relationships, his marriage, or his desire to date them."He would demand that they participate in sexually charged games of 'Truth or Dare' and 'Ask Me Anything'. He texted them at all hours of the day and night. He offered to buy them gifts. He often referenced his wealth and his ability to advance their careers," the statement continued."Barretts predatory behaviour caused victims to seek guidance from other Bungie employees on how to manage Barretts constant boundary-pushing given that he was a long-standing, senior member of the company. Multiple victims reported to Human Resources during the investigation that they were afraid for their jobs during these encounters."In response to Totilo's report, Barrett's legal representative said: "Sony continues to disingenuously cherry-pick text messages and alleged conversations and make unsupported and conclusory statements to defame Christopher and justify terminating him to avoid paying him what he was owed under his employment agreements. It is telling that Sony does not include the full text messages as exhibits, or the full content of these conversations, and nothing in Sonys response provides a legitimate legal or factual basis to terminate Christopher for cause."Christopher is confident that when all the evidence is presented, it will be clear that Sony engaged in a scheme to strip him of his role and the equity awards he earned for his 25 years of loyal service to the company."
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  • Palworld celebrates 32m players | News-in-brief
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    Palworld celebrates 32m players | News-in-briefPocketpair marks first anniversary by confirming milestone of players across PC, PS5, and XboxImage credit: Pocketpair News by Vikki Blake Contributor Published on Feb. 20, 2025 This is a News-in-brief article, our short format linking to an official source for more information. Read more about this story by following the link below:Palworld celebrates 32m players
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  • NetEase financials reveal Marvel Rivals topped 40m players before layoffs
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    NetEase financials reveal Marvel Rivals topped 40m players before layoffsChinese megacorp cut jobs despite "S1 update in January sparking a surge" in playersImage credit: NetEase News by Vikki Blake Contributor Published on Feb. 20, 2025 Free-to-play Marvel Rivals has secured over 40 million players as well as "claimed the No. 1 spot on Steam's top sellers."That's according to NetEase's latest financials, which told investors it had "introduced more new blockbuster games around the globe, reinforcing NetEase's leadership across diverse genres and growing global momentum" just hours after confirming layoffs at a US support studio for Marvel Rivals."Marvel Rivals topped Steam's global top sellers chart shortly after its launch on December 6, amassing over 10 million registered users within 72 hours and over 40 million to date," NetEase stated."Its Season 1 update in January 2025 sparked another surge, claiming the No. 1 spots on Steam's top sellers and most-played charts worldwide."The Chinese megacorp also confirmed its games and related value-added services saw a 1.5% boost during the fourth quarter of its fiscal year to $2.9 billion, bringing its full-year revenue to $11.5 billion, up from $11.2 billion in 2023. Net revenues from its online games business accounted for around 96% of the segment's "total net revenues for fiscal year 2024, compared with 92.9% for fiscal year 2023."By comparison, net revenues from mobile games accounted for approximately 72.7% of net revenues from the operation of online games for fiscal year 2024, compared with 75.2% for fiscal year 2023. NetEase attributes the change to " higher net revenues generated by PC games such as Naraka: Bladepoint and licensed titles."NetEase-owned studio Worlds Untold announced in December that it was pausing its operations, having been launched in 2023.NetEase also reportedly shut down Visions of Mana developer Ouka Studios in August, with director Ryosuke Yoshida recently announcing he had quit to join Square Enix.
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  • Download this free guide on the state of live service gaming in 2025
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    Download this free guide on the state of live service gaming in 2025In this whitepaper, we'll show you how to navigate this dynamic and fast-growing sector. News by Sponsored Article Contributor Published on Feb. 20, 2025 The latest GamesIndustry.biz whitepaper is available to download, entitled 'The Global State of Live Service Gaming 2025 Industry Report.'Live service gaming has transformed the industry, offering both exciting opportunities and significant challenges for developers and publishers. As the landscape continues to evolve, studios that embrace innovation while staying attuned to player needs will be best positioned to shape the future of gaming.This whitepaper was written and produced in collaboration with the Live Service Gaming North America Summit, and provides a comprehensive guide for developers, publishers, and industry stakeholders navigating this dynamic and fast-growing sector.The full report is free to download and provides an in-depth look at the evolving landscape, offering key insights and strategies to navigate this rapidly growing sector.In this comprehensive 38-page report, you will:Gain a deeper understanding of the live service gaming market, including key trends shaping its future.Explore how AAA studios are embracing live service models, from monetization strategies to IP collaborations.Learn best practices for LiveOps success, community engagement, and sustainable content updates.Discover strategies for optimizing game infrastructure, including server performance, backend platforms, and cross-platform support.Uncover the biggest challenges and barriers from market saturation to shifting player expectationsand how to overcome them.This Report has been created ahead of the Live Service Gaming North America Summit - North America's only dedicated live service gaming conference across PC, mobile, and console.You can download the whitepaper for free here.
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  • Ex-Belka staff form new mobile studio, Studio42
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    Ex-Belka staff form new mobile studio, Studio42"We have the knowledge, experience, the best partners, a strong team, and eyes burning with passion"Image credit: Studio42 News by Vikki Blake Contributor Published on Feb. 19, 2025 Former Belka Games staff have founded new Cypriot mobile studio, Studio42.Ex-Belka CEO Alexandr Boganov leads the team alongside former head of development Ivan Larionov and Pavel Sudakov, former head of the R&D department, who have stepped up as COO and co-founder, and producer and co-founder, respectively.According to PocketGamer, the team's initial focus will be on casual puzzle games, with its first project expected to launch "soon.""We missed the days of small, cozy teams the kind where 15 people work side by side, turning bold ideas into real games fast, without getting lost in endless processes," the studio said.And, of course, we wanted to create something new. On our own terms. No limits. We've been creating games together for years and know that great games aren't just about ideas they're about the people behind them Alone, it's just a feature. Together, it's gameplay."Together with Alexandr Bogdanov and Pavel Sudakov, we've decided to launch our own studio Studio42, said Larionov.We have the knowledge, experience, the best partners one could dream of, a strong team, and eyes burning with passion. Right now, we're working on a new project that will soon be released. And after that, another one. And another."Mobile game maker Belka Games laid off 33 staffers in May 2024.
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  • Niantic reportedly in talks to sell video game business in $3.5bn deal with Scopely
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    Niantic reportedly in talks to sell video game business in $3.5bn deal with ScopelyIf approved, the acquisition could be announced in the next few weeks News by Vikki Blake Contributor Published on Feb. 19, 2025 Pokmon Go developer Niantic is reportedly considering selling its video game portfolio to Savvy Games Group subsidiary, Scopely.Whilst the deal has yet to be confirmed and neither Niantic nor Scopely have talked publicly about the deals, Bloomberg claims the sale may include Niantic's tentpole augmented reality game, Pokmon Go.If completed, it's thought the deal could be worth as much as $3.5 billion, and announced formally within a matter of weeks.Scopely was acquired by Saudi Arabian multinational game investment group Savvy Games Group back in July 2023 for $4.9 billion. Last month, it appointed Nika Nour as SVP and head of international business development.Saudi Arabia has been more and more active in the games and esports industry over the past few years, having invested $38 billion via its Public Investment Fund. The PIF has stakes in companies including Electronic Arts, Nintendo, Nexon and Capcom. It is also hosting the inaugural Olympic Esports Games, which are now set for 2027.These investments have been controversial due to Saudi Arabia's poor human rights record, most notably on gender inequality and the criminalization of homosexuality, which is still punishable by life imprisonment or execution.
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  • Netflix-owned Night School Studio cuts undisclosed number of staff
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    Night School Studio has cut an undisclosed number of staff. Read more
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  • Indie horror Mouthwashing tops 500K sales | News-in-brief
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    Indie horror Mouthwashing tops 500K sales | News-in-briefDeveloper Wrong Organ marks milestone with news the horror is also coming to consolesImage credit: Wrong Organ News by Vikki Blake Contributor Published on Feb. 19, 2025 This is a News-in-brief article, our short format linking to an official source for more information. Read more about this story by following the link below:Indie horror Mouthwashing tops 500K sales
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  • Nintendo discontinues Gold Points reward program
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    Nintendo discontinues Gold Points reward programConsumers will no longer be able to earn Gold Points past March 24, 2025Image credit: Nintendo News by Sophie McEvoy Staff Writer Published on Feb. 19, 2025 Nintendo has announced the discontinuation of its My Nintendo Gold Points program starting March 24, 2025.Past this date, consumers will no longer be able to earn Gold Points when purchasing digital content. This also applies to purchases using balances from Nintendo eShop cards.Nintendo noted that after the cut off date "some retailers may continue to sell Nintendo eShop cards that disclose earning Gold Points."You may still purchase and redeem these cards for their full value, but you will not earn Gold Points when using the cards for purchases."Gold Points will still be available for consumers if they have pre-ordered digital content or purchased a physical copy of a game before the cut off date.Any Gold Points collected will remain valid until the last day of the month a year after being earned.Physical games that were released on or before March 24 are still eligible to earn these points, even if they were purchased after this date. If the game was released after, it will be ineligible.Last month, Nintendo officially revealed the Switch 2 with a first look at the console's hardware including magnetically attachable Joy-Cons and a USB-C port.
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  • War Robots reaches $1bn in lifetime revenue | News-in-brief
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    War Robots reaches $1bn in lifetime revenue | News-in-briefMore than 4.7 million users played the Pixonic mobile shooter monthly in 2024Image credit: Pixonic News by Sophie McEvoy Staff Writer Published on Feb. 19, 2025 This is a News-in-brief article, our short format linking to an official source for more information. Read more about this story by following the link below:War Robots reaches $1bn in lifetime revenue
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  • Marvel Rivals US support studio hit with layoffs
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    Marvel Rivals US support studio hit with layoffsNetEase confirms a "reduction of a design team based in Seattle" has taken place due to "organisational reasons"Image credit: NetEase Games News by Sophie McEvoy Staff Writer Published on Feb. 19, 2025 NetEase Games has confirmed layoffs have occurred within a US support studio for Marvel Rivals.In a statement provided to PC Gamer, the firm said a "reduction of a design team based in Seattle" for "organisational reasons.""We recently made the difficult decision to adjust Marvel Rivals' development team structure for organisational reasons and to optimise development efficiency for the game," it said."We appreciate the hard work and dedication of those affected and will be treating them confidentially and respectfully for their individual contributions."The company did not specify how many employees were laid off, but confirmed there are no longer any Seattle-based developers working on the game.NetEase clarified that Marvel Rivals' core development team in China "remains fully committed to delivering an exceptional experience" and will continue to "invest more, not less, into the evolution and growth of its game."Level designer Garry McGee was caught up in the layoffs, providing insight into what the Seattle-based team contributed to the game on LinkedIn."My team recently helped develop and launch Marvel Rivals, which turned out to be a bigger hit than any of us expected," he wrote. "Unfortunately, my team was also laid off. Strange times all across the industry indeed."He added: "Working on the Marvel Rivals team was a fantastic experience where my team allowed me to support them in abilities beyond my direct role."Following its launch last December, Marvel Rivals experienced a successful opening weekend topping 10 million players in 72 hours.
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  • Fingersoft COO Ville Rauma leaves developer
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    Fingersoft COO Ville Rauma leaves developerRauma worked at the Finnish studio for 11 yearsImage credit: Fingersoft News by Sophie McEvoy Staff Writer Published on Feb. 19, 2025 Fingersoft COO Ville Rauma has left the Finnish developer after working there for 11 years.Announcing his departure on LinkedIn, Rauma didn't specify a reason for leaving. However, he said he is "considering jobs, joining a start-up or founding my own company, but I haven't made any decisions yet.""I haven't had enough time to properly process what this means to me but I have a great feeling of gratitude towards all my fellow Fingersoftians and partners who I've worked with over the years," Rauma wrote."When I started we had one live game and 12 people. During my time [there], Fingersoft has created several live games, doubled annual revenue and built a full-service game studio of 100 professionals."He concluded: "That success is not coincidence or luck, rather it's a result of everyone showing up every day and making it happen."Rauma joined Fingersoft in 2014 as a full stack developer and product owner. He became COO in 2016, a position he held for eight years. During that time, he also took on the role of acting CEO between July and December 2019 as the studio searched for its next leader.Rauma began his career in the games industry in 2007 as a software designer at digital agency studio HappyWise.He then worked for Tuonela Productions as a product manager from June 2008 to March 2011, before moving on to LudoCraft as a game programmer.Last October, Fingersoft laid off 14 employees due to a "substantial decline in ad revenue." Roles impacted included those in development, marketing, community and ASO departments.
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  • Toast Interactive cuts majority of staff, closes office
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    Toast Interactive cuts majority of staff, closes office"We will continue to improve Richie's Plank Experience and Max Mustard with a leaner approach"Image credit: Toast Interactive News by Sophie McEvoy Staff Writer Published on Feb. 18, 2025 Australian VR studio Toast Interactive has announced the closure of its office, with the majority of its staff being made redundant as a result.In a statement shared on social media, co-founders Toni and Richard Eastes did not specify why the decision was made.However, last November ten employees were laid off due to the studio finding it difficult to "sustain a large indie team.""It's a heartbreaking decision that we never wanted to make," they said. "The majority of our talented staff have suffered redundancies and we will assist where we can with their journey."We're incredibly grateful and proud of everything the team has accomplished. So much talent and passion went into the creation of Max Mustard and every single accolade speaks volumes."The co-founders concluded: "We will continue to improve Richie's Plank Experience and Max Mustard with a leaner approach. We want to thank and acknowledge everyone who has been part of our journey at Toast."When asked whether Richie's Plank Experience is still coming to PSVR2, the firm said it was "99% sure it'll happen."Toast Interactive was founded in 2016, and is known for its VR titles Richie's Plank Experience and Max Mustard.
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  • Aptoide fully launches to iOS consumers across EU
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    Aptoide fully launches to iOS consumers across EUFirst non-Apple iOS store opened with a beta in June 2024Image credit: Aptoide News by Sophie McEvoy Staff Writer Published on Feb. 18, 2025 Alternative app store Aptoide has fully launched its service on iOS in the European Union.As part of its launch, an App Versions feature has been introduced which enables users to install older versions of apps. This was previously only avaliable on Android.Aptoide first opened with a beta in June 2024, which saw a waitlist of 20,000 users. As previously reported, Aptoide has an alternative in-app payment system for iOS, and offers a IAP software development kit in collaboration with Apple."This full launch marks a major milestone in game distribution for iOS and Aptoide's commitment to an open and unrestricted distribution ecosystem," said Aptoide CEO Paulo Trezentos."Apple users now have access to newfound freedoms, but there's a huge amount of work still to be done to continue opening up iOS globally and reduce friction for users and game developers."Shortly after Aptoide's beta launch last year, Epic Games released its mobile store bringing Fortnite and Fall Guys to iOS in the EU and Android globally.Both companies were able to release these independent app stores following the implementation of the Digital Markets Act last year, which requires Apple to allow third-party app stores on its platform.
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  • Square Enix to end support for Final Fantasy Crystal Chronicles on iOS
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    Square Enix to end support for Final Fantasy Crystal Chronicles on iOSDecision made due to unfixable bug following changes to its in-app purchases modelImage credit: Square Enix News by Sophie McEvoy Staff Writer Published on Feb. 18, 2025 Square Enix has announced it will be shutting down Final Fantasy Crystal Chronicles Remastered on iOS.In a statement, the firm explained it had been made aware of issues regarding in-app purchases that were the result of "changes made to the in-app purchases model.""Further investigation revealed that we are unable to completely fix the bug and implement the new changes, making it unlikely to resume service for the game," it wrote. "Thus, we must regretfully announce that we will end support for the iOS version."Customers who bought additional content in January 2024 or later are eligible for refunds, which can be made via contacting Apple support.Square Enix advises customers with questions about this process to contact its customer support center by August 31, 2025.Despite being shut down on iOS, Final Fantasy Crystal Chronicles Remastered will continue to be available on other platforms.
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  • Viktor Antonov, Half-Life 2 art director has died
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    Viktor Antonov, Half-Life 2 art director has diedThe "visionary art lead" was 52 at the time of his passing News by Sophie McEvoy Staff Writer Published on Feb. 18, 2025 Half-Life 2 art director Viktor Antonov has died aged 52.The news was confirmed Sunday by former Valve lead writer Marc Laidlaw, who shared his thoughts in a now deleted post on social media."I didn't want to say much till I felt it was confirmed, but I learned today that Viktor Antonov, our visionary art lead on Half-Life 2, has died," Laidlaw wrote. "I don't have details, just sadness. Brilliant and original. Made everything better."Former colleagues shared their condolences, including Arkane and WolfEye Studios founder Raphal Colantonio on BlueSky."I wish I told you how much admiration I had for you but we get caught in our lives until a surprise like this hits us," wrote Colantonio."You were instrumental to the success of Arkane Studios and an inspiration to many of us, and also a friend with whom I have very fond memories."Antonov started his career in games as a map painter for Redneck Rampage in 1997. He joined Valve in 2004 where he provided his artistic vision for Half-Life 2.Antonov went on to work for Arkane Studios as a visual designer on Dishonored in 2012. He was also a consultant on a few ZeniMax titles including Fallout 4, the 2016 Doom reboot, and Prey.He also worked on cancelled games including Arkane's first-person shooter The Crossing and Bethesda Game Studios Austin's free-to-play multiplayer BattleCry.In 2022, Antonov co-founded Eschatology Entertainment with Fuad Kuliev, Dmytro Kostiukevych, and Boris Nikolaev.
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  • Liquid Sword makes "deeply regrettable" job cuts for "the studio's long-term sustainability"
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    Liquid Sword makes "deeply regrettable" job cuts for "the studio's long-term sustainability""This is incredibly difficult, but we remain committed to our vision" News by Vikki Blake Contributor Published on Feb. 17, 2025 NetEase-backed studio Liquid Swords has confirmed a round of cuts, calling the redundancies "deeply regrettable" but necessary for "the studio's long-term sustainability."Founded by Avalanche Studios' co-founder, Christofer Sundberg, Liquid Swords revealed earlier today plans to "reduce its workforce," attributing the cuts to "part of an effort to scale back operations and adapt to current business conditions."The Swedish studio said it "fully recognizes the difficulty of the situation for its valued team" and said it would be providing all colleagues with "as much support as possible," but stopped short of detailing what that support will entail.It also did not clarify how many employees had been impacted."I promised our employees and shareholders success and to build a studio redefining game development with a small, expert-driven team and a sustainable work model," Sundberg said. "While we achieved much of this, shifting market conditions prevented us from succeeding within our timeframe."As a result, we must part ways with talented individuals who have been instrumental in our journey. This is incredibly difficult, but we remain committed to our vision and will continue to work on our IP and first game with a dedicated team."Liquid Sword says it remains committed to Sundberg's vision of "simplifying the game development process."In the first six weeks of 2025 alone, over 900 developers have lost their jobs, with cuts and closures at Freejam, Splash Damage, Piranha Games, Jar of Sparks, as well as 185 jobs cut by Ubisoft. We also reported that ProbablyMonsters initiated another round of layoffs, as well further job cuts at Iron Galaxy and Sumo Group.
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  • Kingdom Come Deliverance tops 2m copies sold in less than two weeks | News-in-brief
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    Kingdom Come Deliverance tops 2m copies sold in less than two weeks | News-in-briefDeveloper Warhorse says the milestone is "a triumph"Image credit: Warhorse Studios News by Vikki Blake Contributor Published on Feb. 17, 2025 This is a News-in-brief article, our short format linking to an official source for more information. Read more about this story by following the link below:Kingdom Come Deliverance tops 2 million copies sold in less than two weeks
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  • Nexon posts "record-breaking revenue" in 2024 despite The First Descendant performing "below expectations"
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    Nexon posts "record-breaking revenue" in 2024 despite The First Descendant performing "below expectations"Financial reports also confirm it expects to launch seven new games by 2027Image credit: Nexon News by Vikki Blake Contributor Published on Feb. 17, 2025 Maple Story publisher Nexon has released its 2024 fiscal year earnings report, posting record-breaking revenue for the second consecutive year.The Numbers:Revenue: 446.2 billion, up 5% year-over-yearOperating income: 124.2 billion, down 8% year-over-yearNet income: 134.8 billion, up 91% year-over-yearThe Highlights:Whilst Q4 revenue was down 6% year-over-year (YoY), Nexon "delivered record-breaking full-year revenue" across the full year. Net income was up 84%, although Nexon attributes that to an increased FX gain on cash deposits and "an impairment charge recorded in 2023 on investment in an equity-method company," which was not repeated in 2024.The firm reiterated that strengthening and extending established franchises remains a key focus for reaching its 2027 mid-term plan, with its three largest franchises MapleStory, Dungeon&Fighter, and FC growing in aggregate by 10% from 300.7 billion in 2023 to 330.7 billion in 2024, and represented 74% of its 2024 revenue versus 71% in 2023.Shooter The First Descendant came in "below expectations [...] due to a decline in traffic attributable to lack of fresh content." However, Nexon said the Season 2 Update released in December "improved retention."Nexon has secured a co-development agreement with Tencent to bring "additional creative resources" for the development of its Dungeon&Fighter Franchise in China. Under the agreement, Tencent will provide additional production capacity for "hyperlocalization, creating new experiences, and adapting the game to meet evolving trends strategies aimed at attracting a wide range of players in Chinas large game market."Looking aheadNexon expects revenue across Q1 2025 to increase by 1% to 13% year-over-year."Following record-breaking revenue in 2024, Nexon is committed to strengthening established franchises like Dungeon&Fighter for sustained growth and profitability," said Junghun Lee, president and CEO of Nexon."A disciplined increase in our own creative force, plus a new co-development agreement with Tencent, will provide the resources needed to drive growth. Additionally, seven new games scheduled for launch by 2027, each have potential to generate annual revenue over 10 billion ($66m). We have the vision, plan, and balance sheet to drive significant growth in the years ahead."
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  • PC game sales hit $1.09bn on Epic Games Store in 2024
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    PC game sales hit $1.09bn on Epic Games Store in 2024Firm reached milestone of 295 million users on its PC store, while cross-platform accounts grew by 94 million after mobile store launchImage credit: Epic Games Store News by Sophie McEvoy Staff Writer Published on Feb. 17, 2025 Epic shared its Epic Games Store 2024 Year in Review blog post last Friday, highlighting its achievement of reaching 295 million users on its PC store representing an increase of 25 million users year-on-year.Consumer spending on the platform reached $1.09 billion in 2024, an increase of 15% from last year. In comparison, spending on third-party titles declined by 18% to $255 million.Following the worldwide launch of the Epic Games Store on Android and iOS in the EU, Epic cross-platform accounts grew by 94 million in 2024 to 898 million.The platform's average daily user count rose by 6% to 31.5 million last year, with its monthly active users also up by 6% to 67.2 million.1,100 titles were released on the Epic Game Store last year, slightly down from the 1,300 games launched in 2023.The top titles by player spend and engagement included Epic's Fortnite, Genshin Impact and EA Sports FC 24, in addition to Honkai: Star Rail, Destiny 2: The Final Shape and Alan Wake 2.Epic offered 89 free games worth $2,229, a slight increase from last year. 595 million users claimed these free titles, compared to 586 million in 2023.Elsewhere, Epic annnounced that it has extended its newly introduced Now on Epic program to January 31, 2026.This program allows developers to bring their existing catalogue of games to the platform and receive 100% of net revenue in the first six months, much like its Epic First Run program.Looking ahead, Epic said its mobile store will "continue to be a focal point" of its development roadmap, which will include "building an enhanced app library and discover experience" to support its "ever-increasing catalogue size."
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  • Pokmon Company and Niantic pledge $1m for LA fire relief
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    Pokmon Company and Niantic pledge $1m for LA fire reliefBoth firms will donate $500,000 each to GlobalGiving's California Wildfire Relief FundImage credit: The Pokmon Company International News by Sophie McEvoy Staff Writer Published on Feb. 17, 2025 The Pokmon Company International and Pokmon Go developer Niantic have pledged $1 million in donations to support Los Angeles wildfire relief.The Pokmon Company will make a $500,000 donation to GlobalGiving's California Wildfire Relief Fund, which will be matched by a $500,000 donation from Niantic.Nonprofit organisations, including the Pasadena Community Foundation and the Downtown Women's Center, have received grants from GlobalGiving's fund, which will continue to support local nonprofits following the recent wildfires."Our thoughts are with those affected by the devastating wildfires in Southern California," said Pokmon Company chief diversity officer Raquel Daniels."We are grateful for the opportunity to support efforts in the greater Los Angeles area alongside our partners at Niantic and GlobalGiving."GlobalGiving CEO Victoria Vrana added: "Thanks to The Pokmon Company group's donation, we've already provided emergency grants to local nonprofit partners working on the frontlines of relief and recovery."Their continued efforts will help ensure that the fire-impacted communities receive the vital support they need in the weeks and months ahead."The Pokmon Company is one of many video games companies to donate money to support ongoing wildfire recovery efforts in LA. Activision donated $1 million to the LAFD Foundation and Direct Relief. It raised a further $1.6 million from proceeds of its Call of Duty LA Fire Relief Pack. Sony donated $5 million to support first responders, community relief, rebuilding efforts, and assistance programs for those affected.
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  • Astro Bot and Helldivers 2 win big at DICE Awards 2025
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    Astro Bot and Helldivers 2 win big at DICE Awards 2025Team Asobi's platformer won Game of the Year, Arrowhead Studios' co-op shooter took home four accoladesImage credit: Sony Interactive Entertainment News by Sophie McEvoy Staff Writer Published on Feb. 17, 2025 Team Asobi and Arrowhead Studios swept the 28th annual DICE Awards last week, with Astro Bot taking home the Game of the Year accolade.The platformer won five awards in total, including family game of the year in addition to achievements in animation, technology, and game design. Helldivers 2 was awarded action and online game of the year, and was recognised for its contributions in music and audio design.LocalThunk's breakout hit Balatro received three awards, including mobile and strategy simulation game of the year and outstanding achievement for an independent game.MachineGames' Indiana Jones and the Great Circle also took home three awards, winning adventure game of the year as well as achievements in character and story.Hosted by the Academy of Interactive Arts & Sciences, the DICE Awards is voted for by the organisation's more than 30,000 members.Elsewhere, Nintendo of America veteran Don James received the AIAS Lifetime Achievement Award, while Insomniac Games founder and outgoing CEO Ted Prince was inducted into the AIAS Hall of Fame.Here is the full list of winners:Game of the year: Astro BotAction game of the year: Helldivers 2Adventure game of the year: Indiana Jones and the Great CircleFamily game of the year: Astro BotFighting game of the year: Tekken 8Racing game of the year: F1 24Role-playing game of the year: Metaphor: RefantazioSports game of the year: MLB The Show 24Strategy/simulation game of the year: BalatroOnline game of the year: Helldivers 2Immersive reality game of the year: Batman: Arkham ShadowMobile game of the year: BalatroOutstanding achievement in animation: Astro BotOutstanding achievement in art direction: Black Myth: WukongOutstanding achievement in character: Indiana Jones and the Great Circle Dr. Henry "Indiana" JonesOutstanding achievement in original music composition: Helldivers 2Outstanding achievement in audio design: Helldivers 2Outstanding achievement in story: Indiana Jones and the Great CircleOutstanding technical achievement: Astro BotOutstanding achievement for an independent game: BalatroOutstanding achievement in game design: Astro BotOutstanding achievement in game direction: Animal WellImmersive reality technical achievement: Starship Home
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  • 10:10 Games reportedly affected by staff cuts
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    10:10 Games reportedly affected by staff cutsDecision allegedly made following "complete commercial and critical failure" of Funko FusionImage credit: 10:10 Games News by Sophie McEvoy Staff Writer Published on Feb. 17, 2025 Funko Fusion developer 10:10 has reportedly been hit with layoffs, with around 20 workers affected.This is according to Insider Gaming, which was told that the decision was made following the "complete commercial and critical failure" of Funko Fusion.Sources allege staff were made aware of the cuts in mid-January after the studio struggled to fund a future project, with some employees finding out while on vacation.Sources also claimed "the bare legal minimum" of severance entitlement has been offered in addition to unused holiday payment.GamesIndustry.biz has reached out to 10:10 Games for further clarification.Based in Warrington, 10:10 Games was founded in 2021 by Traveller's Tales devs veterans Jon Burton and Arthur Parsons. It launched its first game, Funko Fusion, in September 2024.
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  • Embracer sales drop 22% to $1.5bn, $298m debt remains
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    Embracer sales drop 22% to $1.5bn, $298m debt remainsGroup optimistic about Q4 following the success of Warhorse Studios' Kingdom Come: Deliverance 2Image credit: Warhorse Studios News by Sophie McEvoy Staff Writer Published on Feb. 14, 2025 Embracer Group has published its financial results for the nine months ending December 31, 2024, reporting declines across its PC/console and mobile segments.However, it experienced a net profit during its third quarter following the completed spin-off of tabletop publisher Asmodee.Here's what you need to know:The numbers:For the three months ending December 31, 2024Net sales: SEK 7.4 billion ($680 million), down 3% year-on-year, including:PC/console games: SEK 2.6 billion ($242 million), down 23% year-on-yearMobile games: SEK 1.6 billion ($149 million), up 2% year-on-yearNet profit: SEK 960 million ($89 million, compared to net loss of SEK 1.8 billion / $167 million during the same period last year)For the nine months ending December 31, 2024:Net sales: SEK 16.9 billion ($1.5 billion), down 22% year-on-year including:PC/console games: SEK 7.3 billion ($679 million), down 35% year-on-yearMobile games: SEK 4.4 billion ($409 million), down 3% year-on-yearNet loss: SEK 1.3 billion ($121 million, compared to net loss of SEK 1.4 billion / $130 million during the same period last year)The highlights:Embracer Group attributed its profit of SEK 960 million ($89 million) during the third quarter to the spin-off of tabletop publisher Asmodee.The process was completed on February 7, 2025, and Asmodee is now a separately listed company trading on Nasdaq Stockholm.Coffee Stain & Friends is the last company to become independent of the Embracer Group as it splits into three publicly listed companies. Middle-Earth Enterprises & Friends which includes developers Warhorse Studios and Crystal Dynamics will remain within the Embracer Group as it is currently listed.This ongoing process resulted from a nine-month restructuring program, which saw the closure of Volition Games, Free Radical Design, and Campfire Cabal and the sale of Saber Interactive and Gearbox. More than 1,400 employees were laid off as a result.By the end of 2024, Embracer Group recorded a net debt of SEK 3.2 billion ($298 million, compared to SEK 16.1 billion / $1.5 billion at the end of 2023.The number of game developers working at Embracer Group compared to the same period last year fell from 9,896 to 5,757. The total headcount dropped from 12,695 to 7,873 employees.Back to the financial report, Embracer Group saw a decline in its PC/console segment due to "limited new releases" and divestment of Saber and Gearbox being included in comparison figures.Revenue from back catalogue titles, including platform deals, dropped 14% to SEK 1.7 billion ($158.7 million), which was also impacted by the sales of Saber and Gearbox.However, Embracer Group highlighted the success of Warhorse Studios' Kingdom Come: Deliverance 2, which launched on February 4.The action-role-playing game reached 1 million players in 24 hours and had over 250,000 concurrent players on Steam."It is our strong belief that the game will continue to generate substantial revenues over the coming years, highlighting the exceptional quality, immersion and appeal of Kingdom Come: Deliverance 2," said CEO Lars Wingefors. Image credit: Warhorse Studios"Warhorse Studios has a robust roadmap, including updates and new content over the next 12 months, ensuring an engaging and continuously evolving experience for the community."As a result, Embracer Group has an optimistic outlook for its Q4 results, which it attributes to not only Kingdom Come: Deliverance 2, but also the release of Tripwire Interacitve's Killing Floor 3 on March 25.However, it noted that revenue "is expected to be slightly negatively impacted" by the release of Heart Machine's Hyper Light Breaker, which was released in early access on January 14.Elsewhere in the report, Embracer Group reported a slight growth in mobile, which was attributed to a strong holiday period for DECA Games and CrazyLabs.The latter saw two new releases that drove "higher sales and user acquisition cost". The firm said mobile is expected to go "into growth mode" during H1 FY2025-26, driven by CrazyLabs taking over the publishing rights of Bus Frenzy Traffic Jam."Embracer today has an increased focus on IP development within PC/console and mobile," said Wingefors. "However, we recognise that there is still work to be done to further enhance our operational resilience and optimise our business for the future."He added: "Looking into the upcoming three financial years, we currently have 10 AAA games under development, of which eight are from internal studios and two from external studios. This number does not include the releases in the current quarter, or any projects financed by third parties."However, we want to be clear that there is room to provide more time for development if deemed necessary to optimise both the quality and overall ROI, as we did with both Dead Island 2 and Kingdom Come: Deliverance 2."
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  • Ubisoft revenues decline 31.4% to 990m
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    Ubisoft revenues decline 31.4% to 990mFirm also experienced a 51.8% drop in net bookings during its third quarterImage credit: Ubisoft News by Sophie McEvoy Staff Writer Published on Feb. 14, 2025 Ubisoft has released its financial results for the nine months ending December 31, 2024, reporting significant declines in revenues and net bookings.The firm remains optimistic, however, with the upcoming release of Assassin's Creed Shadows. Pre-sales of the title are reported to be "tracking solidly" and on par with the franchise's second-highest earner, Odyssey.Here's what you need to know:The numbers:For the nine months ending December 31, 2024Revenue: 990 million (down 31.4% year-on-year)Net bookings: 944 million (down 34.8%)Digital net bookings: 784 million (down 33.8%)Back-catalogue net bookings: 762.3 million (down 27.7%)For the three months ending December 31, 2024Net bookings: 301.8 millionDigital net bookings: 257.4 millionThe highlights: Despite a significant 51.8% decline year-on-year in net bookings for Q3, Ubisoft highlighted that this was in line with its revised expectation of 300 million for the period.Ubisoft remains optimistic about its next quarter, and is expecting net bookings to increase following the release of Assassin's Creed Shadows on March 20.Pre-sales from the title are "tracking solidly," with CFO Frederick Duguet noting in an earnings call (via PC Gamer) that sales are in line with Odyssey.While the firm noted it has a "solid back catalogue and expected material partnerships" to come in Q4, the increase in revenues will hinge on the launch of Shadows."Early previews have been positive, praising its narrative and immersive experience, with both characters playing critical roles in the game's storyline, as well as the quality and complementarity of the gameplay provided by the dual protagonist approach," said Ubisoft co-founder and CEO Yves Guillemot."I want to commend the incredible talent and dedication of the entire Assassin's Creed team, who is working tirelessly to ensure that Shadows delivers on the promise of what is the franchise's most ambitious entry yet."Looking at the first nine months of the fiscal year, Ubisoft recorded 36 million monthly active users across console and PC. As for playtime and session days per player, these rose by 4% and 7%, respectively.Ubisoft noted that its online tactical shooter Rainbow Six Siege delivered a "resilient performance" during Q3, and experienced a growth in session days per player.By the end of the quarter, the title achieved the highest monthly average revenue per paying user since its release in 2015.The Crew Motorfest also saw its highest monthly player count during the quarter, with session days increasing 38% year-on-year. The firm noted that its "retention and monetisation metrics continue to significantly outperform those of The Crew 2 since launch."Regarding its ongoing cost reduction plan, the firm says it is "ahead of schedule" following recent cuts at two UK studios Leamington and Reflections in addition to Ubisoft Dsseldorf and Ubisoft Stockholm.Last December, Ubisoft announced it would sunset its free-to-play shooter XDefiant this year. This decision resulted in the closure of two production studios and layoffs affecting almost 300 employees.Despite this, Ubisoft has announced "further targeted restructuring" but has not specified what this will mean for employees across its portfolio."As a result of disciplined execution, we have announced further targeted restructuring, making difficult but necessary choices," said Guillemot."[We] now expect to exceed our cost reduction plan by the end of FY25, ahead of schedule. We plan to pursue our efforts in FY26, going beyond the initial target by a significant margin."Guillemot also provided an update on the ongoing formal review of its strategic options, which was announced last month."Ultimately, the objective is to unlock the best value from our assets for our stakeholders and to foster the best conditions to create great games in a fast-evolving market. We are convinced there are different potential paths to achieve this ambition."One of these potential paths is a buyout from Tencent, reports of which first emerged in October 2024.In response to these reports, CFO Duguet said Ubisoft would not "comment on specific rumours" and would "inform the market if and when a transaction materalises."
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  • Thunderful Gothenberg rebrands as Stormteller Games
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    Thunderful Gothenberg rebrands as Stormteller Games"Our approach now is we try to take the best parts of both studios as we move forward," says studio headImage credit: Stormteller Games News by Vikki Blake Contributor Published on Feb. 13, 2025 Thunderful Gothenberg has now rebranded as Stormteller Games.Thunderful Gothenburg was formed when Image & Form and Zoink! Games merged in 2017, but has now been renamed to "make sure it represents everyone in the studio."The first on the new brand's slate is Lost in Random: The Eternal Die, which is due to release later this year.One thing weve done that has been quite great over the past year - and its basically taken a year to get to this point - is that we involved everybody, to make sure it represents everyone in the studio," studio head Johan Petersson told GamesBeat."We started back last spring, just brainstorming with everybody who wanted to be part of this. And it was clear pretty early that they wanted to tie it back to Gothenburg.Our approach now is we try to take the best parts of both studios as we move forward. One of the things Ive always been really adamant about is making sure we have a sustainable approach to making games, so making sure we dont end up with crunch in the end We also approach games gameplay first, so kind of iterating until we find the fun in the games were making."The news comes on the heels of Jumpship co-founder Dino Patti reacquiring the studio following layoffs at Thunderful last November, in addition to obtaining shares in Viewfinder developer Sad Owl Studios.
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