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  • Microsoft Gaming VP Kayleen Walters appointed head of Mojang
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    Microsoft Gaming VP Kayleen Walters appointed head of Mojangsa Bredin steps down to "focus on personal goals outside of work" News by Vikki Blake Contributor Published on Feb. 12, 2025 Microsoft Gaming VP Kayleen Walters has been appointed head of Mojang Studios.Walters - who will assume the position on top of her role as vice president and head of franchise development Microsoft Gaming - will being work immediately as current Mojang boss, sa Bredin, steps down to "focus on personal goals outside of work."As reported by Variety, Federico San Martin will absorb Walters' day-to-day management of franchise development.Walters will lead Mojang Studios alongside its global leadership team, where Amy Stillion will also be "taking on an expanded role" as chief of staff, supporting both games and content studios' operations as well as Mojang Studios.Change is never easy, but I have full confidence in this team and its ability to deliver incredible experiences for our players and community, Microsoft game content and studios chief operating officer, Helen Chiang, said in an internal memo seen by Variety."With strong leadership in place and a clear vision for the future, we are well-positioned to tackle the challenges we face in the marketplace with speed and momentum."Chiang thanked Bredin for her "positive impact and contributions" since her appointment in 2021, adding: "I fully support her decision and wish her all the best as she embarks on this next chapter."Yesterday we reported that former Mojang and Coffee Stain staff have banded together to form new indie publishing label, Three Friends.
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  • One Piece Pirate Warriors 4 tops 4 million sales worldwide | News-in-brief
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    One Piece Pirate Warriors 4 tops 4 million sales worldwide | News-in-briefBandai Namco marks milestone confirming native PS5 and XSX editions are on the wayImage credit: One Piece: Pirate Warriors 4 News by Vikki Blake Contributor Published on Feb. 12, 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:One Piece Pirate Warriors 4 tops 4 million units worldwide
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  • Inaugural Olympic Esports Games will now take place in 2027
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    Inaugural Olympic Esports Games will now take place in 2027"There is now a very clear roadmap to the historic first-ever Olympic Esports Games," says IOC president News by Vikki Blake Contributor Published on Feb. 12, 2025 The inaugural Olympic Esports Games will now take place in 2027.The International Olympic Committee (IOC) announced plans for an Olympic Esports Games in October 2023, and initially announced the first Olympic Esports Games would be held in Saudi Arabia in 2025.Now, however, as EsportsInsider reports, the competition has been delayed to 2027 "due to ongoing concerns about the format and a lack of details on key aspects of the programme by game publishers," as well as issues with financing and logistics.It's thought the competition will be hosted in Saudi Arabia for both the 2027 games and two subsequent Olympic cycles (2031 and 2035).Organisers the Esports World Cup Foundation (EWCF) will also become a Founding Partner of the Olympic Esports Games where, with the IOC itself, it will work to "align national esports ecosystems with broader global standards.""There is now a very clear roadmap to the historic first-ever Olympic Esports Games," said Thomas Bach, president of the IOC."With the Road to the Olympic Esports Games starting this year, the Games are becoming a reality. This is further evidence of the strength of the partnership between the IOC and the SOPC in many areas."Esports featured in the 2022 Commonwealth Games, but will not appear in the 2026 event.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.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 punishable by life imprisonment or execution.
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  • Crytek cuts 15% of workforce, Crysis 4 put on hold
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    Crytek cuts 15% of workforce, Crysis 4 put on holdAround 60 employees made redundant following layoffsImage credit: Crytek News by Sophie McEvoy Staff Writer Published on Feb. 12, 2025 German developer Crytek has announced it is cutting its workforce by 15%, affecting around 60 employees on its development and shared services teams.In a statement shared on social media, the studio also announced that Crysis 4 has been put on hold as a result of the decision."This has not been an easy decision to make, as we deeply appreciate the hard work of our talented teams," the firm wrote."After putting the development of the next Crysis game on hold in Q3 2024, we have been trying to shift developers over to Hunt: Showdown 1896."While Hunt: Showdown 1896 is still growing, Crytek cannot continue as before and remain financially sustainable. Even after ongoing efforts to reduce costs and cut operating expenses, we have determined that layoffs are inevitable to move forward."It concluded: "We firmly believe in the future of Crytek. With Hunt: Showdown 1896, we have a very strong gaming service and remain fully committed to its operation."
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  • Jumpship co-founder reacquires studio from Thunderful
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    Jumpship co-founder reacquires studio from ThunderfulDino Patti also obtains shares in Viewfinder developer Sad Owl StudiosImage credit: Jumpship News by Sophie McEvoy Staff Writer Published on Feb. 12, 2025 Jumpship co-founder Dino Patti has reacquired the studio following layoffs at Thunderful last November, in addition to obtaining shares in Viewfinder developer Sad Owl Studios.Patti and Chris Olsen founded Jumpship in 2017 to develop its action-adventure title Somerville into an IP. The studio was acquired by Thunderful in 2022 following the game's launch. Olsen departed from Jumpship shortly after.Patti took on a role as strategic advisor for Thunderful during this process.Following the reacquisition, Patti is now preparing to reboot Jumpship "in a new direction.""I can't lift the veil just yet, but I truly believe the current investment and publishing landscape has gone stale," he said. "It needs a complete overhaul to better serve talented game developers and, most importantly, the players."Patti continued: "Jumpship has always been about pushing the boundaries of emotions, storytelling, and innovation in gaming. I want to take the company in a completely new direction while staying true to that vision."This is more than just a business decision; it's about reigniting the passion and vision that first sparked Jumpship while taking it further than ever before."
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  • Remedy revenues rise 49% during FY24, Alan Wake 2 recoups development costs
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    Remedy revenues rise 49% during FY24, Alan Wake 2 recoups development costsOctober 2023 horror survival title has exceeded two million units soldImage credit: Remedy News by Sophie McEvoy Staff Writer Published on Feb. 12, 2025 Remedy has published its financial results for the fiscal year, reporting major growth in revenue and decreases in operating losses compared to the same period last year.The report also included results for the three months ended December 2024, during which time Alan Wake 2 recouped its development costs, started to accrue royalties, and exceeded two million units sold.Here's what you need to know:The numbers:Q4 2024Revenue: 11.7 million (up 13.1%)Operating loss: 1.4 million (compared to operating loss of 12.8 million in 2023)FY 2024Revenue: 33.9 million (up 49.3%)Operating loss: 4.3 million (compared to operating loss of 28.6 million in 2023)The highlights:Remedy attributed the 49.3% jump in revenue for FY2024 to development fees from Control 2, which it will self-publish, and the Max Payne 1 and 2 remake financed by Rockstar. Revenue was also generated by royalties from Control and Alan Wake Remastered.By the end of the fourth quarter, Alan Wake 2 had recouped its development and marketing costs. The game has also begun generating royalties, and has exceeded two million units sold since its October 2023 launch.Alan Wake Remastered was fully depreciated during this period, and no longer counts as an asset.Over the past year, Remedy has hit significant milestones such as acquiring the rights to its Control franchise from 505 Games and entering a partnership with Annapurna.The latter saw Annapurna finance 50% of Control 2, and gained the rights to expand the Control and Alan Wake franchises into film and television.Remedy's partnership with Annapurna led to a 3.4 million write-off of past development costs related to the Control franchise as a one-off expense.Last September, Remedy received a 15 million loan from Tencent to support the developer in self-publishing its games.Looking at its current games portfolio, FBC: Firebreak is in full production and will be Remedy's first self-published title. Control 2 entered full production at the end of Q4, while the Max Payne 1 and 2 remake is making "steady progress" in full production."2024 was full of concrete actions that will enable future growth," said Remedy CEO Tero Virtala. "We were very happy to announce the strategic partnership with Annapurna in August, as well as the convertible loan from Tencent in September."With Annapurna, we can further grow our audiences and expand our franchises beyond games, whereas the financing from Tencent supports our self-publishing strategy."Virtala added: "We are in a great place to begin our strategy period 2025-2030 and have set targets we are confident in reaching. 2025 will mark the start of a new growth era for us.Looking ahead, Remedy expects its revenue to increase compared to the previous year, and for its operating profit to be positive. It has set itself a target of doubling its 2024 revenue by 2027 "with continued growth beyond this milestone."
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  • Relic Entertainment outlines new business strategy
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    Relic Entertainment outlines new business strategyCEO Justin Dowdeswell clarifies that implementation of strategy will not involve staff cutsImage credit: Relic Entertainment News by Sophie McEvoy Staff Writer Published on Feb. 12, 2025 Relic Entertainment has begun implementing its new business strategy after it became independent from Sega in March 2024.Speaking to Game Developer, Relic CEO Justin Dowdeswell said the studio will focus on three areas: a commitment to existing games, working on "smaller-scope" titles, and revisiting older franchises via remasters, re-releases, or new projects.Dowdeswell clarified that the implementation of the strategy would not involve layoffs. Last April, an unspecified number of employees were made redundant following the Sega sale. A former employee suggested 41 people were affected by the decision."Our new approach allows us to service our business needs while being in a strong position to react to opportunities in the market," said Dowdeswell."We're looking to operate with smaller teams on shorter timeframes, which means getting a game [into the] market roughly in the one [to] two-year range. Budget costs will vary depending on scope, but these titles will have a notably smaller budget than the big Relic real-time strategy games we will continue to work on."He concluded: "By embracing independence and focusing on our core strengths, we are confident in our ability to deliver innovative, high-quality games that will resonate with players around the world."
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  • PlayStation announces State of Play for February 12 | News-in-brief
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    PlayStation announces State of Play for February 12 | News-in-briefBroadcast to feature "news and updates" on upcoming titles for PS5Image credit: PlayStation News by Sophie McEvoy Staff Writer Published on Feb. 12, 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:PlayStation announces State of Play for February 12
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  • Krafton reports "all-time highs" in sales and operating profits in 2024
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    Krafton reports "all-time highs" in sales and operating profits in 2024"With our AI defining the future of gaming, we aim to evolve beyond game development," says CEO News by Vikki Blake Contributor Published on Feb. 11, 2025 Krafton has reported "record-breaking earnings" in 2024, with full-year revenue jumping 41.8% year-on-year to $1.85bn.Operating profit also increased, this time by 54% YoY to $825.7m, attributed to the "continued expansion and sustainability of the PUBG IP" and a 35.7% year-on-year boost in revenue from Battlegrounds Mobile India.Yearly net profits were similarly up 119% YoY.The strong performance is echoed in the firm's fourth quarter, with sales and operating profits up 16% and 31%, respectively, with inZOI, Dark and Darker Mobile, Subnautica 2, and Dinkum Together all cited as part of the firm's "key strategic lineup" going forward."While continuing to expand the PUBG IP, we will accelerate the discovery of a new franchise IP to further reinforce our competitive edge in the global gaming market," said CEO CH Kim."With our AI technology defining the future of gaming experiences, we aim to evolve beyond game development as a company that ultimately advances the global entertainment ecosystem."Back in August, Krafton acquired Tango Gameworks and the Hi-Fi Rush IP from Xbox as part of a "strategic agreement".
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  • Unity cuts jobs once again as it makes "important organisational changes"
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    Unity cuts jobs once again as it makes "important organisational changes"Cuts come as firm "responds to choices we're making about what direction Unity will take in the future"Image credit: Unity News by Vikki Blake Contributor Published on Feb. 11, 2025 Unity has reportedly implemented another round of layoffs.Numerous reports from Unity employees suggest the team behind visual tool Behavior has been cut, along with designers and artists.In an email reportedly sent to Unity staff seen by 80.lv, CRO Matthew Bromberg told employees the "important organisational changes" predominantly impacted "the CTO, Engine Product, and Ads teams", and were "a response to choices [Unity was] making about what direction Unity will take in the future".It is unclear at this time how many people have been affected by the cuts."People whose roles are being eliminated or those entering an employment consultation period will be notified over the course of the next couple of days, with instructions on next steps. We expect all notifications to be completed by EOD on Feb 12," Bromberg added.Town Hall meetings detailing the future of Unity are scheduled in Montreal, Tel Aviv, Copenhagen, Seoul, Tokyo, and San Francisco, with the first set to take place tomorrow, February 12, in Montreal.With a global workforce working across multiple timezones, impacted staff were notified simultaneously, which meant some staff on the West coast received notification that they had been laid off at 5 am."I was impacted by layoffs at Unity today, along with many talented and hardworking colleagues. While this news is tough, Im incredibly grateful for the nearly three years I spent at the company - working alongside brilliant artists and engineers, getting opportunities to further develop my graphics programming and Houdini skills, and forming meaningful friendships that extend beyond work," senior technical artist Peter Row wrote on Linkedin."That being said, I want to call out the way Unity chose to communicate these layoffs. Receiving a 5 am email from 'noreply@unity' informing me that my role was being 'eliminated' and that I'd lose system access by the end of the day, felt completely abrupt and impersonal. Unity must do better in how they treat their workers in hard times like this."In January 2024, Unity announced another round of layoffs as part of its restructuring efforts, resulting in the loss of 1,800 jobs.In 2025 alone, over 845 developers have lost their jobs, with cuts and closures at Freejam, Splash Damage, Piranha Games, Jar of Sparks, as well as cut at Ubisoft, ProbablyMonsters, Iron Galaxy and Sumo Group.GamesIndustry.biz has contacted Unity for comment.
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  • Roblox reportedly part of SEC investigation
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    Roblox reportedly part of SEC investigationCommission could not share further details due to risk of causing "harm to ongoing enforcement proceeding" News by Sophie McEvoy Staff Writer Published on Feb. 11, 2025 Roblox is reportedly part of an active investigation being conducted by the US Securities and Exchange Commission.As reported by Bloomberg, a response to a Freedom of Information request revealed that the firm was included in an investigation.However, the SEC could not share further details as it could cause "harm to the ongoing enforcement proceeding."No further details of the investigation have been shared at this time.Last October, Roblox refuted claims made in a report published by Hindenburg Research that it inflated metrics for investors and failed to protect minors."The financial claims made by Hindenburg are misleading," the firm said in a statement. "The authors are short sellers and have an agenda irrespective of the substance of Roblox's business model and results."In response to concerns over protection of minors, the company said: "Roblox takes any content or behaviour on the platform that doesn't abide by its standards extremely seriously, and has a set of proactive and preventative safety measures designed to catch and prevent malicious or harmful activity on the platform."In November 2024, Roblox implemented significant changes to its safety systems and parental controls to protect children under 13 using its platform.Roblox recently published its financial results for the fourth quarter and full fiscal year, reporting growth in both revenue and bookings with a drop in net losses compared to previously recorded periods.
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  • Roblox revenues rose 29% during 2024
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    Roblox revenues rose 29% during 2024User-generated content platform saw daily active user count of 85 million in Q4Image credit: Roblox News by Sophie McEvoy Staff Writer Published on Feb. 11, 2025 Roblox reported its financial results for Q4 and the fiscal year ended December 31, 2024, demonstrating that the platform continues to increase growth as it begins to see a slight decrease in net losses.The numbers:Q4Revenue: $988.2 million, up 32% year-on-yearBookings: $1.36 billion, up 21% year-on-yearNet losses: $218.4 million, compared to $325 million in the same quarter last yearFull-yearRevenue: $3.6 billion, up 29% year-on-yearBookings: $4.36 billion, up 24% year-on-yearNet losses: $935.5 million, compared to $1.16 billion last yearThe highlights:The firm finished Q4 and the fiscal year on a strong note, with revenue and bookings up on both fronts.While it's still posting significant losses, the company has seen a drop in the reported amount compared to the previously recorded periods."Roblox had a strong 2024, driven by our commitment to innovation and community," said CEO and founder David Baszucki. "As we aim to support 10% of the world's global gaming market, we'll continue investing in our virtual economy, app performance, and AI-powered discovery and safety, empowering creators and user experience."Daily active users grew by 19% to 85.3 million during Roblox's fourth quarter. It experienced 18.7 billion hours of engagement, representing a growth of 21% year-on-year.The platform's average monthly unique payers hit 18.9 million during Q4, with players spending an average of $23.97 each month.Roblox partly attributed this rise to its virtual currency, Robux, being offered on lower-cost platforms towards the end of 2024."We believe several key drivers enabled us to accelerate growth in 2024 over the prior year and to deliver strong top line growth in Q4 2024," it said. "These are trends that we have discussed previously and we believe provide us with momentum in 2025 and for several years to come."These trends include investments in technology and improvements to the platform's infrastructure to support more concurrent users.However, Roblox did note that it experienced "difficult growth comparisons" during its fourth quarter following its expansions on PlayStation and "significant Xbox update" in October 2023, followed by a "large prepaid card purchase in November 2023."Looking ahead, Roblox expects revenue to be between $4.24 billion and $4.34 billion, with bookings between $5.2 billion and $5.3 billion. As for net losses, it forecasts these to be between $1.07 billion and $995 million.
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  • Dead Astronauts raises 4m in seed funding round
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    Dead Astronauts raises 4m in seed funding roundSwedish developer will use investment to support development of title codenamed VeilImage credit: Dead Astronauts News by Sophie McEvoy Staff Writer Published on Feb. 11, 2025 Swedish developer Dead Astronauts has raised 4 million in an "oversubscribed" seed funding round led by Behold Ventures.The studio will use the investment to expand its core team and support development on its open-world action-adventure game codenamed Veil, which is being built in Unreal Engine 5.The funding round included participation from Lifelike Capital, 1Up Ventures, and Acequia Capital.Angel investors Matt Bilbey, Are Mack Growen, Klaas Kersting, Asbjoern Malte Soendergaard, and Kristian Segerstrle also contributed."We are thrilled to have successfully completed our seed round and bring our vision for Dead Astronauts to life as a next-generation game studio," said co-founders Erik Morin and Tobias Nyman."While today's market presents unique challenges, we see immense opportunities to reinvent open worlds and push game-changing technology. We are incredibly grateful to have investors who believe in our vision and are excited to support bold new player experiences."Beyond Ventures managing partner Karl Magnus Troedsson added: "We are delighted to back such an ambitious team and look forward to seeing them bring their groundbreaking vision to life."Dead Astronauts was founded in 2024 by industry veterans Tobias Nyman, Erik Morin, Robert Moschos, and Thomas Tedemalm.
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  • Former Mojang and Coffee Stain staff form new indie publisher Three Friends
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    Former Mojang and Coffee Stain staff form new indie publisher Three Friends"We partner with developers early, helping them figure out what makes their game special"Image credit: Three Friends News by Vikki Blake Contributor Published on Feb. 10, 2025 Former Mojang and Coffee Stain staff have banded together to form Three Friends.Co-founded by Albert Sfstrm, Daniel Kaplan, Sebastian Badylak, and Johan Hermeren, Three Friends is a new indie publishing label adhering to three mantras: 'Get in Early, Build it Right', 'Pick the Right Battles', and Guidance, Not Control'. It hopes to support indie projects in the Nordics."There's no secret trick to making a great game - it's not about one big idea, but about addressing thousands of small questions along the way," said Sfstrm."The right choices at the right time add up, shaping the final experience. We work closely with developers to create an environment where ideas can mature without drifting off course, helping teams focus their efforts and make the most of their time and resources.""Some of the best indie games - like Valheim and Deep Rock Galactic - took the time to refine their core gameplay before scaling up," Kaplan added. "That's why we partner with developers early, helping them figure out what makes their game special so they can double down on what works."Three Friends expects to reveal its partner developers and games later this year.
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  • Sony apologises for global outage that took PlayStation Network offline for nearly 24 hours
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    Sony apologises for global outage that took PlayStation Network offline for nearly 24 hoursFive days' additional time has been added to all PS Plus subscribers impacted by the outage News by Vikki Blake Contributor Published on Feb. 10, 2025 Sony has apologised to players after PlayStation Network was taken offline for almost a full 24 hours over the weekend.Whilst Sony has not revealed the cause of the problem - it only cited "an operational issue" when confirming the issue was resolved yesterday, February 10 - the global outage impacted almost all areas of PlayStation's services, including account management, online play, PlayStation Video, the PlayStation Store, and PlayStation Direct.Some PS5 owners also reported issues whilst playing "offline", as the ability to check game permissions and licenses was similarly compromised during the outage.The downtime also impacted Capcom's Monster Hunter Wilds' limited-time open play test, which ran the same weekend. The publisher/developer has now confirmed the second of February's playtests will run an extra day.Sony has offered five additional days to all existing PlayStation Plus subscribers affected by the downtime. However, this will not reach everyone impacted by the outage as players of free-to-play games like Fortnite and Roblox do not require a PS subscription to get online.
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  • Ghost-hunting sim Phasmophobia hits 2m console sales, and 22m sales overall | News-in-brief
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    Ghost-hunting sim Phasmophobia hits 2m console sales, and 22m sales overall | News-in-brief
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  • Valve implements dedicated page for advertising guidelines
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    Valve implements dedicated page for advertising guidelinesPage features guidelines for developers on what kind of ads are and are not allowed on Steam News by Sophie McEvoy Staff Writer Published on Feb. 10, 2025 Valve has published a dedicated page advising developers on what type of advertising is and isn't allowed on Steam.As noted by GamingonLinux and SteamDB, this policy has been in place for five years and was previously listed on its Pricing page. Valve has now moved its advertising guidelines to its own page on Steamworks, providing examples of which types of advertising are and are not allowed in games."Steam does not contain any paid advertising, nor are models supported in games distributed on Steam," it writes."There are varying interpretations of what constitutes 'advertising' in a game, so the examples are meant to help guide developers as to what is and isn't supported on Steam."One example is product placement, which is allowed on the platform "provided such portrayals are not disruptive and are appropriate within the context of the game."Another is cross promotions, which Valve says are "encouraged and many customers find value in them." The firm clarifies that "under no circumstances is it okay to charge other developers to participate in a bundle or to sell access to a sale page or other page on Steam."However, Valve emphasises that developers "should not utilise paid advertising as a business model" such as "requiring players to watch or otherwise engage with advertising in order to play, or gating gameplay behind advertising."If a developer's business model relies on these aspects, they must be removed before a game is allowed to ship on Steam. Valve also says players should not be rewarded for watching or engaging with in-game advertisements.Last week, Valve implemented a feature on Steam that warns players when games released in early access have not recently been updated.
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  • Square Enix revenues fall over the past nine months to $1.6bn
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    Square Enix revenues fall over the past nine months to $1.6bnHD games segment operating profits jump to $30.2 million due to strong sales of Dragon Quest 3 HD-2DImage credit: Square Enix News by Sophie McEvoy Staff Writer Published on Feb. 10, 2025 Square Enix released its financial earnings for the nine months ending December 31, 2024, reporting a decrease in net sales attributed to "weakness in existing titles" in its mobile and PC browser sub-segment.The firm also saw a drop in Digital Entertainments revenue, including its video games business, due to new titles generating lower sales than Final Fantasy 16 and Dragon Quest: The Dark Prince the previous year.Here's what you need to know:The numbers: Net sales: 248.5 billion ($1.6 billion, down 3.5% year-on-year)Profit: 24.7 billion ($161.9 million, down 7.7% year-on-year)Digital entertainment net sales: 160.3 billion ($1.05 billion, down 10.7% year-on-year)The highlights:Despite a drop in overall net sales in its Digital Entertainment segment, Square Enix saw a 70.3% increase in operating profit for its HD games subsection to 4.6 billion ($30.2 million) compared to the same period last year.The firm attributed this to "lower development cost amortisation and advertising expenses", in addition to stronger sales of Dragon Quest 3 HD-2D "than initially assumed" which launched in November 2024.Square Enix also saw a 26.4% rise in net sales for its MMO sub-segment, reaching 44 billion ($288.6 million) following the release of Final Fantasy 14: Dawntrail in July 2024.Looking at its mobile and PC browser sub-segment, the firm saw a significant decline of 58.5% in operating profit to 5.6 billion ($36.7 million) compared to the same period last year.The firm acknowledged that despite the launch of its puzzle RPG Emberstoria in November 2024, there was a drop due to "weakness in existing titles, the recognition of royalty revenue in the previous fiscal year, and a valuation write-down associated with content production account."Looking ahead, Square Enix said there were no changes in its forecast for the fiscal year, which were announced during its FY24 results published last May.
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  • Nintendo details plans to meet demand for Switch 2
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    Nintendo details plans to meet demand for Switch 2"We are making preparations to respond as quickly as possible," says firm's presidentImage credit: Nintendo News by Sophie McEvoy Staff Writer Published on Feb. 10, 2025 Nintendo has shared further details about its plans to meet customer demand for Nintendo Switch 2.In a recent earnings call Q&A, Nintendo president Shuntaro Furukawa told investors that the initial demand would be based on the response of the Nintendo Direct on April 2, which would provide a "closer look" at Switch 2.It will also look at its upcoming hands-on events for consumers for guidance, which begin globally on April 4."As of now, we are taking the risk and proceeding with production to meet as large a demand as possible," said Furukawa. "As was true with the Switch, we believe it will not be easy to rapidly increase production capacity, so based on our prior experience, we are making preparations to respond as quickly as possible."Last July, Furukawa said the firm would combat scalpers by providing enough hardware for retailers to meet consumer demand.Elsewhere in the earnings call, Nintendo's president discussed how the company would balance titles for both Switch and Switch 2.When asked whether consumers can expect new titles released for the Switch or whether it will rely on evergreen titles moving forward, Furukawa noted 2025's release slate including Pokmon Legends: Z-A and Metroid Prime 4: Beyond as being available on Switch."Since many people are playing Switch, if we are able to develop appealing software, we would like to continue releasing new titles," he noted. "On the other hand, exclusive games are crucial when launching new hardware."With this in mind, we will consider various ways for Switch and Switch 2 to encourage as many consumers as possible to enjoy our games."
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  • Capcom shuts down Resident Evil multiplayer spin-off
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    Capcom shuts down Resident Evil multiplayer spin-offResident Evil Re:Verse servers to shut down on June 29, 2025Image credit: Capcom News by Sophie McEvoy Staff Writer Published on Feb. 7, 2025 Capcom is shutting down its survival multiplayer Resident Evil Re:Verse.From March 3, 2025, the game and its DLC will be removed from online stores and will no longer be bundled with Resident Evil Village.Customers that acquired a download code for the title before this date or have already used a code to acquire the game will still be able to play it until the servers are shut down on June 29.Once the service ends, players who bought a premium pass for the game will no longer receive benefits."Resident Evil Re:Verse was developed in celebration of the 25th anniversary of the Resident Evil series, and your overwhelming support for the game has far exceeded our expectation since the time of release," Capcom said."Now that we've reached a new turning point for the series, we feel that Resident Evil Re:Verse has served its original, celebratory purpose admirably."It concluded: "We are incredibly grateful for your warm support for Resident Evil Re:Verse, and deeply apologise for bringing you this disappointing news."The six-player online multiplayer originally launched in October 2022 after being delayed for almost a year and half.
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  • Sega revenues drop 8% to $2.1bn
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    Sega revenues drop 8% to $2.1bnFirm cancels Football Manager 2025 due to difficulties in "ensuring significant product quality"Image credit: Sports Interactive/Sega News by Sophie McEvoy Staff Writer Published on Feb. 7, 2025 Sega Sammy has published its financial results for the nine months ended December 31, 2024, during which it announced the cancellation of Football Manager 2025.The Sports Interactive title was delayed last October, with Sega reaching the decision due to difficulties in "ensuring significant product quality expected by the March release."Overall, Sega experienced a decline in net sales and profit. However, it saw a 88% increase in profit for its Entertainment Contents division which it partly attributed to the success of Sonic the Hedgehog 3.Here's what you need to know:The numbers:For the nine months ended December 31, 2024 Net sales: 322.3 billion ($2.1 billion, down 8.1% year-on-year)Operating income: 43.7 billion ($287.9 million, down 20.8% year-on-year)Ordinary income: 49.4 billion ($325.4 million, down 13.9% year-on-year)The highlights:Sammy Sega attributed part of its decline in net sales and operating income to the sale of overseas developer Amplitude Studios in November 2024. The firm recorded a loss of approximately 6.1 billion ($40 million) following a management buyout.However, Sega saw strong performance in its Entertainment Contents segment, which includes games, with net sales up 8.2% to 238.6 billion ($1.5 billion) and profits rising 88% to 37.5 billion ($246.9 million).There were two major launches during this period: Metaphor: ReFantazio on October 11, 2024, and Sonic X Shadow Generations on October 22.Metaphor: ReFantazio is currently "exceeding expectations," while Sonic X Shadow Generations has "steadily increased its sales" and has surpassed two million units in global cumulative sales.During Q3, Sega announced the cancellation of Football Manager 2025, which was scheduled to launch in March. It recorded a "loss associated with a write-down of inventory assets" as a result.The decision to cancel the title was made "because, despite aiming the development for significant advancements in the standard series" it "was determined that it would be difficult to ensure significant product quality expected by the March release."Development assets from Football Manager 2025 will instead be used in its sequel.The Sports Interactive title was delayed last October to give the team "more time to deliver the best possible experience for this first instalment in a new era of Football Manager." Image credit: Paramount PicturesElsewhere, Sega saw particular success in its animation division following the release of Sonic the Hedgehog 3 on December 20, 2024.The movie has since grossed $460 million worldwide, making it the second-highest-grossing video game film of all time.Sega described the Sonic media franchise as a key part of its transmedia strategy. We discussed the future of this endeavour with its head of global transmedia Justin Scarpone last year.As a result of these factors, Sega has revised its forecast for its Entertainment Contents segment. Net sales for the FY were expected to be 335 billion ($2.2 billion), and are now 320 billion ($2.1 billion).In the consumer division of Entertainment Contents, net sales reached 164.8 billion ($1.08 billion) and operating income reached 34.6 billion ($227 million).Sales of new games in the nine months ended December 2024 reached 4.7 million units, compared to 5.2 million during the same period last year. Catalogue titles sold 20 million (up from 13.8 million), while full game sales totaled 24.8 million units (up from 19.1 million).Looking ahead, Sega has revised its outlook for FY25. It previously expected net sales of 445 billion ($2.9 billion) compared to the previously anticipated 425 billion ($2.8 billion). As for operating income, it was forecast to be 45 billion ($296.5 million) and is now forecast to be 46 billion ($303.1 million).
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  • Blind Squirrel Games acquires Distributed Development
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    Blind Squirrel Games acquires Distributed DevelopmentThe new team will initially focus on co-developmentImage credit: Blind Squirrel Games News by Vikki Blake Contributor Published on Feb. 6, 2025 Blind Squirrel Games has acquired Colombian-based studio, Distributed Development.Rebranded as Blind Squirrel Colombia, the team - acquired for an unknown sum - will initially focus on co-development, and is expected to grow to 25-30 employees by the end of the year.BSG said the acquisition "strengthens Blind Squirrel's footprint with teams already in the U.S. and New Zealand, creating an international network aimed at cost-effective AAA game development"."The acquisition also enhances Blind Squirrel's creative capabilities, particularly through the integration of its proprietary AI tool for Unreal Engine," a press statement said. "This tool is designed to improve project efficiency and streamline development, helping the company deliver high-quality game experiences while optimising resources."
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  • Take-Two Interactive reports strong Q3 FY2025 Results, prepares for blockbuster 2025 lineup
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    Take-Two Interactive reports strong Q3 FY2025 Results, prepares for blockbuster 2025 lineup"This calendar year is shaping up to be one of the strongest ever for Take-Two"Image credit: Rockstar Games News by Rachel Weber Contributor Published on Feb. 6, 2025 Take-Two Interactive announced its financial results for the third quarter of fiscal year 2025, reporting net bookings of $1.37 billion, a 3% increase from the previous year and within the companys projected guidance. The company also reaffirmed its full-year net bookings outlook of $5.55 billion to $5.65 billion, citing strong performance from its core franchises and an upcoming release schedule set to drive significant growth.The numbersFor the three months ending December 31, 2024:GAAP Net revenue: $1.36 billion, slightly down from $1.37 billion last yearGAAP Net loss: $125.2 million, increased from $91.6 million last yearTotal net bookings: $1.37 billion, a 3% year-over-year increaseThe highlightsBetween October 1, 2024 and December 31, 2024 Take-Two Interactive released NBA 2K25 Arcade Edition on Apple Arcade, a PC version of Red Dead Redemption and Undead Nightmare, and Grand Theft Auto Online: Agents of Sabotage across PC, PS5, PS4, Xbox Series X and S and Xbox OneRecurrent consumer spending was up 9%, making up 79% of total Net BookingsThe biggest hitters in Netbookings were NBA 2K25, GTA Online, GTA 5, Red Dead Redemption 2, Red Dead Online and the mobile titles Toon Blast, Match Factory, Words With Friends and Toy BlastIn February the company will release Sid Meier's Civilization 7 and PGA TOUR 2K25, with WWE 2K25 slated for MarchMafia: The Old Country will have a summer 2025 release date, and GTA 6 is still on track for its fall 2025 window.Borderlands 4 is planned for release sometime in 2025.Ghost Story Games' Judas, 2K's Project ETHOS and Zynga's racing title CSR 3 remain part of a currently undated line up."We achieved solid results during the holiday season. Our Net Bookings of $1.37 billion were within our guidance range, as significant outperformance in NBA 2K helped to offset moderation experienced in several of our mobile franchises. At the same time, our operating results surpassed expectations, led by the upside from NBA 2K, as well as a shift in timing of expenses that benefited the quarter," said Strauss Zelnick, Chairman and CEO of Take-Two Interactive."For Fiscal 2025, we are reiterating our Net Bookings guidance range of $5.55 to $5.65 billion and our outlook for operating performance. Our projections for the fourth quarter balance strength in NBA 2K with a continuation of the current mobile trends, and the shift of some operating expenses into the period.""Looking ahead, this calendar year is shaping up to be one of the strongest ever for Take-Two, as we plan to launch Sid Meiers Civilization VII on February 11th, Mafia: The Old Country in the Summer, Grand Theft Auto 6 in the Fall, and Borderlands 4. We continue to invest prudently in our development pipeline and remain confident in Zyngas potential to create new mobile forever franchises as demonstrated by their ongoing success with Match Factory. As we continue to deliver hits, we remain highly confident that we will achieve sequential increases in, and record levels of, Net Bookings in Fiscal 2026 and 2027.
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  • Take-Two's Strauss Zelnick on tariffs, AI and GTA 6
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    Take-Two's Strauss Zelnick on tariffs, AI and GTA 6"We're looking over our shoulders at our competition. They're not asleep" Feature by Rachel Weber Contributor Published on Feb. 6, 2025 As Take-Two Interactive reported strong results for Q3 FY 2025 and readied investors for a blockbuster year that includes the release of Rockstar's long anticipated Grand Theft Auto 6, Strauss Zelnick, Chairman and CEO of Take-Two Interactive, took the time to talk to GamesIndustry.biz about the results and some of the biggest issues facing the industry in 2025.The interview below has been edited for brevity and clarity.Take-Two has a diverse portfolio this year, could you speak about the balance between more annualized properties and the space you give creative teams for more long term projects?This is a strategy that we began talking about when we took over the company in 2007. So it's been a long time in development and we've had years where, you know, where we were able to execute it rather well and other years where we just haven't been able to do it, but our view has always been that the only titles that really ought to be annualised are selected number of sports entertainment titles and pretty much everything else should not be annualised for two reasons;Number one, to make sure that you put out as perfect a product as possible to please your consumers and to build a franchise as opposed to dilute a franchise over time.And secondly, to create anticipation, to create desire. And if you know something that's coming like clockwork every year, I think it's harder to create that anticipation and desire. We're seeing that extraordinary anticipation with regard to GTA 6, for example. but I think you're also going to see anticipation with regard to Mafia. Right now, today, in Early Access, we've seen the enormous enthusiasm around the Civilisation 7.So when we get it right, we have a year like the next calendar year, this calendar year shaping up to be, where we have beloved franchises bringing back iterations that do take years, sometimes many years to create. And also having our annualised portfolio, and then when you layer on top of that catalogue, our live services and our mobile business, we feel like we're in a pretty good place. Image credit: Rockstar GamesCould you talk more about the mobile business, because it feels as though sometimes people forget what a powerhouse Zynga is behind the scenes. How have you seen that mobile market shifting?Well, the good news is that we're back in growth mode. So, you know, mid- 2022, the mobile business began to have a downturn really for the first time in its history and now the industry is back to modest growth. In our case, our current consumer spending was up 6% in the quarter, year over year and that was driven by the addition of Match Factory, which is this terrific hit that our studio Peak has created and which continues to grow. But we have seen some moderation and some legacy titles as well, so the business is not without its challenges.That said, with the addition of Zynga, we're a company that will do around five and a half plus billion in net bookings this year. We're a profitable business. We expect to be very, very profitable and sequentially to set records for net bookings in fiscal 2026 and 2027 and without the mobile portfolio, that wouldn't be the case.Also, we have to be where the consumer is, and our mobile business addresses a somewhat different consumer than our console and PC business addresses in that our mobile business tends to skew more female and tends to skew older, so now we serve every interactive entertainment consumer on earth in one form or another.How is Take-Two as a business feeling about the introduction of tariffs and the possibilities around that?Well, our industry association, the ESA, has been weighing in and in general, and I think most economists would agree, a world without tariffs is a better place.Now, tariffs do play a role when they're necessary and they could be necessary if, for example, a country is in the business of dumping on other economies, but apart from that situation, generally speaking, I am a free trader, so I think like everyone else in business, I'm somewhat concerned about the possibility of trade wars, but I'm encouraged that we seem to be avoiding those with Mexico and Canada through discussion and negotiation and I'm cautiously optimistic that that will lead to a good result.In regards to some of Take-Two's older properties there's still an active community around titles like GTA 5 and Red Dead Redemption 2, is that just Rockstar special sauce or is it a direct result of the Take-Two way of managing those teams and the ecosystem?Look, I think Rockstar does have a special sauce, I think you see it reflected in the fact that GTA 5 has sold in over 210 million units, Red Dead Redemption 2 has sold in more than 70 million units and GTA Online remains this powerful force, even though it's been in the market over 10 years.Rockstar, I think, sort of alone in the business, seeks perfection and we as an organization, we hope, provide the resources, human and financial, to allow them to pursue what they're passionate about and to seek perfection. So it's nothing extraordinary. Right now Red Dead Online, for example, has its highest concurrent users on Steam ever, it's nothing short of amazing. No one else really can tell that story and I think that's because no one else has aggregated the talent that Rockstar has aggregated. Also Rockstar has this extraordinary focus on two titles, on Red Dead and on GTA, and we are not only willing but happy to provide that support because that is what Rockstar is passionate about personally.A lot of people are relieved to see GTA 6 is still on track for a fall 2025 release, is there anything you can say about it at all at this point? And gossip or worries you want to nip in the bud?I haven't heard any sort of gossip or worries, I think to the contrary, I've heard a lot of enthusiasm and as I like to say, we never claim success before we have it. We all run scared, as an organization we just do. We're looking over our shoulders at our competition. They're not asleep, they're not waiting for us to do something.We have a mission that we take really seriously to create the best entertainment properties on earth of any type and Rockstar, I think, embodies that mission. But folks at Rockstar would say the same thing, which is we're doing the very best we can. We'll wait, we'll see, and the results will speak for themselves. Image credit: Take-Two InteractiveAnother hot topic at the moment, and you've mentioned it in the past, is AI's role in the industry. What role does it play in Take-Two's strategy going forward and are there any guardrails you think the industry needs to be considering in terms of AI? Artificial intelligence is an oxymoron, there's no such thing. Machine learning, machines don't learn. Those are convenient ways to explain to human beings what looks like magic. The bottom line is that these are digital tools and we've used digital tools forever. I have no doubt that what is considered AI today will help make our business more efficient and help us do better work, but it won't reduce employment.To the contrary, the history of digital technology is that technology increases employment, increases productivity, increases GDP and I think that's what's going to happen with AI. I think the video game business will probably be on the leading, if not bleeding, edge of using AI.But in terms of the guardrails, if you mean, you know, not infringing on other people's intellectual property by, you know, poaching their LLMs, yeah, we're not going to do that. Moreover, if we did, we couldn't protect that, we wouldn't be able to protect our own IP. So of course, we're mindful of what technology we use to make sure that it respects others' intellectual property and allows us to protect our own. Apart from that, I really can't think of any new guardrails that need to be implemented.
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  • Currys becomes first Xbox Authorised Service Provider in the UK | News-in-brief
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    Currys becomes first Xbox Authorised Service Provider in the UK | News-in-briefElectronics giant says all repairs come with "12-month parts and labour guaranteed" News by Vikki Blake Contributor Published on Feb. 6, 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:Currys becomes first Xbox Authorised Service Provider in the UK
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  • Dozens of developers reportedly impacted by another round of cuts at Hi-Rez Studios
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    Dozens of developers reportedly impacted by another round of cuts at Hi-Rez StudiosThese layoffs come on top of job cuts in October 2024 and June 2023 News by Vikki Blake Contributor Published on Feb. 6, 2025 At least 20 staff have lost their jobs following another round of cuts at Smite developer Hi-Rez Studios.Whilst the layoffs have not been formally announced by the studio at the time of writing, members of the Smite subreddit (thanks, GameDeveloper), have collated statements from dozens of developers that say they were let go earlier today.The layoffs - thought to be "massive" - come on the heels of the launch of Smite 2, which switched to a free-to-play model last month several months after its debut as a premium early access title."I'm heartbroken to announce that I was affected by the layoffs at Hi-Rez Studios today," said broadcast producer, William Stonier."After 3.5 years working on a live broadcast production line, from graphics operator to technical director, and assisting throughout the studio, I am ready to take my next step forward."These cuts follow another swathe of layoffs back in October, when, as part of an "internal reorganisation and reprioritisation," Hi-Rez Studios said it was "laying off some team members across Hi-Rez"."A little less" than 30 employees were also laid off as a result of Hi-Rez's restructuring back in June 2023.In January 2025 alone, over 750 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.This week alone, we've reported that ProbablyMonsters has initiated another round of layoffs, as well as job cuts at Iron Galaxy and Sumo Group.
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  • Digital Bandidos' management expands with three new senior hires
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    Digital Bandidos' management expands with three new senior hires"Adding these excellent professionals to the Bandidos team levels up the company in a big way," says CEOImage credit: Digital Bandidos News by Vikki Blake Contributor Published on Feb. 6, 2025 Digital Bandidos has appointed three new hires to its senior team: Richard Iwaniuk, Richard Iggo, and former GamesIndustry.biz editor-in-chief, James Batchelor.Iwaniuk joins as chief financial officer, bring 24 years experience from finance roles in BioWare, EA, and Intel, whilst Iggo - with experience from Telltale Games - has been appointed head of marketing.Batchelor joins as Digital Bandidos' communications manager after 18 years in games industry trade journalism, with editorial leadership roles at Develop and MCV as well as GamesIndustry.biz."Adding these excellent professionals to the Bandidos team levels up the company in a big way," said Steve Escalante, CEO of Digital Bandidos."We are not building a run-of-the-mill indie publisher. We are laser focused on creating a new, modern publisher that embraces all the challenges and needs of the industry and bringing that to the forefront of our offering. Creating a core brain trust to embrace these new tactics and strategies is essential and we couldnt be happier with our progress."New full-service publisher Digital Bandidos launched in August 2024, formed by Versus Evil alumni Steve Escalante and Lance James.
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  • nDreams establishes new internal studio, shutters two others
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    nDreams establishes new internal studio, shutters two othersNew studio Compass to be led by industry veteran Callum Godfrey following closure of nDreams Studio Orbital and nDreams StudioImage credit: nDreams News by Sophie McEvoy Staff Writer Published on Feb. 6, 2025 nDreams has launched a new studio called Compass, as it shuts down two others.In a statement to Game Developer, the firm confirmed the closure of nDreams Studio Orbital and nDreams Studio following its restructuring program announced last September. As a result of this program, up to 17.5% of staff were at risk of redundancy."Both teams did brilliant work and many people from those affected studios have been retained within nDreams' new look structure, with several of those forming part of the new Compass studio," the VR publisher and developer said.nDreams now consists of three studios: Compass, nDreams Studio Elevation and Near Light.Compass will be headed by industry veteran Callum Godfrey, who previously held roles at Activision, Electronic Arts, and King. Godfrey has been at nDreams since November 2023, when he joined as the head of third party publishing.The team at Compass is made up of 40 employees, with experience of working on games including 2023's Synapse."VR audiences are more diverse than ever, with an influx of gamers into the market who choose VR as their primary gaming platform, and Compass is uniquely placed to meet their needs," said Godfrey."Drawing from nDreams' vast VR experience, Compass is fully focused on creating titles that will touch the lives of a new generation of VR players."
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  • Paradox acquires Haemimont Games
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    Paradox acquires Haemimont GamesPublisher says acquisition is "a further step in [its] strategic focus on growing in the management games genre"Image credit: Haemimont Games News by Sophie McEvoy Staff Writer Published on Feb. 6, 2025 Paradox Interactive has acquired Bulgarian developer Haemimont Games for an undisclosed amount.The studio, known for its strategy games including Surviving Mars, will become a wholly owned subsidiary of Paradox following the acquisition.Paradox described the agreement as "a further step in [its] strategic focus on growing in the management games genre" by "building a strong internal capability that complements [its] current studio organisation."Haemimont Games' current leadership team and staff will remain at the studio, and ongoing projects will continue development.The acquisition includes an upfront cash consideration followed by a "performance-based earnout of a similar size" that "is to be paid out over the coming years.""We're delighted to become part of the Paradox family," said Haemimont Games founder Gabriel Dobrev. "This partnership empowers us to push the boundaries of our games, delivering deeper and more intense experiences to our players."It opens new horizons for our team, technology, and creative processes, which we're eager to explore."We spoke to Paradox Interactive deputy CEO Mattias Lilja last year to discuss the issues the company has faced with its overall strategy, including the cancellation of Life By You and the closure of Paradox Tectonic.
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  • App Store games must be licensed to remain available in Vietnam
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    App Store games must be licensed to remain available in VietnamApple provides step-by-step process for developers to comply with mandate News by Sophie McEvoy Staff Writer Published on Feb. 6, 2025 The Vietnamese Ministry of Information and Communications now requires game developers to obtain a license for apps to remain available on Apple's App Store.In response to the law, Apple has issued an update to developers advising them on how to obtain said license, and how to submit an update for an App Review so their apps remain on Vietnamese storefronts.If developers have any questions regarding the submission process, Apple suggested contacting the Authority of Broadcasting and Electronics Information under the Vietnamese MIC.
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