• It's infuriating to see how many businesses are still in the dark about the true power of local SEO! Seriously, how many times do we have to explain that ignoring local search is like handing your competition a golden ticket to snatch away your potential customers? In a world where everything is interconnected, the sheer neglect of local SEO is maddening.

    Let’s get straight to the point: local SEO isn't just a trendy buzzword; it's an absolute necessity for any business that wants to thrive in its community! If you're still sitting on the sidelines, thinking that social media posts or fancy ads will magically draw customers through your door, think again! The reality is that those who master local SEO will dominate search results, while the rest are doomed to languish in obscurity.

    The absurdity of this situation is mind-boggling. Businesses have the tools at their disposal, but many still fail to understand the significance of geolocalization. It’s not rocket science! Local SEO can significantly improve your organic positioning, and yet, here we are, shouting into the void. You want visibility? You want to attract local customers? Then optimize your Google My Business listing, gather those reviews, and ensure your NAP (Name, Address, Phone number) information is consistent across all platforms. It’s not that complicated, yet so many are just too lazy to put in the work!

    And let’s talk about the content. Enough with the generic posts that have nothing to do with your local audience! If your content doesn’t resonate with the community you serve, it’s as good as throwing money out the window. Local SEO thrives on relevance and authenticity, so start creating content that speaks directly to your audience. Be the business that knows its customers, not just another faceless entity in the digital ether.

    It’s time to wake up, people! Local SEO is the lifeblood of businesses that want to thrive in today’s competitive landscape. Stop making excuses for why you can’t implement these strategies. It’s not about being tech-savvy; it’s about being smart, strategic, and willing to adapt. The longer you wait, the more customers you lose to those who understand the importance of local SEO.

    If you’re still clueless, it’s time to educate yourself because ignoring local SEO is a direct ticket to failure. Don’t let your competitors leave you in their dust. Step up, get informed, and start making the changes that will propel your business forward. Your community is waiting for you—don’t keep them waiting any longer!

    #LocalSEO #DigitalMarketing #SmallBusiness #OrganicPositioning #SEO
    It's infuriating to see how many businesses are still in the dark about the true power of local SEO! Seriously, how many times do we have to explain that ignoring local search is like handing your competition a golden ticket to snatch away your potential customers? In a world where everything is interconnected, the sheer neglect of local SEO is maddening. Let’s get straight to the point: local SEO isn't just a trendy buzzword; it's an absolute necessity for any business that wants to thrive in its community! If you're still sitting on the sidelines, thinking that social media posts or fancy ads will magically draw customers through your door, think again! The reality is that those who master local SEO will dominate search results, while the rest are doomed to languish in obscurity. The absurdity of this situation is mind-boggling. Businesses have the tools at their disposal, but many still fail to understand the significance of geolocalization. It’s not rocket science! Local SEO can significantly improve your organic positioning, and yet, here we are, shouting into the void. You want visibility? You want to attract local customers? Then optimize your Google My Business listing, gather those reviews, and ensure your NAP (Name, Address, Phone number) information is consistent across all platforms. It’s not that complicated, yet so many are just too lazy to put in the work! And let’s talk about the content. Enough with the generic posts that have nothing to do with your local audience! If your content doesn’t resonate with the community you serve, it’s as good as throwing money out the window. Local SEO thrives on relevance and authenticity, so start creating content that speaks directly to your audience. Be the business that knows its customers, not just another faceless entity in the digital ether. It’s time to wake up, people! Local SEO is the lifeblood of businesses that want to thrive in today’s competitive landscape. Stop making excuses for why you can’t implement these strategies. It’s not about being tech-savvy; it’s about being smart, strategic, and willing to adapt. The longer you wait, the more customers you lose to those who understand the importance of local SEO. If you’re still clueless, it’s time to educate yourself because ignoring local SEO is a direct ticket to failure. Don’t let your competitors leave you in their dust. Step up, get informed, and start making the changes that will propel your business forward. Your community is waiting for you—don’t keep them waiting any longer! #LocalSEO #DigitalMarketing #SmallBusiness #OrganicPositioning #SEO
    SEO local, ¿qué es y cómo ayuda a mejorar el posicionamiento orgánico?
    SEO local, ¿qué es y cómo ayuda a mejorar el posicionamiento orgánico? En un mundo cada vez más conectado, el SEO local se ha consolidado como una de las estrategias más efectivas para mejorar la visibilidad de los negocios locales que dependen de la
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  • EPFL Researchers Unveil FG2 at CVPR: A New AI Model That Slashes Localization Errors by 28% for Autonomous Vehicles in GPS-Denied Environments

    Navigating the dense urban canyons of cities like San Francisco or New York can be a nightmare for GPS systems. The towering skyscrapers block and reflect satellite signals, leading to location errors of tens of meters. For you and me, that might mean a missed turn. But for an autonomous vehicle or a delivery robot, that level of imprecision is the difference between a successful mission and a costly failure. These machines require pinpoint accuracy to operate safely and efficiently. Addressing this critical challenge, researchers from the École Polytechnique Fédérale de Lausannein Switzerland have introduced a groundbreaking new method for visual localization during CVPR 2025
    Their new paper, “FG2: Fine-Grained Cross-View Localization by Fine-Grained Feature Matching,” presents a novel AI model that significantly enhances the ability of a ground-level system, like an autonomous car, to determine its exact position and orientation using only a camera and a corresponding aerialimage. The new approach has demonstrated a remarkable 28% reduction in mean localization error compared to the previous state-of-the-art on a challenging public dataset.
    Key Takeaways:

    Superior Accuracy: The FG2 model reduces the average localization error by a significant 28% on the VIGOR cross-area test set, a challenging benchmark for this task.
    Human-like Intuition: Instead of relying on abstract descriptors, the model mimics human reasoning by matching fine-grained, semantically consistent features—like curbs, crosswalks, and buildings—between a ground-level photo and an aerial map.
    Enhanced Interpretability: The method allows researchers to “see” what the AI is “thinking” by visualizing exactly which features in the ground and aerial images are being matched, a major step forward from previous “black box” models.
    Weakly Supervised Learning: Remarkably, the model learns these complex and consistent feature matches without any direct labels for correspondences. It achieves this using only the final camera pose as a supervisory signal.

    Challenge: Seeing the World from Two Different Angles
    The core problem of cross-view localization is the dramatic difference in perspective between a street-level camera and an overhead satellite view. A building facade seen from the ground looks completely different from its rooftop signature in an aerial image. Existing methods have struggled with this. Some create a general “descriptor” for the entire scene, but this is an abstract approach that doesn’t mirror how humans naturally localize themselves by spotting specific landmarks. Other methods transform the ground image into a Bird’s-Eye-Viewbut are often limited to the ground plane, ignoring crucial vertical structures like buildings.

    FG2: Matching Fine-Grained Features
    The EPFL team’s FG2 method introduces a more intuitive and effective process. It aligns two sets of points: one generated from the ground-level image and another sampled from the aerial map.

    Here’s a breakdown of their innovative pipeline:

    Mapping to 3D: The process begins by taking the features from the ground-level image and lifting them into a 3D point cloud centered around the camera. This creates a 3D representation of the immediate environment.
    Smart Pooling to BEV: This is where the magic happens. Instead of simply flattening the 3D data, the model learns to intelligently select the most important features along the verticaldimension for each point. It essentially asks, “For this spot on the map, is the ground-level road marking more important, or is the edge of that building’s roof the better landmark?” This selection process is crucial, as it allows the model to correctly associate features like building facades with their corresponding rooftops in the aerial view.
    Feature Matching and Pose Estimation: Once both the ground and aerial views are represented as 2D point planes with rich feature descriptors, the model computes the similarity between them. It then samples a sparse set of the most confident matches and uses a classic geometric algorithm called Procrustes alignment to calculate the precise 3-DoFpose.

    Unprecedented Performance and Interpretability
    The results speak for themselves. On the challenging VIGOR dataset, which includes images from different cities in its cross-area test, FG2 reduced the mean localization error by 28% compared to the previous best method. It also demonstrated superior generalization capabilities on the KITTI dataset, a staple in autonomous driving research.

    Perhaps more importantly, the FG2 model offers a new level of transparency. By visualizing the matched points, the researchers showed that the model learns semantically consistent correspondences without being explicitly told to. For example, the system correctly matches zebra crossings, road markings, and even building facades in the ground view to their corresponding locations on the aerial map. This interpretability is extremenly valuable for building trust in safety-critical autonomous systems.
    “A Clearer Path” for Autonomous Navigation
    The FG2 method represents a significant leap forward in fine-grained visual localization. By developing a model that intelligently selects and matches features in a way that mirrors human intuition, the EPFL researchers have not only shattered previous accuracy records but also made the decision-making process of the AI more interpretable. This work paves the way for more robust and reliable navigation systems for autonomous vehicles, drones, and robots, bringing us one step closer to a future where machines can confidently navigate our world, even when GPS fails them.

    Check out the Paper. All credit for this research goes to the researchers of this project. Also, feel free to follow us on Twitter and don’t forget to join our 100k+ ML SubReddit and Subscribe to our Newsletter.
    Jean-marc MommessinJean-marc is a successful AI business executive .He leads and accelerates growth for AI powered solutions and started a computer vision company in 2006. He is a recognized speaker at AI conferences and has an MBA from Stanford.Jean-marc Mommessinhttps://www.marktechpost.com/author/jean-marc0000677/AI-Generated Ad Created with Google’s Veo3 Airs During NBA Finals, Slashing Production Costs by 95%Jean-marc Mommessinhttps://www.marktechpost.com/author/jean-marc0000677/Highlighted at CVPR 2025: Google DeepMind’s ‘Motion Prompting’ Paper Unlocks Granular Video ControlJean-marc Mommessinhttps://www.marktechpost.com/author/jean-marc0000677/Snowflake Charts New AI Territory: Cortex AISQL & Snowflake Intelligence Poised to Reshape Data AnalyticsJean-marc Mommessinhttps://www.marktechpost.com/author/jean-marc0000677/Exclusive Talk: Joey Conway of NVIDIA on Llama Nemotron Ultra and Open Source Models
    #epfl #researchers #unveil #fg2 #cvpr
    EPFL Researchers Unveil FG2 at CVPR: A New AI Model That Slashes Localization Errors by 28% for Autonomous Vehicles in GPS-Denied Environments
    Navigating the dense urban canyons of cities like San Francisco or New York can be a nightmare for GPS systems. The towering skyscrapers block and reflect satellite signals, leading to location errors of tens of meters. For you and me, that might mean a missed turn. But for an autonomous vehicle or a delivery robot, that level of imprecision is the difference between a successful mission and a costly failure. These machines require pinpoint accuracy to operate safely and efficiently. Addressing this critical challenge, researchers from the École Polytechnique Fédérale de Lausannein Switzerland have introduced a groundbreaking new method for visual localization during CVPR 2025 Their new paper, “FG2: Fine-Grained Cross-View Localization by Fine-Grained Feature Matching,” presents a novel AI model that significantly enhances the ability of a ground-level system, like an autonomous car, to determine its exact position and orientation using only a camera and a corresponding aerialimage. The new approach has demonstrated a remarkable 28% reduction in mean localization error compared to the previous state-of-the-art on a challenging public dataset. Key Takeaways: Superior Accuracy: The FG2 model reduces the average localization error by a significant 28% on the VIGOR cross-area test set, a challenging benchmark for this task. Human-like Intuition: Instead of relying on abstract descriptors, the model mimics human reasoning by matching fine-grained, semantically consistent features—like curbs, crosswalks, and buildings—between a ground-level photo and an aerial map. Enhanced Interpretability: The method allows researchers to “see” what the AI is “thinking” by visualizing exactly which features in the ground and aerial images are being matched, a major step forward from previous “black box” models. Weakly Supervised Learning: Remarkably, the model learns these complex and consistent feature matches without any direct labels for correspondences. It achieves this using only the final camera pose as a supervisory signal. Challenge: Seeing the World from Two Different Angles The core problem of cross-view localization is the dramatic difference in perspective between a street-level camera and an overhead satellite view. A building facade seen from the ground looks completely different from its rooftop signature in an aerial image. Existing methods have struggled with this. Some create a general “descriptor” for the entire scene, but this is an abstract approach that doesn’t mirror how humans naturally localize themselves by spotting specific landmarks. Other methods transform the ground image into a Bird’s-Eye-Viewbut are often limited to the ground plane, ignoring crucial vertical structures like buildings. FG2: Matching Fine-Grained Features The EPFL team’s FG2 method introduces a more intuitive and effective process. It aligns two sets of points: one generated from the ground-level image and another sampled from the aerial map. Here’s a breakdown of their innovative pipeline: Mapping to 3D: The process begins by taking the features from the ground-level image and lifting them into a 3D point cloud centered around the camera. This creates a 3D representation of the immediate environment. Smart Pooling to BEV: This is where the magic happens. Instead of simply flattening the 3D data, the model learns to intelligently select the most important features along the verticaldimension for each point. It essentially asks, “For this spot on the map, is the ground-level road marking more important, or is the edge of that building’s roof the better landmark?” This selection process is crucial, as it allows the model to correctly associate features like building facades with their corresponding rooftops in the aerial view. Feature Matching and Pose Estimation: Once both the ground and aerial views are represented as 2D point planes with rich feature descriptors, the model computes the similarity between them. It then samples a sparse set of the most confident matches and uses a classic geometric algorithm called Procrustes alignment to calculate the precise 3-DoFpose. Unprecedented Performance and Interpretability The results speak for themselves. On the challenging VIGOR dataset, which includes images from different cities in its cross-area test, FG2 reduced the mean localization error by 28% compared to the previous best method. It also demonstrated superior generalization capabilities on the KITTI dataset, a staple in autonomous driving research. Perhaps more importantly, the FG2 model offers a new level of transparency. By visualizing the matched points, the researchers showed that the model learns semantically consistent correspondences without being explicitly told to. For example, the system correctly matches zebra crossings, road markings, and even building facades in the ground view to their corresponding locations on the aerial map. This interpretability is extremenly valuable for building trust in safety-critical autonomous systems. “A Clearer Path” for Autonomous Navigation The FG2 method represents a significant leap forward in fine-grained visual localization. By developing a model that intelligently selects and matches features in a way that mirrors human intuition, the EPFL researchers have not only shattered previous accuracy records but also made the decision-making process of the AI more interpretable. This work paves the way for more robust and reliable navigation systems for autonomous vehicles, drones, and robots, bringing us one step closer to a future where machines can confidently navigate our world, even when GPS fails them. Check out the Paper. All credit for this research goes to the researchers of this project. Also, feel free to follow us on Twitter and don’t forget to join our 100k+ ML SubReddit and Subscribe to our Newsletter. Jean-marc MommessinJean-marc is a successful AI business executive .He leads and accelerates growth for AI powered solutions and started a computer vision company in 2006. He is a recognized speaker at AI conferences and has an MBA from Stanford.Jean-marc Mommessinhttps://www.marktechpost.com/author/jean-marc0000677/AI-Generated Ad Created with Google’s Veo3 Airs During NBA Finals, Slashing Production Costs by 95%Jean-marc Mommessinhttps://www.marktechpost.com/author/jean-marc0000677/Highlighted at CVPR 2025: Google DeepMind’s ‘Motion Prompting’ Paper Unlocks Granular Video ControlJean-marc Mommessinhttps://www.marktechpost.com/author/jean-marc0000677/Snowflake Charts New AI Territory: Cortex AISQL & Snowflake Intelligence Poised to Reshape Data AnalyticsJean-marc Mommessinhttps://www.marktechpost.com/author/jean-marc0000677/Exclusive Talk: Joey Conway of NVIDIA on Llama Nemotron Ultra and Open Source Models #epfl #researchers #unveil #fg2 #cvpr
    WWW.MARKTECHPOST.COM
    EPFL Researchers Unveil FG2 at CVPR: A New AI Model That Slashes Localization Errors by 28% for Autonomous Vehicles in GPS-Denied Environments
    Navigating the dense urban canyons of cities like San Francisco or New York can be a nightmare for GPS systems. The towering skyscrapers block and reflect satellite signals, leading to location errors of tens of meters. For you and me, that might mean a missed turn. But for an autonomous vehicle or a delivery robot, that level of imprecision is the difference between a successful mission and a costly failure. These machines require pinpoint accuracy to operate safely and efficiently. Addressing this critical challenge, researchers from the École Polytechnique Fédérale de Lausanne (EPFL) in Switzerland have introduced a groundbreaking new method for visual localization during CVPR 2025 Their new paper, “FG2: Fine-Grained Cross-View Localization by Fine-Grained Feature Matching,” presents a novel AI model that significantly enhances the ability of a ground-level system, like an autonomous car, to determine its exact position and orientation using only a camera and a corresponding aerial (or satellite) image. The new approach has demonstrated a remarkable 28% reduction in mean localization error compared to the previous state-of-the-art on a challenging public dataset. Key Takeaways: Superior Accuracy: The FG2 model reduces the average localization error by a significant 28% on the VIGOR cross-area test set, a challenging benchmark for this task. Human-like Intuition: Instead of relying on abstract descriptors, the model mimics human reasoning by matching fine-grained, semantically consistent features—like curbs, crosswalks, and buildings—between a ground-level photo and an aerial map. Enhanced Interpretability: The method allows researchers to “see” what the AI is “thinking” by visualizing exactly which features in the ground and aerial images are being matched, a major step forward from previous “black box” models. Weakly Supervised Learning: Remarkably, the model learns these complex and consistent feature matches without any direct labels for correspondences. It achieves this using only the final camera pose as a supervisory signal. Challenge: Seeing the World from Two Different Angles The core problem of cross-view localization is the dramatic difference in perspective between a street-level camera and an overhead satellite view. A building facade seen from the ground looks completely different from its rooftop signature in an aerial image. Existing methods have struggled with this. Some create a general “descriptor” for the entire scene, but this is an abstract approach that doesn’t mirror how humans naturally localize themselves by spotting specific landmarks. Other methods transform the ground image into a Bird’s-Eye-View (BEV) but are often limited to the ground plane, ignoring crucial vertical structures like buildings. FG2: Matching Fine-Grained Features The EPFL team’s FG2 method introduces a more intuitive and effective process. It aligns two sets of points: one generated from the ground-level image and another sampled from the aerial map. Here’s a breakdown of their innovative pipeline: Mapping to 3D: The process begins by taking the features from the ground-level image and lifting them into a 3D point cloud centered around the camera. This creates a 3D representation of the immediate environment. Smart Pooling to BEV: This is where the magic happens. Instead of simply flattening the 3D data, the model learns to intelligently select the most important features along the vertical (height) dimension for each point. It essentially asks, “For this spot on the map, is the ground-level road marking more important, or is the edge of that building’s roof the better landmark?” This selection process is crucial, as it allows the model to correctly associate features like building facades with their corresponding rooftops in the aerial view. Feature Matching and Pose Estimation: Once both the ground and aerial views are represented as 2D point planes with rich feature descriptors, the model computes the similarity between them. It then samples a sparse set of the most confident matches and uses a classic geometric algorithm called Procrustes alignment to calculate the precise 3-DoF (x, y, and yaw) pose. Unprecedented Performance and Interpretability The results speak for themselves. On the challenging VIGOR dataset, which includes images from different cities in its cross-area test, FG2 reduced the mean localization error by 28% compared to the previous best method. It also demonstrated superior generalization capabilities on the KITTI dataset, a staple in autonomous driving research. Perhaps more importantly, the FG2 model offers a new level of transparency. By visualizing the matched points, the researchers showed that the model learns semantically consistent correspondences without being explicitly told to. For example, the system correctly matches zebra crossings, road markings, and even building facades in the ground view to their corresponding locations on the aerial map. This interpretability is extremenly valuable for building trust in safety-critical autonomous systems. “A Clearer Path” for Autonomous Navigation The FG2 method represents a significant leap forward in fine-grained visual localization. By developing a model that intelligently selects and matches features in a way that mirrors human intuition, the EPFL researchers have not only shattered previous accuracy records but also made the decision-making process of the AI more interpretable. This work paves the way for more robust and reliable navigation systems for autonomous vehicles, drones, and robots, bringing us one step closer to a future where machines can confidently navigate our world, even when GPS fails them. Check out the Paper. All credit for this research goes to the researchers of this project. Also, feel free to follow us on Twitter and don’t forget to join our 100k+ ML SubReddit and Subscribe to our Newsletter. Jean-marc MommessinJean-marc is a successful AI business executive .He leads and accelerates growth for AI powered solutions and started a computer vision company in 2006. He is a recognized speaker at AI conferences and has an MBA from Stanford.Jean-marc Mommessinhttps://www.marktechpost.com/author/jean-marc0000677/AI-Generated Ad Created with Google’s Veo3 Airs During NBA Finals, Slashing Production Costs by 95%Jean-marc Mommessinhttps://www.marktechpost.com/author/jean-marc0000677/Highlighted at CVPR 2025: Google DeepMind’s ‘Motion Prompting’ Paper Unlocks Granular Video ControlJean-marc Mommessinhttps://www.marktechpost.com/author/jean-marc0000677/Snowflake Charts New AI Territory: Cortex AISQL & Snowflake Intelligence Poised to Reshape Data AnalyticsJean-marc Mommessinhttps://www.marktechpost.com/author/jean-marc0000677/Exclusive Talk: Joey Conway of NVIDIA on Llama Nemotron Ultra and Open Source Models
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  • [Automaton] “If we don’t make new IPs, we’ll die,” NIS believes mid-size developers need to do what the big guns can’t

    amara
    Member

    Nov 23, 2021

    5,532

    “If we don’t make new IPs, we’ll die,” Nippon Ichi Software believes mid-size developers need to do what the big guns can’t - AUTOMATON WEST

    Nippon Ichi Software’s new CEO Kenzo Saruhashi and Yomawari series creator Yu Mizokami talk about the company’s policy when it comes to making new IPs.

    automaton-media.com

    Disgaea series developer Nippon Ichi Softwareheld a live program in March during which it announced six new titles slated for launch in 2025 and 2026. Except for Fuuraiki 5 – the latest entry in the Fuuraiki travel game series – all of the announced projects were brand-new IPs, which NIS fans were happy to see. In a recent interview with Famitsu, Nippon Ichi Software's new CEO Kenzo Saruhashi and Yomawari series creator Yu Mizokami talked about the company's policy when it comes to making new IPs amidst the rising costs of development and risk of failure.

    From a business perspective, Saruhashi notes, making a sequel is the easier option for game companies, as you can predict sales and profit margins more reliably. "But in our case, we're more driven by whether our fans want a sequel or. If there's demand for, we'll make it."

    On the other hand, making new IPs seems like a non-negotiable for NIS, as Saruhashi comments, "On the flip side, if we were to stop taking on new challenges, we would be like a fish out of water – I think we'd die." Although it may sound dramatic, there is a sound strategy behind this – Saruhashi explains that with NIS being a mid-size company, its survival depends on daring to do the things big companies can't risk trying. This approach has worked for them too, as projects like Yomawarifound their audiences and turned out successful.

    That said, NIS isn't managing to miraculously avoid the issue of rising development costs – in the face of financial constraints, the company is limiting budgets for its more experimental titles and relying on its devs to come up with creative workarounds. Interestingly, Mizokami comments that even if she were suddenly given a multi-million budget to work with, she'd "probably get bored halfway through," preferring the thrill of problem-solving that comes with working on a tight budget. In contrast to triple-A game development, Saruhashi and Mizokami refer to NIS's approach as "speedrun/real-time attck-style game development."
    Click to expand...
    Click to shrink...

     

    RGB
    Member

    Nov 13, 2017

    814

    On the one hand, I applaud the sentiment. But on the other. I just want a good Disgaea from them if they can build upon the rocky start moving to 3D.
     

    Desma
    "This guy are sick"
    Member

    Oct 27, 2017

    6,779

    Niikawa used to talk like that, so the company's in good hands at least.

    Just wonder what happened to their localizations. They completely stopped last year except PB2. 

    t26
    Avenger

    Oct 27, 2017

    5,380

    Will the new CEO consider localizing their VNs?
     

    robotnikus
    Member

    Oct 24, 2023

    693

    t26 said:

    Will the new CEO consider localizing their VNs?

    Click to expand...
    Click to shrink...

    Hope so.
     

    Theswweet
    RPG Site
    Verified

    Oct 25, 2017

    7,293

    California

    Desma said:

    Niikawa used to talk like that, so the company's in good hands at least.

    Just wonder what happened to their localizations. They completely stopped last year except PB2.
    Click to expand...
    Click to shrink...

    Last I heard NISA's localization teams are now focused around their Falcom releases for the most part. 

    Desma
    "This guy are sick"
    Member

    Oct 27, 2017

    6,779

    Theswweet said:

    Last I heard NISA's localization teams are now focused around their Falcom releases for the most part.

    Click to expand...
    Click to shrink...

    Yeah, no doubt they put everybody on Trails to catch up
     

    Theswweet
    RPG Site
    Verified

    Oct 25, 2017

    7,293

    California

    Desma said:

    Yeah, no doubt they put everybody on Trails to catch up

    Click to expand...
    Click to shrink...

    I mean, I know no less than 4 people who worked at Geofront that are currently salaried NISA employees, if I recall correctly. 

    Shard Shinjuku
    Member

    Oct 25, 2017

    31,607

    Tampa

    There is a certain irony here given NIS needs to rely on Disgaea to survive.
     

    Last edited: Today at 12:58 AM

    Pyro
    God help us the mods are making weekend threads
    Member

    Jul 30, 2018

    18,913

    United States

    It is a shame that most new ideas have come from small indies to mid-tier games for... a long ass time now. Over a decade? Even with new IPs made in the PS4 generation, I struggle to think of many that are breaking new ground or just original to the point of feeling that way.
     

    Ckoerner
    Member

    Aug 7, 2019

    979

    RGB said:

    On the one hand, I applaud the sentiment. But on the other. I just want a good Disgaea from them if they can build upon the rocky start moving to 3D.

    Click to expand...
    Click to shrink...

    Seven was good. Worth playing IMHO.
     

    CladInShadows
    Member

    May 2, 2024

    301

    I really hope they make another Labyrinth game
     

    RGB
    Member

    Nov 13, 2017

    814

    Ckoerner said:

    Seven was good. Worth playing IMHO.

    Click to expand...
    Click to shrink...

    Definitely better than six, but it's not the most positive thing that I can't remember if I even finished the story.

    Ultimately even if I thought it was potentially cool on paper the automation stuff wasn't for me, especially in the post game. In six, at least, maybe it works better in seven?

    For reference my personal high bar for post game would be five or four depending on the day you asked. 

    Liam Allen-Miller
    Member

    Nov 2, 2017

    8,023

    Shibuya

    It's frustrating that NIS has legit taken so many stabs at new IPs but hardly anything has landed at all.
     

    Chev
    Member

    Mar 1, 2021

    848

    Shard Shinjuku said:

    There is a certain irony here given NIS needs to rely on Disgaea to survive.

    Click to expand...
    Click to shrink...

    Yeah, but they do try new IPs all the time too.
     

    Strings
    Member

    Oct 27, 2017

    34,620

    Liam Allen-Miller said:

    It's frustrating that NIS has legit taken so many stabs at new IPs but hardly anything has landed at all.

    Click to expand...
    Click to shrink...

    Iunno, it's hard to be positive about the games even if they're new IP. Bar Stella Abyss, Monster Menu, Poison Control, etc are all just kinda ass.
     

    Liam Allen-Miller
    Member

    Nov 2, 2017

    8,023

    Shibuya

    Strings said:

    Iunno, it's hard to be positive about the games even if they're new IP. Bar Stella Abyss, Monster Menu, Poison Control, etc are all just kinda ass.

    Click to expand...
    Click to shrink...

    Certainly! My frustration is on both sides of the equation. Like they actually go to the effort to make lots of new stuff and for one reason or another very few make it. :didnt even localize stella abyss i thought it looked decent

    everything else yeah just kind of mediocre 
    #automaton #dont #make #new #ips
    [Automaton] “If we don’t make new IPs, we’ll die,” NIS believes mid-size developers need to do what the big guns can’t
    amara Member Nov 23, 2021 5,532 “If we don’t make new IPs, we’ll die,” Nippon Ichi Software believes mid-size developers need to do what the big guns can’t - AUTOMATON WEST Nippon Ichi Software’s new CEO Kenzo Saruhashi and Yomawari series creator Yu Mizokami talk about the company’s policy when it comes to making new IPs. automaton-media.com Disgaea series developer Nippon Ichi Softwareheld a live program in March during which it announced six new titles slated for launch in 2025 and 2026. Except for Fuuraiki 5 – the latest entry in the Fuuraiki travel game series – all of the announced projects were brand-new IPs, which NIS fans were happy to see. In a recent interview with Famitsu, Nippon Ichi Software's new CEO Kenzo Saruhashi and Yomawari series creator Yu Mizokami talked about the company's policy when it comes to making new IPs amidst the rising costs of development and risk of failure. From a business perspective, Saruhashi notes, making a sequel is the easier option for game companies, as you can predict sales and profit margins more reliably. "But in our case, we're more driven by whether our fans want a sequel or. If there's demand for, we'll make it." On the other hand, making new IPs seems like a non-negotiable for NIS, as Saruhashi comments, "On the flip side, if we were to stop taking on new challenges, we would be like a fish out of water – I think we'd die." Although it may sound dramatic, there is a sound strategy behind this – Saruhashi explains that with NIS being a mid-size company, its survival depends on daring to do the things big companies can't risk trying. This approach has worked for them too, as projects like Yomawarifound their audiences and turned out successful. That said, NIS isn't managing to miraculously avoid the issue of rising development costs – in the face of financial constraints, the company is limiting budgets for its more experimental titles and relying on its devs to come up with creative workarounds. Interestingly, Mizokami comments that even if she were suddenly given a multi-million budget to work with, she'd "probably get bored halfway through," preferring the thrill of problem-solving that comes with working on a tight budget. In contrast to triple-A game development, Saruhashi and Mizokami refer to NIS's approach as "speedrun/real-time attck-style game development." Click to expand... Click to shrink...   RGB Member Nov 13, 2017 814 On the one hand, I applaud the sentiment. But on the other. I just want a good Disgaea from them if they can build upon the rocky start moving to 3D.   Desma "This guy are sick" Member Oct 27, 2017 6,779 Niikawa used to talk like that, so the company's in good hands at least. Just wonder what happened to their localizations. They completely stopped last year except PB2.  t26 Avenger Oct 27, 2017 5,380 Will the new CEO consider localizing their VNs?   robotnikus Member Oct 24, 2023 693 t26 said: Will the new CEO consider localizing their VNs? Click to expand... Click to shrink... Hope so.   Theswweet RPG Site Verified Oct 25, 2017 7,293 California Desma said: Niikawa used to talk like that, so the company's in good hands at least. Just wonder what happened to their localizations. They completely stopped last year except PB2. Click to expand... Click to shrink... Last I heard NISA's localization teams are now focused around their Falcom releases for the most part.  Desma "This guy are sick" Member Oct 27, 2017 6,779 Theswweet said: Last I heard NISA's localization teams are now focused around their Falcom releases for the most part. Click to expand... Click to shrink... Yeah, no doubt they put everybody on Trails to catch up   Theswweet RPG Site Verified Oct 25, 2017 7,293 California Desma said: Yeah, no doubt they put everybody on Trails to catch up Click to expand... Click to shrink... I mean, I know no less than 4 people who worked at Geofront that are currently salaried NISA employees, if I recall correctly.  Shard Shinjuku Member Oct 25, 2017 31,607 Tampa There is a certain irony here given NIS needs to rely on Disgaea to survive.   Last edited: Today at 12:58 AM Pyro God help us the mods are making weekend threads Member Jul 30, 2018 18,913 United States It is a shame that most new ideas have come from small indies to mid-tier games for... a long ass time now. Over a decade? Even with new IPs made in the PS4 generation, I struggle to think of many that are breaking new ground or just original to the point of feeling that way.   Ckoerner Member Aug 7, 2019 979 RGB said: On the one hand, I applaud the sentiment. But on the other. I just want a good Disgaea from them if they can build upon the rocky start moving to 3D. Click to expand... Click to shrink... Seven was good. Worth playing IMHO.   CladInShadows Member May 2, 2024 301 I really hope they make another Labyrinth game   RGB Member Nov 13, 2017 814 Ckoerner said: Seven was good. Worth playing IMHO. Click to expand... Click to shrink... Definitely better than six, but it's not the most positive thing that I can't remember if I even finished the story. Ultimately even if I thought it was potentially cool on paper the automation stuff wasn't for me, especially in the post game. In six, at least, maybe it works better in seven? For reference my personal high bar for post game would be five or four depending on the day you asked.  Liam Allen-Miller Member Nov 2, 2017 8,023 Shibuya It's frustrating that NIS has legit taken so many stabs at new IPs but hardly anything has landed at all.   Chev Member Mar 1, 2021 848 Shard Shinjuku said: There is a certain irony here given NIS needs to rely on Disgaea to survive. Click to expand... Click to shrink... Yeah, but they do try new IPs all the time too.   Strings Member Oct 27, 2017 34,620 Liam Allen-Miller said: It's frustrating that NIS has legit taken so many stabs at new IPs but hardly anything has landed at all. Click to expand... Click to shrink... Iunno, it's hard to be positive about the games even if they're new IP. Bar Stella Abyss, Monster Menu, Poison Control, etc are all just kinda ass.   Liam Allen-Miller Member Nov 2, 2017 8,023 Shibuya Strings said: Iunno, it's hard to be positive about the games even if they're new IP. Bar Stella Abyss, Monster Menu, Poison Control, etc are all just kinda ass. Click to expand... Click to shrink... Certainly! My frustration is on both sides of the equation. Like they actually go to the effort to make lots of new stuff and for one reason or another very few make it. :didnt even localize stella abyss i thought it looked decent everything else yeah just kind of mediocre  #automaton #dont #make #new #ips
    WWW.RESETERA.COM
    [Automaton] “If we don’t make new IPs, we’ll die,” NIS believes mid-size developers need to do what the big guns can’t
    amara Member Nov 23, 2021 5,532 “If we don’t make new IPs, we’ll die,” Nippon Ichi Software believes mid-size developers need to do what the big guns can’t - AUTOMATON WEST Nippon Ichi Software’s new CEO Kenzo Saruhashi and Yomawari series creator Yu Mizokami talk about the company’s policy when it comes to making new IPs. automaton-media.com Disgaea series developer Nippon Ichi Software (NIS) held a live program in March during which it announced six new titles slated for launch in 2025 and 2026. Except for Fuuraiki 5 – the latest entry in the Fuuraiki travel game series – all of the announced projects were brand-new IPs, which NIS fans were happy to see. In a recent interview with Famitsu, Nippon Ichi Software's new CEO Kenzo Saruhashi and Yomawari series creator Yu Mizokami talked about the company's policy when it comes to making new IPs amidst the rising costs of development and risk of failure. From a business perspective, Saruhashi notes, making a sequel is the easier option for game companies, as you can predict sales and profit margins more reliably. "But in our case, we're more driven by whether our fans want a sequel or. If there's demand for, we'll make it." On the other hand, making new IPs seems like a non-negotiable for NIS, as Saruhashi comments, "On the flip side, if we were to stop taking on new challenges, we would be like a fish out of water – I think we'd die." Although it may sound dramatic, there is a sound strategy behind this – Saruhashi explains that with NIS being a mid-size company, its survival depends on daring to do the things big companies can't risk trying. This approach has worked for them too, as projects like Yomawari (which director Mizokami describes as "a big risk") found their audiences and turned out successful. That said, NIS isn't managing to miraculously avoid the issue of rising development costs – in the face of financial constraints, the company is limiting budgets for its more experimental titles and relying on its devs to come up with creative workarounds. Interestingly, Mizokami comments that even if she were suddenly given a multi-million budget to work with, she'd "probably get bored halfway through," preferring the thrill of problem-solving that comes with working on a tight budget. In contrast to triple-A game development, Saruhashi and Mizokami refer to NIS's approach as "speedrun/real-time attck-style game development." Click to expand... Click to shrink...   RGB Member Nov 13, 2017 814 On the one hand, I applaud the sentiment. But on the other. I just want a good Disgaea from them if they can build upon the rocky start moving to 3D.   Desma "This guy are sick" Member Oct 27, 2017 6,779 Niikawa used to talk like that, so the company's in good hands at least. Just wonder what happened to their localizations. They completely stopped last year except PB2.  t26 Avenger Oct 27, 2017 5,380 Will the new CEO consider localizing their VNs?   robotnikus Member Oct 24, 2023 693 t26 said: Will the new CEO consider localizing their VNs? Click to expand... Click to shrink... Hope so.   Theswweet RPG Site Verified Oct 25, 2017 7,293 California Desma said: Niikawa used to talk like that, so the company's in good hands at least. Just wonder what happened to their localizations. They completely stopped last year except PB2. Click to expand... Click to shrink... Last I heard NISA's localization teams are now focused around their Falcom releases for the most part.  Desma "This guy are sick" Member Oct 27, 2017 6,779 Theswweet said: Last I heard NISA's localization teams are now focused around their Falcom releases for the most part. Click to expand... Click to shrink... Yeah, no doubt they put everybody on Trails to catch up   Theswweet RPG Site Verified Oct 25, 2017 7,293 California Desma said: Yeah, no doubt they put everybody on Trails to catch up Click to expand... Click to shrink... I mean, I know no less than 4 people who worked at Geofront that are currently salaried NISA employees, if I recall correctly.  Shard Shinjuku Member Oct 25, 2017 31,607 Tampa There is a certain irony here given NIS needs to rely on Disgaea to survive.   Last edited: Today at 12:58 AM Pyro God help us the mods are making weekend threads Member Jul 30, 2018 18,913 United States It is a shame that most new ideas have come from small indies to mid-tier games for... a long ass time now. Over a decade? Even with new IPs made in the PS4 generation, I struggle to think of many that are breaking new ground or just original to the point of feeling that way (e.g. Death Stranding).   Ckoerner Member Aug 7, 2019 979 RGB said: On the one hand, I applaud the sentiment. But on the other. I just want a good Disgaea from them if they can build upon the rocky start moving to 3D. Click to expand... Click to shrink... Seven was good. Worth playing IMHO.   CladInShadows Member May 2, 2024 301 I really hope they make another Labyrinth game   RGB Member Nov 13, 2017 814 Ckoerner said: Seven was good. Worth playing IMHO. Click to expand... Click to shrink... Definitely better than six, but it's not the most positive thing that I can't remember if I even finished the story. Ultimately even if I thought it was potentially cool on paper the automation stuff wasn't for me, especially in the post game. In six, at least, maybe it works better in seven? For reference my personal high bar for post game would be five or four depending on the day you asked.  Liam Allen-Miller Member Nov 2, 2017 8,023 Shibuya It's frustrating that NIS has legit taken so many stabs at new IPs but hardly anything has landed at all.   Chev Member Mar 1, 2021 848 Shard Shinjuku said: There is a certain irony here given NIS needs to rely on Disgaea to survive. Click to expand... Click to shrink... Yeah, but they do try new IPs all the time too.   Strings Member Oct 27, 2017 34,620 Liam Allen-Miller said: It's frustrating that NIS has legit taken so many stabs at new IPs but hardly anything has landed at all. Click to expand... Click to shrink... Iunno, it's hard to be positive about the games even if they're new IP. Bar Stella Abyss, Monster Menu, Poison Control, etc are all just kinda ass.   Liam Allen-Miller Member Nov 2, 2017 8,023 Shibuya Strings said: Iunno, it's hard to be positive about the games even if they're new IP. Bar Stella Abyss, Monster Menu, Poison Control, etc are all just kinda ass. Click to expand... Click to shrink... Certainly! My frustration is on both sides of the equation (consumers letting down the great stuff, the poorer stuff letting down themselves). Like they actually go to the effort to make lots of new stuff and for one reason or another very few make it. :(   Rum&coke Member May 19, 2025 97 Is Labyrinth of Refrain the last good new IP NIS made?   hyjonx Member Nov 27, 2022 328 they (NISA) didnt even localize stella abyss i thought it looked decent everything else yeah just kind of mediocre 
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  • Lunar Remastered Collection Physical Edition Restocked At Amazon

    Lunar Remastered Collection Physical Edition| Restocked on May 30 See Lunar Remastered Collection's physical edition is back in stock for Nintendo Switch, PS4, and Xbox One. The physical edition is exclusive to Amazon in the US and has been hard to secure since the two-game collection became available to purchase on launch day. The Nintendo Switch version in particular tends to sell out quicker than the PS4 and Xbox One versions. Lunar Remastered Collection's physical edition retails for five bucks more than the digital edition for consoles and PC.Lunar Remastered Collection Amazon Listings:PlayStationNintendo SwitchXboxLunar Remastered Collection Physical Edition| Restocked on May 30 The Lunar Remastered Collection includes enhanced versions of Lunar: Silver Star Story Complete and its sequel, Lunar 2: Eternal Blue Complete.Both games feature retouched graphics, enhanced audio, new English localizations, and gameplay tweaks like optional battle speed increases to make the classic RPGs more approachable.The Amazon-exclusive physical editions have reversible cover art featuring both Lunar and Lunar 2 by series illustrator and anime artist Toshiyuki Kubooka.A digital version of the collection is also available for consoles and PC via Steam. See This collection offers a great way to experience two of the most important RPGs from the 16-bit and 32-bit console eras. The original Lunar: Silver Star Story is considered a landmark title in the Japanese RPG lineage and was one of the first console RPGs to feature voice acting, animated cutscenes, and CD-quality music thanks to its original platform, the Sega CD. It was later remade for PS1 and Sega Saturn as Lunar: Silver Star Story Complete, which is the version included in the Lunar Remastered Collection. Its sequel, Lunar 2: Eternal Blue, also launched on PS1 and Saturn and built upon the gameplay and story presentation of the first game, featuring even more voiced dialogue and a larger cast.Continue Reading at GameSpot
    #lunar #remastered #collection #physical #edition
    Lunar Remastered Collection Physical Edition Restocked At Amazon
    Lunar Remastered Collection Physical Edition| Restocked on May 30 See Lunar Remastered Collection's physical edition is back in stock for Nintendo Switch, PS4, and Xbox One. The physical edition is exclusive to Amazon in the US and has been hard to secure since the two-game collection became available to purchase on launch day. The Nintendo Switch version in particular tends to sell out quicker than the PS4 and Xbox One versions. Lunar Remastered Collection's physical edition retails for five bucks more than the digital edition for consoles and PC.Lunar Remastered Collection Amazon Listings:PlayStationNintendo SwitchXboxLunar Remastered Collection Physical Edition| Restocked on May 30 The Lunar Remastered Collection includes enhanced versions of Lunar: Silver Star Story Complete and its sequel, Lunar 2: Eternal Blue Complete.Both games feature retouched graphics, enhanced audio, new English localizations, and gameplay tweaks like optional battle speed increases to make the classic RPGs more approachable.The Amazon-exclusive physical editions have reversible cover art featuring both Lunar and Lunar 2 by series illustrator and anime artist Toshiyuki Kubooka.A digital version of the collection is also available for consoles and PC via Steam. See This collection offers a great way to experience two of the most important RPGs from the 16-bit and 32-bit console eras. The original Lunar: Silver Star Story is considered a landmark title in the Japanese RPG lineage and was one of the first console RPGs to feature voice acting, animated cutscenes, and CD-quality music thanks to its original platform, the Sega CD. It was later remade for PS1 and Sega Saturn as Lunar: Silver Star Story Complete, which is the version included in the Lunar Remastered Collection. Its sequel, Lunar 2: Eternal Blue, also launched on PS1 and Saturn and built upon the gameplay and story presentation of the first game, featuring even more voiced dialogue and a larger cast.Continue Reading at GameSpot #lunar #remastered #collection #physical #edition
    WWW.GAMESPOT.COM
    Lunar Remastered Collection Physical Edition Restocked At Amazon
    Lunar Remastered Collection Physical Edition (PS4, Switch) $55 | Restocked on May 30 See at Amazon Lunar Remastered Collection's physical edition is back in stock for Nintendo Switch, PS4, and Xbox One. The physical edition is exclusive to Amazon in the US and has been hard to secure since the two-game collection became available to purchase on launch day (April 18). The Nintendo Switch version in particular tends to sell out quicker than the PS4 and Xbox One versions. Lunar Remastered Collection's physical edition retails for $55, five bucks more than the digital edition for consoles and PC.Lunar Remastered Collection Amazon Listings:PlayStation (PS4 & PS5)Nintendo SwitchXbox (Series X & Xbox One) Lunar Remastered Collection Physical Edition (PS4, Switch) $55 | Restocked on May 30 The Lunar Remastered Collection includes enhanced versions of Lunar: Silver Star Story Complete and its sequel, Lunar 2: Eternal Blue Complete.Both games feature retouched graphics, enhanced audio, new English localizations, and gameplay tweaks like optional battle speed increases to make the classic RPGs more approachable.The Amazon-exclusive physical editions have reversible cover art featuring both Lunar and Lunar 2 by series illustrator and anime artist Toshiyuki Kubooka.A digital version of the collection is also available for consoles and PC via Steam. See at Amazon This collection offers a great way to experience two of the most important RPGs from the 16-bit and 32-bit console eras. The original Lunar: Silver Star Story is considered a landmark title in the Japanese RPG lineage and was one of the first console RPGs to feature voice acting, animated cutscenes, and CD-quality music thanks to its original platform, the Sega CD. It was later remade for PS1 and Sega Saturn as Lunar: Silver Star Story Complete, which is the version included in the Lunar Remastered Collection. Its sequel, Lunar 2: Eternal Blue, also launched on PS1 and Saturn and built upon the gameplay and story presentation of the first game, featuring even more voiced dialogue and a larger cast.Continue Reading at GameSpot
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  • The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what's next

    The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what's next
    Plus: how Kepler plans to be the A24 for games, and why a follow-up to Clair Obscur won't involve a big studio expansion

    Image credit: Sandfall Interactive

    Feature

    by Lewis Packwood
    Contributor

    Published on May 27, 2025

    The success of Clair Obscur: Expedition 33 – which sold 2 million copies within 12 days of launch – has meant all eyes are now on its developer, Sandfall Interactive.
    As the games industry mulls how to move forward, faced with a saturated market, widespread layoffs and spiralling development costs, the fact that an original title made by a relatively small team could see such massive success gives hope to everyone.
    It's also an emphatic validation of the strategy of Clair Obscur's publisher, Kepler Interactive, which since its formation in 2021 has focused on original titles with eye-catching art styles and mould-breaking gameplay, including Sifu, Tchia, Scorn, Pacific Drive, Ultros, Bionic Bay, and the upcoming Rematch.
    "They respect creativity and innovation in games, they have a very high standard in choosing games to publish, and they are very fun people to work with," enthuses Shuhei Yoshida, former president of Sony Interactive Entertainment Worldwide Studios, and now a freelance consultant for Kepler. Yoshida has been helping to evaluate game pitches for the publisher since he left Sony in January, as well as helping to promote Bionic Bay and Clair Obscur.
    "They have a great balance in looking for innovation in games and investing in commercially viable projects," he says. "I think the way Kepler chooses games and supports developers is a great example of sustainable indie publishing. I expect many companies in the industry will look for inspiration from what Kepler is doing."
    Coop mode
    One thing that immediately marks out Kepler as different is its structure. "Kepler is co-owned by a group of studios, but they all operate autonomously," explains portfolio director Matthew Handrahan, who joined Kepler from PlayStation in 2022.
    "They make a lot of their own choices creatively and commercially in terms of the direction of their business. But there is a collaborative aspect that they can draw upon if they feel they need it. The thing that we definitely are very clear on is Kepler is not sitting here telling anyone what to do."
    The idea is that Kepler can provide support into each studio in terms of things like HR, legal teams, and IT. "And each one of them can draw on that to the degree that they want to, in the belief that if you give people that solid base, they can just focus more on being creative," says Handrahan.

    Image credit: Sandfall Interactive

    But the plan was always for Kepler to become a third party publisher, he continues. So in addition to publishing games from its own studios, since 2024 Kepler has started releasing games from outside developers, like Pacific Drive, Clair Obscur, and the newly signed PVKK from Bippinbits, the creators of Dome Keeper. "As we go forward, what we really hope is that people can spot a Kepler game," says Handrahan.
    So what marks out a Kepler title? CEO Alexis Garavaryan has previously emphasised the publisher champions games with "bold art direction and innovative game design" that avoid familiar influences like Star Wars and superheroes. Handrahan says this is essential in today's market. "I remember writing about Steam being overcrowded for GamesIndustry.biz 10 years ago, and saying, 'Oh, there's too many games'," he says. "Well there's five times more games being released now. So if you are coming to market with a game, it had better be doing something genuinely fresh."
    What Kepler definitely isn't doing is chasing trends, which Handrahan says is a dangerous strategy. He gives the example of Balatro imitators. "If you're making something hot on the heels of that, by the time you get to market, there'll probably be 150 other alternatives."
    One can't help thinking, too, of the expensive failure of Concord at PlayStation, which proved to be one hero shooter too many.
    The next expedition
    Sandfall's COO and producer François Meurisse says that the fact that studio head Guillaume Broche was deliberately avoiding chasing trends with Clair Obscur was what attracted him to join in the first place.
    "Some people predicted to us that it was a trickywhen we started development, and there could be kind of a curse on AA games"
    François Meurisse, Sandfall Interactive
    He was immediately on board with Broche's passion for revitalising the kind of flashy, 3D, turn-based JRPGs that had long gone out of fashion. That passion came first: the strategy came later. "A bit after, when we tried to rationalise that yearning he has for this kind of game, we realised that it wasn't addressed as much in the market, and maybe there was a place for it," says Meurisse.
    The end result went beyond their wildest dreams. "The game has had success to an extent that we didn't imagine," he says. "We smashed our forecasts pretty fast."
    Naturally, thoughts are already turning to a follow-up. "There will be another video game, for sure," says Meurisse, adding that it's a little early to say exactly what form it will take. "I can't wait to dig more into the ideas we already have for the next game," he says.
    "Plus the team has grown up, has acquired new skills throughout production," he says. "Many of them were junior when we started. We learned to work together. So I can't wait to get to the next project, because we'll start from a more efficient position than when we started the company five years ago. And thatwith higher expectations as well, so it will be challenging. But I can say that we have – and Guillaume in particular has – great ideas for the next game."
    AA comeback

    Image credit: Sandfall Interactive

    The success of Clair Obscur has led many to herald the comeback of AA games, a sector that has shrunk significantly over the past couple of console generations – even if it's a harder category to define in 2025 based on a lack of publicly available budget numbers. "Some people predicted to us that it was a trickywhen we started development, and there could be kind of a curse on AA games," remembers Meurisse.
    "But from our perspective, we didn't care too much about market considerations.In a sense, A Plague Tale or Mortal Shell or Hellblade, games like those were already proof for us that small teams of less than 50 people could have great games and great execution."
    Speaking of team size, much was made of the claim that Clair Obscur was created by a team of around 30, although many were quick to point out that the credits include dozens more people than that, working on things like QA, localization and voice production, as well as a ‘gameplay animation' team in Korea.
    "These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew"
    Matt Handrahan, Kepler Interactive
    So was the game mis-sold?
    "I don't think so," says Handrahan. "I think that the creative engine of the game was that group of 30.In terms of what the game is – the vision of it and the way in which it's executed –does come from that nucleus of staff that is at Sandfall."
    "In terms of main credits over the four years of production, we were on average about 30 people," clarifies Meurisse. "We started with less than 10 people, scaled up until 30, and close to 40, and then scaled a little bit down. You mentioned Korean animators, but it's important to mention that none of them were full time. They were doing some extras beside some other jobs of animation. So the core team was on average 30 people in the home studio, plus privileged contractors like the lead writer or the composer, for example: I include them in that core team."
    "But of course, we had a galaxy of partners revolving around the project. Kepler in the first place – and I want to really pinpoint that they were really key in the success of the game – plus some other creative people as well, like musician players, translators, QA testers also. And that definitely extends the team, and I'm super grateful we could work with all those superpassionate partners from all over the world."
    "I think people fixated on this number," adds Handrahan, "but actually the more useful thing that was being said was that this is not a AAA game, right? You can look at those credits, and it's still definitely not a AAA game."
    "These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew, and brought in different ways of monetising," he continues.
    "We have to remember there was a time when AAA companies were making games like Vanquish and Mirror's Edge and Kane & Lynch, and all of these really cool, interesting, not small games, but much smaller scale games. And you've seen the number of releases from AAA publishers dwindle and dwindle and dwindle. Now there's an opportunity for teams like Sandfall to come in and give players something that they really have not been given for quite a long time."
    Which leads us to ask, if Clair Obscur can't be classed as a AAA game, how much did it cost, exactly? Neither Handrahan nor Meurisse is willing to disclose the true figure. "I would say that I've seen a lot of budget estimations that are all higher than the real budget," muses Meurisse.
    Handrahan agrees. "Everybody's desperate to know what the budget is, and I won't tell them, but I would guarantee if you got 10 people to guess, I think all 10 wouldn't guess the actual figure," he says. "I'm sure Mirror's Edge and Vanquish cost more, put it that way."
    Keeping the team small

    Image credit: Sandfall Interactive

    With a success like Clair Obscur, the temptation might be to scale up the studio for a blockbuster sequel: a pattern we've seen with successful franchises many times before. But Meurisse says that's something Sandfall wants to avoid.
    "For now, our vision would be to stick to a close team working in the same city with less than 50 people on board, focusing on one project after another, and keeping this agility, and this creative strength, and smartness of a small group of passionate people wanting to do something big," he says.
    "That's how video games were made for years," he continues. "The team that made Ocarina of Time or Half-Life 2, I think those were max 60 or 70 people*, and that kind of size allows for good decisions and great creativity."
    He adds that the studio might recruit a few more members, but it won't start working on multiple projects simultaneously, and they will deliberately avoid growing too big and unwieldy. "We want to keep the organisation that made us successful," he says.
    Handrahan notes that because game making is an iterative process, maintaining only a small permanent team makes sense. "I think keeping a core team to hold the vision and to build out what the game is, and then expanding as you need to through things like outsourcing, is a very smart and sustainable way to manage game development," he says.
    "I think that there's been a lot of irresponsible practices in the industry," he continues, referring to the inherent risks involved in ballooning AAA budgets and team sizes. "Some games can make it work. Grand Theft Auto 6 is going to make it work, I think we can all say with great confidence. But there are plenty of games made with very large teams and for huge amounts of money that don't land, and there is a human cost to running things that way. People lose their jobs. God knows how many layoffs there's been in the industry over the last few years."
    He worries that the temptation to scale up is too great. "I do see a lot of developers who ship a game and then get some level of success – even very small levels of success or on very small budgets – and then almost instinctively feel like they need to double or triple the budget of the next game. And that is something I definitely question."
    No bloat
    He also questions the need to make games bigger. "One of the things that's great about Expedition 33 is it really respects the player's time. It gives them plenty to do, and it gives them plenty of satisfaction, but it isn't arbitrarily 500 hours of gameplay. It's impactful because it's scoped correctly.It doesn't have any sense of bloat or extraneous things that are put there just to make it larger and larger and larger."
    "Brevity should be more of a virtue in gaming," he adds. "Something can be better by being shorter – something that's being discussed in film at the moment. Every film seems to be two and a half hours long, and I think most people are like, 'Can they all be a bit shorter, please? Because we have other things to do with our lives'."
    Meurisse notes that the focus for Clair Obscur was always on quality over quantity. "From the beginning, we wanted to do an intense and short experience," he says. "The first length estimates of the game were closer to 20 hours for the main quest. I think we ended up closer to 30, even 40 hours if you take a bit of time. As a player, there are so many great games out there that I want to experience,what's important to me is the level of excitement and fun I get from a game, rather than how long it is."
    He also questions the link between game length and price. "The value that players get from games does not align systematically with the length of the game," he says. "For example, one of my favourite games of all time is Inside, which lasts about two hours, but it's one of the most polished, and intense– and even life changing for some people."
    What are games worth?
    Notably, Clair Obscur launched at a price point of /at a time when the standard price for big-budget games is creeping up to "I think as that AAA price goes up, I think it creates more of an opportunity to be launching games – more sensibly scoped games –pricing them at that –50 range," says Handrahan. "And I don't think anyone that played Expedition 33 would think they didn't get their money's worth out of that."
    "When we announced the pricing at we did actually have a little of a backlash online," adds Meurisse, "with people fearing it would be a 12-hour-long game with unfinished content, and that it was suspicious to have a game that was looking like this in the trailers. But in the end we stuck with the price, we doubled down on it,we provided some context about the fact that it wasn't a AAA."
    "In the end, it was a win-win situation, because it was a way to attract more players towards the game, to have good player satisfaction about their buying, and it could actually end up doing more sales. So maybe players' perception can change a bit about that kind of price."
    The Kepler brand

    Image credit: Sandfall Interactive

    Clair Obscur has obviously provided a huge boost for Kepler as a publisher, and Handrahan says the plan now is for Kepler to build a brand as the home for high-quality, mid-sized games with a unique vision.
    He gives the newly signed PVKK as an example. "The art direction is very high quality, it's very, very bold. It has a strong narrative component. It has innovative gameplay design. It speaks to wider culture, it's not an insular vision for a game. I think you get a lot of games that are kind of just about other games, and that is not something we're interested in necessarily."
    It's a model that he thinks others could follow. "We definitely want there to be strong associations with the games we do, so if that is something that other publishers could imitate or follow along from, then all the better," he says, adding that it makes little sense for publishers to cast a broad net of styles and genres in such a crowded market.
    But of course, there is a risk to championing unique, untested visions. So what does Kepler do to mitigate that risk? "We definitely do market research," says Handrahan – although he adds that ultimately the process is subjective.
    "I came to this company because I really trusted the taste of the people that I work for. I have always felt that if I'm really excited by a game, there will be other people out there who are excited by it. Yes, you can test that against market research, and that is definitely a function that we have in the company, and we use it. But our litmus test is a subjective level of excitement and belief in the vision and creativity that we see in the games that we sign."
    He points to companies in other media, like A24 or Warped Records, that have taken a similar approach with great success. "We want to be that in games."
    *Fact check note: Valve's core team was actually 84 for Half-Life 2, without including the many people involved in voice acting, QA, IT, legal, and so on. The team behind Legend of Zelda: Ocarina of Time numbered around 66, although the people involved in QA testing aren't listed individually in the credits.
    #big #clair #obscur #expedition #interview
    The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what's next
    The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what's next Plus: how Kepler plans to be the A24 for games, and why a follow-up to Clair Obscur won't involve a big studio expansion Image credit: Sandfall Interactive Feature by Lewis Packwood Contributor Published on May 27, 2025 The success of Clair Obscur: Expedition 33 – which sold 2 million copies within 12 days of launch – has meant all eyes are now on its developer, Sandfall Interactive. As the games industry mulls how to move forward, faced with a saturated market, widespread layoffs and spiralling development costs, the fact that an original title made by a relatively small team could see such massive success gives hope to everyone. It's also an emphatic validation of the strategy of Clair Obscur's publisher, Kepler Interactive, which since its formation in 2021 has focused on original titles with eye-catching art styles and mould-breaking gameplay, including Sifu, Tchia, Scorn, Pacific Drive, Ultros, Bionic Bay, and the upcoming Rematch. "They respect creativity and innovation in games, they have a very high standard in choosing games to publish, and they are very fun people to work with," enthuses Shuhei Yoshida, former president of Sony Interactive Entertainment Worldwide Studios, and now a freelance consultant for Kepler. Yoshida has been helping to evaluate game pitches for the publisher since he left Sony in January, as well as helping to promote Bionic Bay and Clair Obscur. "They have a great balance in looking for innovation in games and investing in commercially viable projects," he says. "I think the way Kepler chooses games and supports developers is a great example of sustainable indie publishing. I expect many companies in the industry will look for inspiration from what Kepler is doing." Coop mode One thing that immediately marks out Kepler as different is its structure. "Kepler is co-owned by a group of studios, but they all operate autonomously," explains portfolio director Matthew Handrahan, who joined Kepler from PlayStation in 2022. "They make a lot of their own choices creatively and commercially in terms of the direction of their business. But there is a collaborative aspect that they can draw upon if they feel they need it. The thing that we definitely are very clear on is Kepler is not sitting here telling anyone what to do." The idea is that Kepler can provide support into each studio in terms of things like HR, legal teams, and IT. "And each one of them can draw on that to the degree that they want to, in the belief that if you give people that solid base, they can just focus more on being creative," says Handrahan. Image credit: Sandfall Interactive But the plan was always for Kepler to become a third party publisher, he continues. So in addition to publishing games from its own studios, since 2024 Kepler has started releasing games from outside developers, like Pacific Drive, Clair Obscur, and the newly signed PVKK from Bippinbits, the creators of Dome Keeper. "As we go forward, what we really hope is that people can spot a Kepler game," says Handrahan. So what marks out a Kepler title? CEO Alexis Garavaryan has previously emphasised the publisher champions games with "bold art direction and innovative game design" that avoid familiar influences like Star Wars and superheroes. Handrahan says this is essential in today's market. "I remember writing about Steam being overcrowded for GamesIndustry.biz 10 years ago, and saying, 'Oh, there's too many games'," he says. "Well there's five times more games being released now. So if you are coming to market with a game, it had better be doing something genuinely fresh." What Kepler definitely isn't doing is chasing trends, which Handrahan says is a dangerous strategy. He gives the example of Balatro imitators. "If you're making something hot on the heels of that, by the time you get to market, there'll probably be 150 other alternatives." One can't help thinking, too, of the expensive failure of Concord at PlayStation, which proved to be one hero shooter too many. The next expedition Sandfall's COO and producer François Meurisse says that the fact that studio head Guillaume Broche was deliberately avoiding chasing trends with Clair Obscur was what attracted him to join in the first place. "Some people predicted to us that it was a trickywhen we started development, and there could be kind of a curse on AA games" François Meurisse, Sandfall Interactive He was immediately on board with Broche's passion for revitalising the kind of flashy, 3D, turn-based JRPGs that had long gone out of fashion. That passion came first: the strategy came later. "A bit after, when we tried to rationalise that yearning he has for this kind of game, we realised that it wasn't addressed as much in the market, and maybe there was a place for it," says Meurisse. The end result went beyond their wildest dreams. "The game has had success to an extent that we didn't imagine," he says. "We smashed our forecasts pretty fast." Naturally, thoughts are already turning to a follow-up. "There will be another video game, for sure," says Meurisse, adding that it's a little early to say exactly what form it will take. "I can't wait to dig more into the ideas we already have for the next game," he says. "Plus the team has grown up, has acquired new skills throughout production," he says. "Many of them were junior when we started. We learned to work together. So I can't wait to get to the next project, because we'll start from a more efficient position than when we started the company five years ago. And thatwith higher expectations as well, so it will be challenging. But I can say that we have – and Guillaume in particular has – great ideas for the next game." AA comeback Image credit: Sandfall Interactive The success of Clair Obscur has led many to herald the comeback of AA games, a sector that has shrunk significantly over the past couple of console generations – even if it's a harder category to define in 2025 based on a lack of publicly available budget numbers. "Some people predicted to us that it was a trickywhen we started development, and there could be kind of a curse on AA games," remembers Meurisse. "But from our perspective, we didn't care too much about market considerations.In a sense, A Plague Tale or Mortal Shell or Hellblade, games like those were already proof for us that small teams of less than 50 people could have great games and great execution." Speaking of team size, much was made of the claim that Clair Obscur was created by a team of around 30, although many were quick to point out that the credits include dozens more people than that, working on things like QA, localization and voice production, as well as a ‘gameplay animation' team in Korea. "These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew" Matt Handrahan, Kepler Interactive So was the game mis-sold? "I don't think so," says Handrahan. "I think that the creative engine of the game was that group of 30.In terms of what the game is – the vision of it and the way in which it's executed –does come from that nucleus of staff that is at Sandfall." "In terms of main credits over the four years of production, we were on average about 30 people," clarifies Meurisse. "We started with less than 10 people, scaled up until 30, and close to 40, and then scaled a little bit down. You mentioned Korean animators, but it's important to mention that none of them were full time. They were doing some extras beside some other jobs of animation. So the core team was on average 30 people in the home studio, plus privileged contractors like the lead writer or the composer, for example: I include them in that core team." "But of course, we had a galaxy of partners revolving around the project. Kepler in the first place – and I want to really pinpoint that they were really key in the success of the game – plus some other creative people as well, like musician players, translators, QA testers also. And that definitely extends the team, and I'm super grateful we could work with all those superpassionate partners from all over the world." "I think people fixated on this number," adds Handrahan, "but actually the more useful thing that was being said was that this is not a AAA game, right? You can look at those credits, and it's still definitely not a AAA game." "These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew, and brought in different ways of monetising," he continues. "We have to remember there was a time when AAA companies were making games like Vanquish and Mirror's Edge and Kane & Lynch, and all of these really cool, interesting, not small games, but much smaller scale games. And you've seen the number of releases from AAA publishers dwindle and dwindle and dwindle. Now there's an opportunity for teams like Sandfall to come in and give players something that they really have not been given for quite a long time." Which leads us to ask, if Clair Obscur can't be classed as a AAA game, how much did it cost, exactly? Neither Handrahan nor Meurisse is willing to disclose the true figure. "I would say that I've seen a lot of budget estimations that are all higher than the real budget," muses Meurisse. Handrahan agrees. "Everybody's desperate to know what the budget is, and I won't tell them, but I would guarantee if you got 10 people to guess, I think all 10 wouldn't guess the actual figure," he says. "I'm sure Mirror's Edge and Vanquish cost more, put it that way." Keeping the team small Image credit: Sandfall Interactive With a success like Clair Obscur, the temptation might be to scale up the studio for a blockbuster sequel: a pattern we've seen with successful franchises many times before. But Meurisse says that's something Sandfall wants to avoid. "For now, our vision would be to stick to a close team working in the same city with less than 50 people on board, focusing on one project after another, and keeping this agility, and this creative strength, and smartness of a small group of passionate people wanting to do something big," he says. "That's how video games were made for years," he continues. "The team that made Ocarina of Time or Half-Life 2, I think those were max 60 or 70 people*, and that kind of size allows for good decisions and great creativity." He adds that the studio might recruit a few more members, but it won't start working on multiple projects simultaneously, and they will deliberately avoid growing too big and unwieldy. "We want to keep the organisation that made us successful," he says. Handrahan notes that because game making is an iterative process, maintaining only a small permanent team makes sense. "I think keeping a core team to hold the vision and to build out what the game is, and then expanding as you need to through things like outsourcing, is a very smart and sustainable way to manage game development," he says. "I think that there's been a lot of irresponsible practices in the industry," he continues, referring to the inherent risks involved in ballooning AAA budgets and team sizes. "Some games can make it work. Grand Theft Auto 6 is going to make it work, I think we can all say with great confidence. But there are plenty of games made with very large teams and for huge amounts of money that don't land, and there is a human cost to running things that way. People lose their jobs. God knows how many layoffs there's been in the industry over the last few years." He worries that the temptation to scale up is too great. "I do see a lot of developers who ship a game and then get some level of success – even very small levels of success or on very small budgets – and then almost instinctively feel like they need to double or triple the budget of the next game. And that is something I definitely question." No bloat He also questions the need to make games bigger. "One of the things that's great about Expedition 33 is it really respects the player's time. It gives them plenty to do, and it gives them plenty of satisfaction, but it isn't arbitrarily 500 hours of gameplay. It's impactful because it's scoped correctly.It doesn't have any sense of bloat or extraneous things that are put there just to make it larger and larger and larger." "Brevity should be more of a virtue in gaming," he adds. "Something can be better by being shorter – something that's being discussed in film at the moment. Every film seems to be two and a half hours long, and I think most people are like, 'Can they all be a bit shorter, please? Because we have other things to do with our lives'." Meurisse notes that the focus for Clair Obscur was always on quality over quantity. "From the beginning, we wanted to do an intense and short experience," he says. "The first length estimates of the game were closer to 20 hours for the main quest. I think we ended up closer to 30, even 40 hours if you take a bit of time. As a player, there are so many great games out there that I want to experience,what's important to me is the level of excitement and fun I get from a game, rather than how long it is." He also questions the link between game length and price. "The value that players get from games does not align systematically with the length of the game," he says. "For example, one of my favourite games of all time is Inside, which lasts about two hours, but it's one of the most polished, and intense– and even life changing for some people." What are games worth? Notably, Clair Obscur launched at a price point of /at a time when the standard price for big-budget games is creeping up to "I think as that AAA price goes up, I think it creates more of an opportunity to be launching games – more sensibly scoped games –pricing them at that –50 range," says Handrahan. "And I don't think anyone that played Expedition 33 would think they didn't get their money's worth out of that." "When we announced the pricing at we did actually have a little of a backlash online," adds Meurisse, "with people fearing it would be a 12-hour-long game with unfinished content, and that it was suspicious to have a game that was looking like this in the trailers. But in the end we stuck with the price, we doubled down on it,we provided some context about the fact that it wasn't a AAA." "In the end, it was a win-win situation, because it was a way to attract more players towards the game, to have good player satisfaction about their buying, and it could actually end up doing more sales. So maybe players' perception can change a bit about that kind of price." The Kepler brand Image credit: Sandfall Interactive Clair Obscur has obviously provided a huge boost for Kepler as a publisher, and Handrahan says the plan now is for Kepler to build a brand as the home for high-quality, mid-sized games with a unique vision. He gives the newly signed PVKK as an example. "The art direction is very high quality, it's very, very bold. It has a strong narrative component. It has innovative gameplay design. It speaks to wider culture, it's not an insular vision for a game. I think you get a lot of games that are kind of just about other games, and that is not something we're interested in necessarily." It's a model that he thinks others could follow. "We definitely want there to be strong associations with the games we do, so if that is something that other publishers could imitate or follow along from, then all the better," he says, adding that it makes little sense for publishers to cast a broad net of styles and genres in such a crowded market. But of course, there is a risk to championing unique, untested visions. So what does Kepler do to mitigate that risk? "We definitely do market research," says Handrahan – although he adds that ultimately the process is subjective. "I came to this company because I really trusted the taste of the people that I work for. I have always felt that if I'm really excited by a game, there will be other people out there who are excited by it. Yes, you can test that against market research, and that is definitely a function that we have in the company, and we use it. But our litmus test is a subjective level of excitement and belief in the vision and creativity that we see in the games that we sign." He points to companies in other media, like A24 or Warped Records, that have taken a similar approach with great success. "We want to be that in games." *Fact check note: Valve's core team was actually 84 for Half-Life 2, without including the many people involved in voice acting, QA, IT, legal, and so on. The team behind Legend of Zelda: Ocarina of Time numbered around 66, although the people involved in QA testing aren't listed individually in the credits. #big #clair #obscur #expedition #interview
    WWW.GAMESINDUSTRY.BIZ
    The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what's next
    The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what's next Plus: how Kepler plans to be the A24 for games, and why a follow-up to Clair Obscur won't involve a big studio expansion Image credit: Sandfall Interactive Feature by Lewis Packwood Contributor Published on May 27, 2025 The success of Clair Obscur: Expedition 33 – which sold 2 million copies within 12 days of launch – has meant all eyes are now on its developer, Sandfall Interactive. As the games industry mulls how to move forward, faced with a saturated market, widespread layoffs and spiralling development costs, the fact that an original title made by a relatively small team could see such massive success gives hope to everyone. It's also an emphatic validation of the strategy of Clair Obscur's publisher, Kepler Interactive, which since its formation in 2021 has focused on original titles with eye-catching art styles and mould-breaking gameplay, including Sifu, Tchia, Scorn, Pacific Drive, Ultros, Bionic Bay, and the upcoming Rematch. "They respect creativity and innovation in games, they have a very high standard in choosing games to publish, and they are very fun people to work with," enthuses Shuhei Yoshida, former president of Sony Interactive Entertainment Worldwide Studios, and now a freelance consultant for Kepler. Yoshida has been helping to evaluate game pitches for the publisher since he left Sony in January, as well as helping to promote Bionic Bay and Clair Obscur. "They have a great balance in looking for innovation in games and investing in commercially viable projects," he says. "I think the way Kepler chooses games and supports developers is a great example of sustainable indie publishing. I expect many companies in the industry will look for inspiration from what Kepler is doing." Coop mode One thing that immediately marks out Kepler as different is its structure. "Kepler is co-owned by a group of studios, but they all operate autonomously," explains portfolio director Matthew Handrahan, who joined Kepler from PlayStation in 2022 (before that, he was editor-in-chief of this very site). "They make a lot of their own choices creatively and commercially in terms of the direction of their business. But there is a collaborative aspect that they can draw upon if they feel they need it. The thing that we definitely are very clear on is Kepler is not sitting here telling anyone what to do." The idea is that Kepler can provide support into each studio in terms of things like HR, legal teams, and IT. "And each one of them can draw on that to the degree that they want to, in the belief that if you give people that solid base, they can just focus more on being creative," says Handrahan. Image credit: Sandfall Interactive But the plan was always for Kepler to become a third party publisher, he continues. So in addition to publishing games from its own studios, since 2024 Kepler has started releasing games from outside developers, like Pacific Drive, Clair Obscur, and the newly signed PVKK from Bippinbits, the creators of Dome Keeper. "As we go forward, what we really hope is that people can spot a Kepler game," says Handrahan. So what marks out a Kepler title? CEO Alexis Garavaryan has previously emphasised the publisher champions games with "bold art direction and innovative game design" that avoid familiar influences like Star Wars and superheroes. Handrahan says this is essential in today's market. "I remember writing about Steam being overcrowded for GamesIndustry.biz 10 years ago, and saying, 'Oh, there's too many games'," he says. "Well there's five times more games being released now. So if you are coming to market with a game, it had better be doing something genuinely fresh." What Kepler definitely isn't doing is chasing trends, which Handrahan says is a dangerous strategy. He gives the example of Balatro imitators. "If you're making something hot on the heels of that, by the time you get to market, there'll probably be 150 other alternatives." One can't help thinking, too, of the expensive failure of Concord at PlayStation, which proved to be one hero shooter too many. The next expedition Sandfall's COO and producer François Meurisse says that the fact that studio head Guillaume Broche was deliberately avoiding chasing trends with Clair Obscur was what attracted him to join in the first place. "Some people predicted to us that it was a tricky [sector] when we started development, and there could be kind of a curse on AA games" François Meurisse, Sandfall Interactive He was immediately on board with Broche's passion for revitalising the kind of flashy, 3D, turn-based JRPGs that had long gone out of fashion. That passion came first: the strategy came later. "A bit after, when we tried to rationalise that yearning he has for this kind of game, we realised that it wasn't addressed as much in the market, and maybe there was a place for it," says Meurisse. The end result went beyond their wildest dreams. "The game has had success to an extent that we didn't imagine," he says. "We smashed our forecasts pretty fast." Naturally, thoughts are already turning to a follow-up. "There will be another video game, for sure," says Meurisse, adding that it's a little early to say exactly what form it will take. "I can't wait to dig more into the ideas we already have for the next game," he says. "Plus the team has grown up, has acquired new skills throughout production," he says. "Many of them were junior when we started. We learned to work together. So I can't wait to get to the next project, because we'll start from a more efficient position than when we started the company five years ago. And that [comes] with higher expectations as well, so it will be challenging. But I can say that we have – and Guillaume in particular has – great ideas for the next game." AA comeback Image credit: Sandfall Interactive The success of Clair Obscur has led many to herald the comeback of AA games, a sector that has shrunk significantly over the past couple of console generations – even if it's a harder category to define in 2025 based on a lack of publicly available budget numbers. "Some people predicted to us that it was a tricky [sector] when we started development, and there could be kind of a curse on AA games," remembers Meurisse. "But from our perspective, we didn't care too much about market considerations. […] In a sense, A Plague Tale or Mortal Shell or Hellblade, games like those were already proof for us that small teams of less than 50 people could have great games and great execution." Speaking of team size, much was made of the claim that Clair Obscur was created by a team of around 30, although many were quick to point out that the credits include dozens more people than that, working on things like QA, localization and voice production, as well as a ‘gameplay animation' team in Korea. "These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew" Matt Handrahan, Kepler Interactive So was the game mis-sold? "I don't think so," says Handrahan. "I think that the creative engine of the game was that group of 30. […] In terms of what the game is – the vision of it and the way in which it's executed – [that] does come from that nucleus of staff that is at Sandfall." "In terms of main credits over the four years of production, we were on average about 30 people," clarifies Meurisse. "We started with less than 10 people, scaled up until 30, and close to 40, and then scaled a little bit down. You mentioned Korean animators, but it's important to mention that none of them were full time. They were doing some extras beside some other jobs of animation. So the core team was on average 30 people in the home studio, plus privileged contractors like the lead writer or the composer, for example: I include them in that core team." "But of course, we had a galaxy of partners revolving around the project. Kepler in the first place – and I want to really pinpoint that they were really key in the success of the game – plus some other creative people as well, like musician players, translators, QA testers also. And that definitely extends the team, and I'm super grateful we could work with all those super […] passionate partners from all over the world." "I think people fixated on this number," adds Handrahan, "but actually the more useful thing that was being said was that this is not a AAA game, right? You can look at those credits, and it's still definitely not a AAA game." "These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew, and brought in different ways of monetising," he continues. "We have to remember there was a time when AAA companies were making games like Vanquish and Mirror's Edge and Kane & Lynch, and all of these really cool, interesting, not small games, but much smaller scale games. And you've seen the number of releases from AAA publishers dwindle and dwindle and dwindle. Now there's an opportunity for teams like Sandfall to come in and give players something that they really have not been given for quite a long time." Which leads us to ask, if Clair Obscur can't be classed as a AAA game, how much did it cost, exactly? Neither Handrahan nor Meurisse is willing to disclose the true figure. "I would say that I've seen a lot of budget estimations that are all higher than the real budget," muses Meurisse. Handrahan agrees. "Everybody's desperate to know what the budget is, and I won't tell them, but I would guarantee if you got 10 people to guess, I think all 10 wouldn't guess the actual figure," he says. "I'm sure Mirror's Edge and Vanquish cost more, put it that way." Keeping the team small Image credit: Sandfall Interactive With a success like Clair Obscur, the temptation might be to scale up the studio for a blockbuster sequel: a pattern we've seen with successful franchises many times before. But Meurisse says that's something Sandfall wants to avoid. "For now, our vision would be to stick to a close team working in the same city with less than 50 people on board, focusing on one project after another, and keeping this agility, and this creative strength, and smartness of a small group of passionate people wanting to do something big," he says. "That's how video games were made for years," he continues. "The team that made Ocarina of Time or Half-Life 2, I think those were max 60 or 70 people*, and that kind of size allows for good decisions and great creativity." He adds that the studio might recruit a few more members, but it won't start working on multiple projects simultaneously, and they will deliberately avoid growing too big and unwieldy. "We want to keep the organisation that made us successful," he says. Handrahan notes that because game making is an iterative process, maintaining only a small permanent team makes sense. "I think keeping a core team to hold the vision and to build out what the game is, and then expanding as you need to through things like outsourcing, is a very smart and sustainable way to manage game development," he says. "I think that there's been a lot of irresponsible practices in the industry," he continues, referring to the inherent risks involved in ballooning AAA budgets and team sizes. "Some games can make it work. Grand Theft Auto 6 is going to make it work, I think we can all say with great confidence. But there are plenty of games made with very large teams and for huge amounts of money that don't land, and there is a human cost to running things that way. People lose their jobs. God knows how many layoffs there's been in the industry over the last few years." He worries that the temptation to scale up is too great. "I do see a lot of developers who ship a game and then get some level of success – even very small levels of success or on very small budgets – and then almost instinctively feel like they need to double or triple the budget of the next game. And that is something I definitely question." No bloat He also questions the need to make games bigger. "One of the things that's great about Expedition 33 is it really respects the player's time. It gives them plenty to do, and it gives them plenty of satisfaction, but it isn't arbitrarily 500 hours of gameplay. It's impactful because it's scoped correctly. […] It doesn't have any sense of bloat or extraneous things that are put there just to make it larger and larger and larger." "Brevity should be more of a virtue in gaming," he adds. "Something can be better by being shorter – something that's being discussed in film at the moment. Every film seems to be two and a half hours long, and I think most people are like, 'Can they all be a bit shorter, please? Because we have other things to do with our lives'." Meurisse notes that the focus for Clair Obscur was always on quality over quantity. "From the beginning, we wanted to do an intense and short experience," he says. "The first length estimates of the game were closer to 20 hours for the main quest. I think we ended up closer to 30, even 40 hours if you take a bit of time. As a player, there are so many great games out there that I want to experience, [and] what's important to me is the level of excitement and fun I get from a game, rather than how long it is." He also questions the link between game length and price. "The value that players get from games does not align systematically with the length of the game," he says. "For example, one of my favourite games of all time is Inside, which lasts about two hours, but it's one of the most polished, and intense [experiences] – and even life changing for some people." What are games worth? Notably, Clair Obscur launched at a price point of $50/$45, at a time when the standard price for big-budget games is creeping up to $80. "I think as that AAA price goes up, I think it creates more of an opportunity to be launching games – more sensibly scoped games – [and] pricing them at that $40–50 range," says Handrahan. "And I don't think anyone that played Expedition 33 would think they didn't get their money's worth out of that." "When we announced the pricing at $50 we did actually have a little of a backlash online," adds Meurisse, "with people fearing it would be a 12-hour-long game with unfinished content, and that it was suspicious to have a $50 game that was looking like this in the trailers. But in the end we stuck with the price, we doubled down on it, [and] we provided some context about the fact that it wasn't a AAA." "In the end, it was a win-win situation, because it was a way to attract more players towards the game, to have good player satisfaction about their buying [decision], and it could actually end up doing more sales. So maybe players' perception can change a bit about that kind of price [point]." The Kepler brand Image credit: Sandfall Interactive Clair Obscur has obviously provided a huge boost for Kepler as a publisher, and Handrahan says the plan now is for Kepler to build a brand as the home for high-quality, mid-sized games with a unique vision. He gives the newly signed PVKK as an example. "The art direction is very high quality, it's very, very bold. It has a strong narrative component. It has innovative gameplay design. It speaks to wider culture, it's not an insular vision for a game. I think you get a lot of games that are kind of just about other games, and that is not something we're interested in necessarily." It's a model that he thinks others could follow. "We definitely want there to be strong associations with the games we do, so if that is something that other publishers could imitate or follow along from, then all the better," he says, adding that it makes little sense for publishers to cast a broad net of styles and genres in such a crowded market. But of course, there is a risk to championing unique, untested visions. So what does Kepler do to mitigate that risk? "We definitely do market research," says Handrahan – although he adds that ultimately the process is subjective. "I came to this company because I really trusted the taste of the people that I work for. I have always felt that if I'm really excited by a game, there will be other people out there who are excited by it. Yes, you can test that against market research, and that is definitely a function that we have in the company, and we use it. But our litmus test is a subjective level of excitement and belief in the vision and creativity that we see in the games that we sign." He points to companies in other media, like A24 or Warped Records, that have taken a similar approach with great success. "We want to be that in games." *Fact check note: Valve's core team was actually 84 for Half-Life 2, without including the many people involved in voice acting, QA, IT, legal, and so on. The team behind Legend of Zelda: Ocarina of Time numbered around 66, although the people involved in QA testing aren't listed individually in the credits.
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  • ExplorerPatcher fix bypasses Windows 11 24H2 upgrade block, and squashes two major bugs

    When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.

    ExplorerPatcher fix bypasses Windows 11 24H2 upgrade block, and squashes two major bugs

    Sayan Sen

    Neowin
    @ssc_combater007 ·

    May 23, 2025 04:06 EDT

    ExplorerPatcher is a popular third-party customization and tweaking app on Windows. The latest update has three major improvements for Windows 11 24H2. First up, the author has made changes so that the app can bypass the Windows 11 24H2 upgrade block. Microsoft informed earlier that 24H2 compatibility block related to customization apps was slowly being removed.
    With the latest update, the ExplorerPatcher developer notes that they made changes to improve the app's Desktop Window Manager compatibility with the newest Windows version by renaming the ep_dwm EXE file to ep_dwm_svc.
    If you remember, Microsoft started blocking third-party apps like this one back in April 2024 during Insider testing and the safeguard hold continued even after general availability.

    In terms of bug fixes, there are several and two of them are related to Windows 11 24H2. The feature "disable rounded corner" now works on the latest Windows feature update.
    If you are familiar with Windows 11, one of the many characteristics of its aesthetics is the presence of rounder corners, which Microsoft has also brought over to its other apps, although there is still clearly room for sharper edged tabs too.
    So many who disliked the rounded corners on Windows 11 would rely on unofficial apps like ExplorerPatcher to deal with them. Thankfully, the feature now works, as previously it would simply automatically uncheck when detecting a 24H2 build.
    The second improvement is about Simple Window Switcher or SWS as the developer of ExplorerPatcher refers to it. SWS is meant as an alternative to the Alt-Tab functionality on stock Windows.
    Unlike the "disable rounded corner" option, the SWS feature still worked, although its implementation on Windows 11 24H2 was buggy, as users experienced slowdowns and lag. Underlying code issues can often cause problems like these as recently pointed out by a senior Microsoft engineer.
    From the user comments, it is apparent that the window switcher feature exhibited various other issues too. One user 03juan documented the several problems they encountered in great detail. These included being stuck in an infinite loop, high CPU usage, among others.
    The full changelog is given below:

    Start10: Fixed Pin to Start on 226x1.4541+ and 261xx.2454+.
    sws: Added support for 24H2.
    ep_dwm: Added support for 24H2.

    ep_dwm.exe has been renamed to ep_dwm_svc.exe to get around 24H2 upgrade blocks.
    ep_dwm: Now always unregistered on uninstallation, regardless of whether it was running during the uninstallation or not.
    Setup: The failure message now displays the associated code line number that failed, to assist in troubleshooting.
    Taskbar10: Fixed disabling immersive menus on ARM64.
    Taskbar10: Fixed Win+X menu still having Windows Terminal entries when Windows Terminal is not installed, that crashes Explorer when selected.

    For now, if you want to have PowerShell entries, Windows Terminal must be uninstalled.

    Taskbar10: Fixed Win+X entry clicks doing nothing on 26xxx.5551+ ARM64.
    GUI: Added dropdown indicators to dropdown entries.
    GUI: The language names now include the country name.Localization: Added Czech translations.Localization: Added Spanishtranslations.ep_taskbar: Added support for "Show desktop button: Hidden" setting.ep_taskbar: Fixed a bug that prevented shortcut global hotkeys from working on 24H2.ep_taskbar: Fixed a bug that prevented the taskbar from resizing properly after DPI changes.ep_taskbar: Added the following languages: German, French, Hungarian, Indonesian, Italian, Korean, Lithuanian, Dutch, Polish, Portuguese, Romanian, Spanish, Turkish, Ukrainian, Chinese.
    ep_taskbar: Fixed a number of memory leaks and code/behavior inaccuracies.
    ep_taskbar: Fixed incompatibility with 26200.5603, 26120.4151, and 26100.4188.ep_taskbar: Now supports all Windows 10 versions supported by EP.To download the latest version, 22631.5335.68, of ExplorerPatcher, head over to Neowin's software stories page or its official GitHub repo here.
    The ExplorerPatcher author has also cautioned that Microsoft Defender will still flag the newer versions of the app, and has provided the following PowerShell to optionally add to anti-virus exclusions:

    Add-MpPreference -ExclusionPath "C:\Program Files\ExplorerPatcher"
    Add-MpPreference -ExclusionPath "$env:APPDATA\ExplorerPatcher"
    Add-MpPreference -ExclusionPath "C:\Windows\dxgi.dll"
    Add-MpPreference -ExclusionPath "C:\Windows\SystemApps\Microsoft.Windows.StartMenuExperienceHost_cw5n1h2txyewy"
    Add-MpPreference -ExclusionPath "C:\Windows\SystemApps\ShellExperienceHost_cw5n1h2txyewy"

    Bear in mind though, that Defender serves to protect your system from dangerous malware like the recently reported Lumma, which affects nearly 400,000 systems worldwide. So if you do add exceptions manually, make sure to not let a dangerous quarantined threat out.

    Tags

    Report a problem with article

    Follow @NeowinFeed
    #explorerpatcher #fix #bypasses #windows #24h2
    ExplorerPatcher fix bypasses Windows 11 24H2 upgrade block, and squashes two major bugs
    When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works. ExplorerPatcher fix bypasses Windows 11 24H2 upgrade block, and squashes two major bugs Sayan Sen Neowin @ssc_combater007 · May 23, 2025 04:06 EDT ExplorerPatcher is a popular third-party customization and tweaking app on Windows. The latest update has three major improvements for Windows 11 24H2. First up, the author has made changes so that the app can bypass the Windows 11 24H2 upgrade block. Microsoft informed earlier that 24H2 compatibility block related to customization apps was slowly being removed. With the latest update, the ExplorerPatcher developer notes that they made changes to improve the app's Desktop Window Manager compatibility with the newest Windows version by renaming the ep_dwm EXE file to ep_dwm_svc. If you remember, Microsoft started blocking third-party apps like this one back in April 2024 during Insider testing and the safeguard hold continued even after general availability. In terms of bug fixes, there are several and two of them are related to Windows 11 24H2. The feature "disable rounded corner" now works on the latest Windows feature update. If you are familiar with Windows 11, one of the many characteristics of its aesthetics is the presence of rounder corners, which Microsoft has also brought over to its other apps, although there is still clearly room for sharper edged tabs too. So many who disliked the rounded corners on Windows 11 would rely on unofficial apps like ExplorerPatcher to deal with them. Thankfully, the feature now works, as previously it would simply automatically uncheck when detecting a 24H2 build. The second improvement is about Simple Window Switcher or SWS as the developer of ExplorerPatcher refers to it. SWS is meant as an alternative to the Alt-Tab functionality on stock Windows. Unlike the "disable rounded corner" option, the SWS feature still worked, although its implementation on Windows 11 24H2 was buggy, as users experienced slowdowns and lag. Underlying code issues can often cause problems like these as recently pointed out by a senior Microsoft engineer. From the user comments, it is apparent that the window switcher feature exhibited various other issues too. One user 03juan documented the several problems they encountered in great detail. These included being stuck in an infinite loop, high CPU usage, among others. The full changelog is given below: Start10: Fixed Pin to Start on 226x1.4541+ and 261xx.2454+. sws: Added support for 24H2. ep_dwm: Added support for 24H2. ep_dwm.exe has been renamed to ep_dwm_svc.exe to get around 24H2 upgrade blocks. ep_dwm: Now always unregistered on uninstallation, regardless of whether it was running during the uninstallation or not. Setup: The failure message now displays the associated code line number that failed, to assist in troubleshooting. Taskbar10: Fixed disabling immersive menus on ARM64. Taskbar10: Fixed Win+X menu still having Windows Terminal entries when Windows Terminal is not installed, that crashes Explorer when selected. For now, if you want to have PowerShell entries, Windows Terminal must be uninstalled. Taskbar10: Fixed Win+X entry clicks doing nothing on 26xxx.5551+ ARM64. GUI: Added dropdown indicators to dropdown entries. GUI: The language names now include the country name.Localization: Added Czech translations.Localization: Added Spanishtranslations.ep_taskbar: Added support for "Show desktop button: Hidden" setting.ep_taskbar: Fixed a bug that prevented shortcut global hotkeys from working on 24H2.ep_taskbar: Fixed a bug that prevented the taskbar from resizing properly after DPI changes.ep_taskbar: Added the following languages: German, French, Hungarian, Indonesian, Italian, Korean, Lithuanian, Dutch, Polish, Portuguese, Romanian, Spanish, Turkish, Ukrainian, Chinese. ep_taskbar: Fixed a number of memory leaks and code/behavior inaccuracies. ❗ ep_taskbar: Fixed incompatibility with 26200.5603, 26120.4151, and 26100.4188.ep_taskbar: Now supports all Windows 10 versions supported by EP.To download the latest version, 22631.5335.68, of ExplorerPatcher, head over to Neowin's software stories page or its official GitHub repo here. The ExplorerPatcher author has also cautioned that Microsoft Defender will still flag the newer versions of the app, and has provided the following PowerShell to optionally add to anti-virus exclusions: Add-MpPreference -ExclusionPath "C:\Program Files\ExplorerPatcher" Add-MpPreference -ExclusionPath "$env:APPDATA\ExplorerPatcher" Add-MpPreference -ExclusionPath "C:\Windows\dxgi.dll" Add-MpPreference -ExclusionPath "C:\Windows\SystemApps\Microsoft.Windows.StartMenuExperienceHost_cw5n1h2txyewy" Add-MpPreference -ExclusionPath "C:\Windows\SystemApps\ShellExperienceHost_cw5n1h2txyewy" Bear in mind though, that Defender serves to protect your system from dangerous malware like the recently reported Lumma, which affects nearly 400,000 systems worldwide. So if you do add exceptions manually, make sure to not let a dangerous quarantined threat out. Tags Report a problem with article Follow @NeowinFeed #explorerpatcher #fix #bypasses #windows #24h2
    WWW.NEOWIN.NET
    ExplorerPatcher fix bypasses Windows 11 24H2 upgrade block, and squashes two major bugs
    When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works. ExplorerPatcher fix bypasses Windows 11 24H2 upgrade block, and squashes two major bugs Sayan Sen Neowin @ssc_combater007 · May 23, 2025 04:06 EDT ExplorerPatcher is a popular third-party customization and tweaking app on Windows. The latest update has three major improvements for Windows 11 24H2. First up, the author has made changes so that the app can bypass the Windows 11 24H2 upgrade block. Microsoft informed earlier that 24H2 compatibility block related to customization apps was slowly being removed. With the latest update, the ExplorerPatcher developer notes that they made changes to improve the app's Desktop Window Manager compatibility with the newest Windows version by renaming the ep_dwm EXE file to ep_dwm_svc. If you remember, Microsoft started blocking third-party apps like this one back in April 2024 during Insider testing and the safeguard hold continued even after general availability. In terms of bug fixes, there are several and two of them are related to Windows 11 24H2. The feature "disable rounded corner" now works on the latest Windows feature update. If you are familiar with Windows 11, one of the many characteristics of its aesthetics is the presence of rounder corners, which Microsoft has also brought over to its other apps, although there is still clearly room for sharper edged tabs too. So many who disliked the rounded corners on Windows 11 would rely on unofficial apps like ExplorerPatcher to deal with them. Thankfully, the feature now works, as previously it would simply automatically uncheck when detecting a 24H2 build. The second improvement is about Simple Window Switcher or SWS as the developer of ExplorerPatcher refers to it. SWS is meant as an alternative to the Alt-Tab functionality on stock Windows. Unlike the "disable rounded corner" option, the SWS feature still worked, although its implementation on Windows 11 24H2 was buggy, as users experienced slowdowns and lag. Underlying code issues can often cause problems like these as recently pointed out by a senior Microsoft engineer. From the user comments, it is apparent that the window switcher feature exhibited various other issues too. One user 03juan documented the several problems they encountered in great detail. These included being stuck in an infinite loop, high CPU usage, among others. The full changelog is given below: Start10: Fixed Pin to Start on 226x1.4541+ and 261xx.2454+. sws: Added support for 24H2. ep_dwm: Added support for 24H2. ep_dwm.exe has been renamed to ep_dwm_svc.exe to get around 24H2 upgrade blocks. ep_dwm: Now always unregistered on uninstallation, regardless of whether it was running during the uninstallation or not. Setup: The failure message now displays the associated code line number that failed, to assist in troubleshooting. Taskbar10: Fixed disabling immersive menus on ARM64. Taskbar10: Fixed Win+X menu still having Windows Terminal entries when Windows Terminal is not installed, that crashes Explorer when selected. For now, if you want to have PowerShell entries, Windows Terminal must be uninstalled. Taskbar10: Fixed Win+X entry clicks doing nothing on 26xxx.5551+ ARM64. GUI: Added dropdown indicators to dropdown entries. GUI: The language names now include the country name. (3f11766) Localization: Added Czech translations. (Thanks @9hb, @andrewz1986, and @Panzimy!) Localization: Added Spanish (Spain) translations. (Thanks @AlejandroMartiGisbert!) ep_taskbar: Added support for "Show desktop button: Hidden" setting. (#4020) (1be6658) ep_taskbar: Fixed a bug that prevented shortcut global hotkeys from working on 24H2. (#3777, #4016) ep_taskbar: Fixed a bug that prevented the taskbar from resizing properly after DPI changes. (#3796) ep_taskbar: Added the following languages: German, French, Hungarian, Indonesian, Italian, Korean, Lithuanian, Dutch, Polish, Portuguese (Brazil), Romanian, Spanish (Spain), Turkish, Ukrainian, Chinese (Simplified). ep_taskbar: Fixed a number of memory leaks and code/behavior inaccuracies. ❗ ep_taskbar: Fixed incompatibility with 26200.5603 (Dev), 26120.4151 (Beta), and 26100.4188 (Release Preview). (#4321) ep_taskbar: Now supports all Windows 10 versions supported by EP (17763/1809+). (aec8c70, 1edb989) To download the latest version, 22631.5335.68, of ExplorerPatcher, head over to Neowin's software stories page or its official GitHub repo here. The ExplorerPatcher author has also cautioned that Microsoft Defender will still flag the newer versions of the app, and has provided the following PowerShell to optionally add to anti-virus exclusions: Add-MpPreference -ExclusionPath "C:\Program Files\ExplorerPatcher" Add-MpPreference -ExclusionPath "$env:APPDATA\ExplorerPatcher" Add-MpPreference -ExclusionPath "C:\Windows\dxgi.dll" Add-MpPreference -ExclusionPath "C:\Windows\SystemApps\Microsoft.Windows.StartMenuExperienceHost_cw5n1h2txyewy" Add-MpPreference -ExclusionPath "C:\Windows\SystemApps\ShellExperienceHost_cw5n1h2txyewy" Bear in mind though, that Defender serves to protect your system from dangerous malware like the recently reported Lumma, which affects nearly 400,000 systems worldwide. So if you do add exceptions manually, make sure to not let a dangerous quarantined threat out. Tags Report a problem with article Follow @NeowinFeed
    0 Commentarii 0 Distribuiri 0 previzualizare
  • Man vs. Machine: 3 ways you can impact growth

    At Appfest 2022, ironSource’s Maytal Shaul, Anna Popereko, and Yuval Lotan walked through 3 ways you can impact growth in the heavily automated App Economy - including tips for custom product pages, ad placement strategy, and A/B tests. Read the summary or watch the video below.In the mobile app industry, automation has been a growing force - improving performance for both user acquisition and monetization. But as Maytal, VP Business Growth at ironSource explains, automation is not a threat to manual control. In fact, to get to the best performance, man and machine should work together.Here are 3 areas where app and game companies can utilize this control and have the most impact.Spend more time optimizing on ad strategy and placementsYuval Lotan, ironSource’s Head of Platform Growth, kicked off the session with some important findings - optimizing placement strategy has significantly higher growth potential than optimizing waterfalls, up to 400% in fact. But surveying LevelPlay customers showed a disconnect in time allocation, with most studios investing the majority of their time into areas with the least growth potential.So why do studios tend to invest less in placement strategy? There are three main reasons: risk, team structure, and data accessibility.The retention riskNaturally, changing your ad placement strategy can be riskier than changing your waterfall - since it can affect retention, playtime and in-app purchases while optimizing your waterfall won’t. But for those same reasons, it can also be much more beneficial. According to ironSource research, users who engage with rewarded video have much higher retention rates and are much more likely to make in-app purchases. That increase in performance makes it a risk worth taking.Team structureTo best optimize your ad strategy, you need an expert, or a team of experts, who understand what your users need and how they respond to different ad units. But that can be difficult when your studio’s structure isn’t built for it.It can be tricky, for example, to collaborate on placement strategy when the monetization manager, product manager, and game designer, all sit under different teams with different goals. One might prioritize in-app purchase revenue while the other prioritizes ad revenue.That leaves you with three options:- Make changes to your company structure, if needed- Hire a dedicated person for this role, like we did at ironSource- Outsource to an agency, like ironSource’s game design consultancy Data transparencyMany studios also hesitate to invest in their placement strategy because it’s difficult to get transparency into what success looks like. Here are some of Yuval’s tips:First you need to know what KPIs to look out for. Start with engagement rate, or the percentage of users watching your ads - which is the best way to evaluate your growth potential because it’s proportional to your revenue. Additionally, pay attention to impressions per engaged user and impressions per DAU.Next, find out your category’s benchmark from your mediation partner - if you have a clear target, it’s much easier to define goals. For example, one RPG game compared their KPIs to the benchmarks and saw their rewarded video engagement rate was low but impressions/engaged user was high. From this, they understood that their ads were delivering good value to their users, but the traffic driver wasn't accessible enough for them to find it. In fact, when Yuval’s team built recommendations for this game, they calculated the game had a growth potential of more than 40%, because they estimated they could reach the genre’s median engagement rate. Eventually, this game boosted engagement rate by 60% - all while keeping retention stable.Following Yuval’s call to spend more time optimizing placements, Anna Poperko, ironSource’s in-house Game Design Consultant, shared four tips on how to do just that.Data is kingTo fully understand how users are engaging with a traffic driver, Anna recommends comparing KPIsrather than viewing them in isolation - this way, you get greater context for players’ behavior. Let’s say one placement has a very low engagement rate but very high impressions per/engaged user - you can conclude that players don’t notice this placement often, but those who do find it very valuable.Understanding your players’ motivationsTo monetize players, it’s essential to first understand them and what they need. Gamers are commonly split into standard motivational groups - mastery, achievement, creativity, and more. If, for example, you know your players are motivated by achievement, you can match their motivations to a placement strategy that suits their needs - like offering a rewarded video to help when they fail.Know your competitorsTo maximize your ad placement strategy, it’s always worthwhile to learn from similar games to know exactly what makes your competition succeed. Playing those games is an opportunity to compare and understand their user flow. Do they have more or fewer placements? Where are their placements located? Does their app address the same user motivations as yours? See what gaps you can fill in your placement strategy - every insight is an opportunity, and there’s always room for improvement.Get inspired by other genresBeyond competitors, Anna recommended getting inspired by other successful genres that lean on similar player motivations. For example, Anna worked with a first-person shooter game that never updated the items in their store - losing engagement from players. Inspired by racing games that have stores which refresh monthly, the shooter game decided to refresh their store items more often - and revenue quickly increased. Even though the genres were vastly different, they both had “achieving” player motivations in common.Utilizing custom product pagesIn addition to optimizing placements, Maytal covered another area for growth: Apple’s custom product pages, a product of iOS 15 which has huge potential to boost IPM and conversion rate. 15%-43% increase in IPM, 8%-37% increase in CVR, and 7%-40% increase in eCPM, to be exact. It works by connecting custom versions of an app’s App Store landing page to specific creatives.Looking at the ironSource network, more than 40% of the spend is running with Apple’s custom product pages - and 90% of the advertisers utilizing custom product pages are running their UA through ironSource ROAS optimizer. From that, we understand that automating their bid strategy gives them more time to focus on their creatives and product page experience.As Maytal explained, there’s a reason why and how custom product pages boost IPM and conversion rate. Basically, they add an extra layer of optimization to the user journey - either towards your audience or your creatives. By optimizing custom product pages toward your audience, you get an additional opportunity to focus on language and localization, unique holidays, etc. Meanwhile, by optimizing towards creative elements, by adding screenshots, previews, similar colors, character, and other elements to match popular creatives, you get to build a better bridge between the product page and the creative that sent them there..In fact, when Pocket Gems saw one creative outperforming the rest, they created a custom product page to include that creative’s theme and ran it on the ironSource network. After a successful A/B test, they implemented the new page into their main campaign, and their IPM boosted by 16% as a result. Learn how they did it with ironSource.Applying A/B testingA/B testing is another key strategy to optimize both user acquisition and monetization.In fact, there’s a direct correlation between studios automating monetization by adopting in-app bidding and running A/B tests.By A/B testing monetization, you can measure the impact of any in-game change without hurting KPIs. It also helps predict ARPU and retention uplifts, while giving a clear window into users’ behavior.If you suspect that a change, even a small one - can boost your revenue or scale, it’s always worth finding out. In fact, among LevelPlay customers who A/B test - in 62% of cases, the B group wins - those who applied the new change saw their LTV grow by 7%. These changes might include adding/updating bidding networks, testing different ad placements, and banner refreshment rate - all of which have the biggest impact on LTV.To run A/B tests successfully, Maytal recommends:- Challenging existing strategies you have - user behavior in a game is always changing - Testing a wide cohort of users to see the A/B tests impact on all audiences - Looking at both overall and granular results to better understand that the change will impact all groups positively- Testing everything - everything has potential to be optimizedSimultaneously, Maytal suggests:- Avoiding running tests that are too long in order to not risk hurting KPIs- In order to always pinpoint what is affecting results, don’t run test different test versions simultaneouslyUltimately, while the automation tools we have have great potential to increase performance, there is always room for manual optimization - we just have to find the best places to do it.
    #man #machine #ways #you #can
    Man vs. Machine: 3 ways you can impact growth
    At Appfest 2022, ironSource’s Maytal Shaul, Anna Popereko, and Yuval Lotan walked through 3 ways you can impact growth in the heavily automated App Economy - including tips for custom product pages, ad placement strategy, and A/B tests. Read the summary or watch the video below.In the mobile app industry, automation has been a growing force - improving performance for both user acquisition and monetization. But as Maytal, VP Business Growth at ironSource explains, automation is not a threat to manual control. In fact, to get to the best performance, man and machine should work together.Here are 3 areas where app and game companies can utilize this control and have the most impact.Spend more time optimizing on ad strategy and placementsYuval Lotan, ironSource’s Head of Platform Growth, kicked off the session with some important findings - optimizing placement strategy has significantly higher growth potential than optimizing waterfalls, up to 400% in fact. But surveying LevelPlay customers showed a disconnect in time allocation, with most studios investing the majority of their time into areas with the least growth potential.So why do studios tend to invest less in placement strategy? There are three main reasons: risk, team structure, and data accessibility.The retention riskNaturally, changing your ad placement strategy can be riskier than changing your waterfall - since it can affect retention, playtime and in-app purchases while optimizing your waterfall won’t. But for those same reasons, it can also be much more beneficial. According to ironSource research, users who engage with rewarded video have much higher retention rates and are much more likely to make in-app purchases. That increase in performance makes it a risk worth taking.Team structureTo best optimize your ad strategy, you need an expert, or a team of experts, who understand what your users need and how they respond to different ad units. But that can be difficult when your studio’s structure isn’t built for it.It can be tricky, for example, to collaborate on placement strategy when the monetization manager, product manager, and game designer, all sit under different teams with different goals. One might prioritize in-app purchase revenue while the other prioritizes ad revenue.That leaves you with three options:- Make changes to your company structure, if needed- Hire a dedicated person for this role, like we did at ironSource- Outsource to an agency, like ironSource’s game design consultancy Data transparencyMany studios also hesitate to invest in their placement strategy because it’s difficult to get transparency into what success looks like. Here are some of Yuval’s tips:First you need to know what KPIs to look out for. Start with engagement rate, or the percentage of users watching your ads - which is the best way to evaluate your growth potential because it’s proportional to your revenue. Additionally, pay attention to impressions per engaged user and impressions per DAU.Next, find out your category’s benchmark from your mediation partner - if you have a clear target, it’s much easier to define goals. For example, one RPG game compared their KPIs to the benchmarks and saw their rewarded video engagement rate was low but impressions/engaged user was high. From this, they understood that their ads were delivering good value to their users, but the traffic driver wasn't accessible enough for them to find it. In fact, when Yuval’s team built recommendations for this game, they calculated the game had a growth potential of more than 40%, because they estimated they could reach the genre’s median engagement rate. Eventually, this game boosted engagement rate by 60% - all while keeping retention stable.Following Yuval’s call to spend more time optimizing placements, Anna Poperko, ironSource’s in-house Game Design Consultant, shared four tips on how to do just that.Data is kingTo fully understand how users are engaging with a traffic driver, Anna recommends comparing KPIsrather than viewing them in isolation - this way, you get greater context for players’ behavior. Let’s say one placement has a very low engagement rate but very high impressions per/engaged user - you can conclude that players don’t notice this placement often, but those who do find it very valuable.Understanding your players’ motivationsTo monetize players, it’s essential to first understand them and what they need. Gamers are commonly split into standard motivational groups - mastery, achievement, creativity, and more. If, for example, you know your players are motivated by achievement, you can match their motivations to a placement strategy that suits their needs - like offering a rewarded video to help when they fail.Know your competitorsTo maximize your ad placement strategy, it’s always worthwhile to learn from similar games to know exactly what makes your competition succeed. Playing those games is an opportunity to compare and understand their user flow. Do they have more or fewer placements? Where are their placements located? Does their app address the same user motivations as yours? See what gaps you can fill in your placement strategy - every insight is an opportunity, and there’s always room for improvement.Get inspired by other genresBeyond competitors, Anna recommended getting inspired by other successful genres that lean on similar player motivations. For example, Anna worked with a first-person shooter game that never updated the items in their store - losing engagement from players. Inspired by racing games that have stores which refresh monthly, the shooter game decided to refresh their store items more often - and revenue quickly increased. Even though the genres were vastly different, they both had “achieving” player motivations in common.Utilizing custom product pagesIn addition to optimizing placements, Maytal covered another area for growth: Apple’s custom product pages, a product of iOS 15 which has huge potential to boost IPM and conversion rate. 15%-43% increase in IPM, 8%-37% increase in CVR, and 7%-40% increase in eCPM, to be exact. It works by connecting custom versions of an app’s App Store landing page to specific creatives.Looking at the ironSource network, more than 40% of the spend is running with Apple’s custom product pages - and 90% of the advertisers utilizing custom product pages are running their UA through ironSource ROAS optimizer. From that, we understand that automating their bid strategy gives them more time to focus on their creatives and product page experience.As Maytal explained, there’s a reason why and how custom product pages boost IPM and conversion rate. Basically, they add an extra layer of optimization to the user journey - either towards your audience or your creatives. By optimizing custom product pages toward your audience, you get an additional opportunity to focus on language and localization, unique holidays, etc. Meanwhile, by optimizing towards creative elements, by adding screenshots, previews, similar colors, character, and other elements to match popular creatives, you get to build a better bridge between the product page and the creative that sent them there..In fact, when Pocket Gems saw one creative outperforming the rest, they created a custom product page to include that creative’s theme and ran it on the ironSource network. After a successful A/B test, they implemented the new page into their main campaign, and their IPM boosted by 16% as a result. Learn how they did it with ironSource.Applying A/B testingA/B testing is another key strategy to optimize both user acquisition and monetization.In fact, there’s a direct correlation between studios automating monetization by adopting in-app bidding and running A/B tests.By A/B testing monetization, you can measure the impact of any in-game change without hurting KPIs. It also helps predict ARPU and retention uplifts, while giving a clear window into users’ behavior.If you suspect that a change, even a small one - can boost your revenue or scale, it’s always worth finding out. In fact, among LevelPlay customers who A/B test - in 62% of cases, the B group wins - those who applied the new change saw their LTV grow by 7%. These changes might include adding/updating bidding networks, testing different ad placements, and banner refreshment rate - all of which have the biggest impact on LTV.To run A/B tests successfully, Maytal recommends:- Challenging existing strategies you have - user behavior in a game is always changing - Testing a wide cohort of users to see the A/B tests impact on all audiences - Looking at both overall and granular results to better understand that the change will impact all groups positively- Testing everything - everything has potential to be optimizedSimultaneously, Maytal suggests:- Avoiding running tests that are too long in order to not risk hurting KPIs- In order to always pinpoint what is affecting results, don’t run test different test versions simultaneouslyUltimately, while the automation tools we have have great potential to increase performance, there is always room for manual optimization - we just have to find the best places to do it. #man #machine #ways #you #can
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    Man vs. Machine: 3 ways you can impact growth
    At Appfest 2022, ironSource’s Maytal Shaul, Anna Popereko, and Yuval Lotan walked through 3 ways you can impact growth in the heavily automated App Economy - including tips for custom product pages, ad placement strategy, and A/B tests. Read the summary or watch the video below.In the mobile app industry, automation has been a growing force - improving performance for both user acquisition and monetization. But as Maytal, VP Business Growth at ironSource explains, automation is not a threat to manual control. In fact, to get to the best performance, man and machine should work together.Here are 3 areas where app and game companies can utilize this control and have the most impact.Spend more time optimizing on ad strategy and placementsYuval Lotan, ironSource’s Head of Platform Growth, kicked off the session with some important findings - optimizing placement strategy has significantly higher growth potential than optimizing waterfalls, up to 400% in fact. But surveying LevelPlay customers showed a disconnect in time allocation, with most studios investing the majority of their time into areas with the least growth potential.So why do studios tend to invest less in placement strategy? There are three main reasons: risk, team structure, and data accessibility.The retention riskNaturally, changing your ad placement strategy can be riskier than changing your waterfall - since it can affect retention, playtime and in-app purchases while optimizing your waterfall won’t. But for those same reasons, it can also be much more beneficial. According to ironSource research, users who engage with rewarded video have much higher retention rates and are much more likely to make in-app purchases. That increase in performance makes it a risk worth taking.Team structureTo best optimize your ad strategy, you need an expert, or a team of experts, who understand what your users need and how they respond to different ad units. But that can be difficult when your studio’s structure isn’t built for it.It can be tricky, for example, to collaborate on placement strategy when the monetization manager, product manager, and game designer, all sit under different teams with different goals. One might prioritize in-app purchase revenue while the other prioritizes ad revenue.That leaves you with three options:- Make changes to your company structure, if needed- Hire a dedicated person for this role, like we did at ironSource (more tips by her later)- Outsource to an agency, like ironSource’s game design consultancy Data transparencyMany studios also hesitate to invest in their placement strategy because it’s difficult to get transparency into what success looks like. Here are some of Yuval’s tips:First you need to know what KPIs to look out for. Start with engagement rate, or the percentage of users watching your ads - which is the best way to evaluate your growth potential because it’s proportional to your revenue. Additionally, pay attention to impressions per engaged user and impressions per DAU.Next, find out your category’s benchmark from your mediation partner - if you have a clear target, it’s much easier to define goals. For example, one RPG game compared their KPIs to the benchmarks and saw their rewarded video engagement rate was low but impressions/engaged user was high. From this, they understood that their ads were delivering good value to their users, but the traffic driver wasn't accessible enough for them to find it. In fact, when Yuval’s team built recommendations for this game, they calculated the game had a growth potential of more than 40%, because they estimated they could reach the genre’s median engagement rate. Eventually, this game boosted engagement rate by 60% - all while keeping retention stable.Following Yuval’s call to spend more time optimizing placements, Anna Poperko, ironSource’s in-house Game Design Consultant, shared four tips on how to do just that.Data is kingTo fully understand how users are engaging with a traffic driver, Anna recommends comparing KPIs (engagement rate, impressions/DEU, etc.) rather than viewing them in isolation - this way, you get greater context for players’ behavior. Let’s say one placement has a very low engagement rate but very high impressions per/engaged user - you can conclude that players don’t notice this placement often, but those who do find it very valuable.Understanding your players’ motivationsTo monetize players, it’s essential to first understand them and what they need. Gamers are commonly split into standard motivational groups - mastery, achievement, creativity, and more. If, for example, you know your players are motivated by achievement, you can match their motivations to a placement strategy that suits their needs - like offering a rewarded video to help when they fail.Know your competitorsTo maximize your ad placement strategy, it’s always worthwhile to learn from similar games to know exactly what makes your competition succeed. Playing those games is an opportunity to compare and understand their user flow. Do they have more or fewer placements? Where are their placements located? Does their app address the same user motivations as yours? See what gaps you can fill in your placement strategy - every insight is an opportunity, and there’s always room for improvement.Get inspired by other genresBeyond competitors, Anna recommended getting inspired by other successful genres that lean on similar player motivations. For example, Anna worked with a first-person shooter game that never updated the items in their store - losing engagement from players. Inspired by racing games that have stores which refresh monthly, the shooter game decided to refresh their store items more often - and revenue quickly increased. Even though the genres were vastly different, they both had “achieving” player motivations in common.Utilizing custom product pagesIn addition to optimizing placements, Maytal covered another area for growth: Apple’s custom product pages, a product of iOS 15 which has huge potential to boost IPM and conversion rate. 15%-43% increase in IPM, 8%-37% increase in CVR, and 7%-40% increase in eCPM, to be exact. It works by connecting custom versions of an app’s App Store landing page to specific creatives.Looking at the ironSource network, more than 40% of the spend is running with Apple’s custom product pages - and 90% of the advertisers utilizing custom product pages are running their UA through ironSource ROAS optimizer. From that, we understand that automating their bid strategy gives them more time to focus on their creatives and product page experience.As Maytal explained, there’s a reason why and how custom product pages boost IPM and conversion rate. Basically, they add an extra layer of optimization to the user journey - either towards your audience or your creatives. By optimizing custom product pages toward your audience, you get an additional opportunity to focus on language and localization, unique holidays, etc. Meanwhile, by optimizing towards creative elements, by adding screenshots, previews, similar colors, character, and other elements to match popular creatives, you get to build a better bridge between the product page and the creative that sent them there..In fact, when Pocket Gems saw one creative outperforming the rest, they created a custom product page to include that creative’s theme and ran it on the ironSource network. After a successful A/B test, they implemented the new page into their main campaign, and their IPM boosted by 16% as a result. Learn how they did it with ironSource.Applying A/B testingA/B testing is another key strategy to optimize both user acquisition and monetization.In fact, there’s a direct correlation between studios automating monetization by adopting in-app bidding and running A/B tests.By A/B testing monetization, you can measure the impact of any in-game change without hurting KPIs. It also helps predict ARPU and retention uplifts, while giving a clear window into users’ behavior.If you suspect that a change, even a small one - can boost your revenue or scale, it’s always worth finding out. In fact, among LevelPlay customers who A/B test - in 62% of cases, the B group wins - those who applied the new change saw their LTV grow by 7%. These changes might include adding/updating bidding networks, testing different ad placements (capping, pacing, rewards), and banner refreshment rate - all of which have the biggest impact on LTV.To run A/B tests successfully, Maytal recommends:- Challenging existing strategies you have - user behavior in a game is always changing - Testing a wide cohort of users to see the A/B tests impact on all audiences - Looking at both overall and granular results to better understand that the change will impact all groups positively- Testing everything - everything has potential to be optimizedSimultaneously, Maytal suggests:- Avoiding running tests that are too long in order to not risk hurting KPIs- In order to always pinpoint what is affecting results, don’t run test different test versions simultaneouslyUltimately, while the automation tools we have have great potential to increase performance, there is always room for manual optimization - we just have to find the best places to do it.
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