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Unity’s Trap

Tom Francis

This came as a surprise to me and a few thousand other developers who chose Unity, invested in it, and paid for it in large part because they told us they wouldn’t take any of our revenue. It wasn’t on my radar that the most reputable indie engine might be silently laying the groundwork for a moustache-twirling betrayal next year.

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The closure of four studios casts a shadow on Microsoft’s commitment to innovative content

PreMortem.Games

Redfall wasn’t received that well, but that doesn’t mean the developers deserve a stake through the heart, surely. And now that 2024 is shaping up to be a modest year at best in terms of consumer spending, a clear retrenchment has emerged across the industry as the dominant strategy.

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AppLovin Launch Project Unifree

Game From Scratch

News got worse after that, when it was discovered Unity had quietly altered their terms of service and that Unity reps were reaching out to clients saying they wouldn’t have to pay … AppLovin Launch Project Unifree Read More The post AppLovin Launch Project Unifree appeared first on GameFromScratch.com.

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Solo developer Csaba Putnai of Bob: A Thousand Lives “My life is filled with many challenges”

PreMortem.Games

Setting short-term goals keeps him motivated for longer stretches of development time. “I However, we don’t specifically sit down for extensive design work. When embarking on long-term development projects, maintaining motivation can be challenging at times. Putnai is now working on his next game The Last Three. “I

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Battle passes are everywhere – but few of them are good | Opinion

GamesIndustry.biz

Monetisation isn’t really a topic that gets most gamers’ blood pumping – at least not in a good way – but it’s the lifeblood of the games industry itself, and in the past few years, it’s been at something of an impasse. Read more.

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Solo dev Dr.Kucho fights for true video games: “People play guided tours now”

PreMortem.Games

The games he finds on Steam nowadays are hardly worthy of the term video game according to Manzano. Players don’t want a video game, they want a simulation of a video game. Working alone, you don’t argue with anyone and no one bothers you insisting with random ideas that they think are better simply because they are theirs.

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Cosmic storms and galactic monsters in Pastaspace Interactive’s Underspace

PreMortem.Games

I find something that doesn’t belong in space normally, and then I put it in space. If someone complains that it doesn’t belong there, I double down on it. I have asked others for advice and they’d be like ‘Don’t make a game that big’. I didn’t listen. I don’t usually listen.”

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