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#Best Playstation 4 Games
redlettermediathings · 5 months
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tlgtw · 8 months
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From 10 years ago, we lived through the indie revival of SNES and NES games. Made by people who were kids in the 80s.
Now, we've been living through the indie revival of N64 and PS1 games. Made by people who were kids in the 90s.
What does that mean, then, for what's next? PS2 games? By people who were kids in the 2000s?
No.
Because as the capacity for graphics improved, so did the base workload required to fulfill them. No three-person team can just crank out a game succeeding the size and style of Jak and Daxter or Ratchet and Clank or even Kingdom Hearts, especially when accounting for the level of polish expected of modern releases as well.
With their expansive levels and intricate animations and their studio voice-acting, and their *variety?*
By people who were kids in the 2000s, then, what does that mean for what's next?
It means PSP games.
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thatbabeingodofwar · 1 year
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belfrysol · 1 year
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Collective Fumble
I Just completely fucked it up here
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jinkbox · 2 years
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Best dad
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jcmarchi · 7 months
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Supernatural Action Game Unknown 9: Awakening Reemerges With First Gameplay Trailer And Release Window
New Post has been published on https://thedigitalinsider.com/supernatural-action-game-unknown-9-awakening-reemerges-with-first-gameplay-trailer-and-release-window/
Supernatural Action Game Unknown 9: Awakening Reemerges With First Gameplay Trailer And Release Window
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Unknown 9: Awakening has been silent since its reveal at Gamescom 2020, but today’s Xbox Partner Preview saw it reemerge with its first gameplay trailer and release window.
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The game is set within the popular sci-fi media franchise and is a third-person adventure starring Haroona (played by The Witcher‘s Anya Chalotra), a woman gifted with mysterious abilities. The game’s official website has the following synopsis: 
You play as Haroona, a fierce truth-seeker (what we call a “Quaestor”) with a unique connection to another dimension known as the Fold. This other plane of existence contains powerful energy and long-lost knowledge that, if brought to light, could usher us into a wondrous era of advancement. However, if this forgotten wisdom falls into the wrong hands, it could lead to our inevitable demise.    
Determined to avenge the wrongs of her past, Haroona’s imminent journey will turn out to involve far more than just retribution. Humanity’s fate is at risk, and her ties to the Fold may be the key to securing our continued existence.
This quest will have you uncover the long-lost secrets of our collective past. You’ll also learn to tap into the Fold’s energy, gifting you incredible skills, known as Umbric abilities, that allow you to take down anyone who stands in your way.
But beware of the Ascendants, a dangerous offshoot of a secret society known as the Leap Year Society. This faction claims to want to use the Fold for the betterment of humankind, but don’t be fooled. Even the best of intentions can lead to catastrophe.
That includes, from what we can tell, sucking people’s souls out of their bodies and telepathically blasting enemies through destructible environments. Haroona can also pull enemies, control their minds, and more. The game also features parkour-style platforming across an Indian city. 
Unknown 9: Awakening is coming this summer to PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, and PC. 
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actual-corpse · 8 months
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Me: *abuses technology*
Technology, crying as it carries the heaviest backpack one can imagine*: STOP DOWNLOADING MODS! PLEASE IM ONLY A LAPTOP!
Me: You're still running Fallout 4 better than a PS4! You can handle me leaving 50 tabs open right?
Technology: *has a minor hiccup*
Me: *surprised Pikachu*
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shinigami-striker · 2 years
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DBZ: Kakarot | Friday, 01.13.2023
Who's playing either the Xbox Series or the PlayStation 5 versions of Dragon Ball Z: Kakarot at the moment? *
a free upgrade path is available to any Xbox One or PS4 players who bought the game.
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captainheadlines · 2 years
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PS In addition to Extra, Premium Games for October 2022
PS In addition to Extra, Premium Games for October 2022 Are Accessible Now on PS5, PS4.
Clik Here
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princessbrunette · 4 months
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when did you know you loved me? pt.2/4 ♡
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kitty!reader knew she was being a menace when she posed the question. infact, she’d been bothering him with pointless shit all afternoon. she wanted attention, above anything else — and would climb all over him and attack the second she didn’t receive it. jj sat in his home, trying to unwind as he plays on the playstation — and lo and behold, kitty sits half on his lap, poking him whilst he tries his best to focus on the game.
“you hate me. i’ve decided.” the ridiculous statement comes out muffled through laying across jj’s lap with his forearm between your teeth as your boyfriend simply tries to win the battle onscreen. he blinks, lips parted in concentration as he thumbs at the joysticks— acknowledging what you’d said and choosing not to pander.
“yeah? you really think i just let chicks i hate climb all over me like this? you must think i’mma slut or somethin’.” he hums, a little less energetic than his usual chaotic self, but that was due to the intense week the two of you had.
he was used to you, and your often attention seeking ways when you were bored, understimulated, horny or neglected. he liked that about you, that although sometimes it’s hard to tell people what you really want — you’d never shy away from showing him.
“mhm. your other girlfriends.” you grump, and immediately have to hide your victorious smile when you hear the game pause instantly. you knew how to get his attention.
you wriggle into a sitting up position until you’re straddling his thigh, face to face with the boy.
“oh you are walkin’ on some mighty thin ice. y’wanna make those kinda accusations when you are in perfect tickling distance and i happen to know all of your worst tickle spots? mm—mm, bold move.” you sense the jokiness in his tone and know you’re off the hook when you feel his threatening fingers lightly jabbing at your waist, ready to tussle with you.
you flinch, grabbing his hands and shuffle closer on his lap— launching for what you really want.
“pay attention to me jj.” you whine, and even you knew you were being annoying. despite this, there’s a patience to him, one he only shows you. where demands from anyone else might cause jj to rage, he has endless reassurance for you.
“im payin’ attention to you right now, mama.” he reminds kindly and you soften a little, the gentle tone he only used on you tugging at your heart strings. swept up in a wave of affection, you throw your arms around his neck once more, sinking your teeth into his neck.
“um, ow?”
“aww, you do love me!” you coo, and to this the boy raises an eyebrow. placing two hands on your shoulders, he peels you off him so that you sit face to face, his eyes dancing between your own in concern.
“woahwoahwoah—wait a second. were you actually questioning whether or not i loved you? ‘cus you know i’d rather stick a bomb up my ass and light it than be with anyone else, right? tell me you know that.”
“i knooow, jj.” you roll your eyes, thinking for a moment before peering up at him through smudged black liner. “when did you know?”
the blonde blinks, a little dumb.
“when did i know… what exactly?”
“when you loved me. i wanna know everything. the exact moment you knew.”
he reclines in the seat now, yanking his black backwards cap off in thought to rake a hand through matted hair, sighing in thought as he thinks back to the start of your relationship. with the action, his matching black t-shirt rides up just a tad, and you take the opportunity to drag your clawed hand up along the sensitive skin beneath his belly button. he flinches, muttering an “easy.” before settling on a memory.
“a’ight so… it’s pretty random. n’don’t judge me but i think we’d only known eachother for like, pro’lly two weeks.”
you launch forward excitedly, getting in his face with a big and excited grin.
“tell me now.”
“alright alright, back up a little kittycat, damn.” he commands casually, readjusting you on his lap for his own comfort before delving into the memory. “‘kay so it was the first time you’d tagged along with me n’the pogues. i was kinda nervous, not gunna lie ‘cus like — i thought they were gonna say somethin’ to put you off or whatever… but anyway, the cops rolled up on us, as they always do, never mindin’ their own damn business…” he rambles and you shuffle excitedly on his lap.
“i remember that day.”
“right, so you’ll remember i had that glock — the one i definitely shouldn’t have had, n’it was all tucked into my waistband… and like, i was already in trouble with the cops, so i could not get caught with that thing on me right? i didn’t wanna get arrested infront of you.”
you follow along with your own memory, however your recount of this day was hazed by how aroused you were by the sight of him with the gun tucked so casually into his pants, walking around with an attitude, willing to whip it out at any moment to protect you. you recall riding jj into the bed that same evening because of it.
“mhm…” you encourage him along.
“so we had like — five seconds to spare, and you just turned to me, grabbed the gun, n’shoved it into that ugly ass purse i used to rag on you about.” he grins at the thought and you lean back, caught on the small offensive detail.
“ugly purse? what ugly purse? the fuck?” you crinkle your eyebrows and he waves a hand.
“oh like, the one that looks like a pair of titties?”
“my corset purse? i love that purse! jj!” you frown and he rolls his eyes, placing two hands on your cheeks to focus you.
“whatever okay, i love you and your titty bag. the fact is… you hid my gun for me, and i remember lookin’ at you and thinking ‘damn… this girl ain’t scared of nothing.’” the lighthearted tone of his storytelling moulded into something more sincere, something so rare from JJ — a satisfied smirk etched into his features.
a slow smile spreads across your own as you bat your spiky black lashes at the blonde. “and that’s when you knew?”
he leans in, eyes now on your lips. “oh that’s when i knew alright, baby.” he retaliates, before pulling you in for the kiss.
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I shouldn't have to make this post but Nintendo fans are trying extremely desperately to position the company whose cock they love the taste of in a good light and are generally doing this by spreading misinformation about the legalities of emulation so let's go over a number of the fabrications shall we?
Emulation is illegal to monetize This has so far been one of the really big ones that's taken traction, usually partnered with the sister lie that yuzu was paywalling access to early access builds. These are both lies, and are untrue. yuzu is far from the only modern emulator to be monetizing itself, plenty of mobile emulators do it, but developing an emulator for money is entirely legal. We have pretty much all of our emulation precedent set thanks to a series of lawsuits in the very early 2000s thanks to Sony suing an emulator called Bleem. There's a lot to say about Bleem, but Bleem was a commercial emulator. You could buy Bleem, in stores. At no point was there ever a court decision that Bleem was wrong to do so (despite Sony's best efforts).
Emulating current generation software or hardware is illegal. This is also wrong, and kind of fundamentally misunderstands a lot when it comes to emulation. Once again, Bleem was at the time emulating current generation software. It was a generation in its twilight, but Bleem first released in March of 1999: the Playstation 2 was not out yet. The reason why current generation software does not tend to be emulated is because we do not really have the tech or processing power to do it yet. The Switch's lower specs are entirely the reason it has had an emulator developed well ahead of the PS4 or the Xbone.
Yuzu's early access build allowed people to play Tears of the Kingdom ahead of release date This one is a couple of different statements packed together, and while I'm given to believe there's a chance other games may have been playable ahead of release, this specific statement is a lie, and maybe the funniest one on the list because it's a lie that's not even backed up by the lawsuit.
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The lawsuit is extremely clear in its language that it was modded instances of Yuzu that could play Tears of the Kingdom ahead of release date, not publicly accessible builds of Yuzu. Nintendo's argument here lies in Yuzu being open source: part of the lawsuit alleges that Yuzu is responsible for any and all acts of piracy done by its users, whether or not they used official or modded builds of Yuzu. This is, of course, a fundamentally fucking insane position to argue from. It is not a particularly uncharitable reading of this as an attack on open source software to begin with, as this precedent would make any developer liable for ANY illegal action taken by someone who modified their code. Supporting this, in my opinion, makes you an asshole and liable to be clocked in the fucking mouth.
4. Literally anything involving this screenshot.
I've seen this screenshot maybe three or four times with different takes on what exactly Illegal is happening here and I'm pretty content to just call it vibes at this point. Whether this is an intelligent screenshot is a different matter, but no one has been able to point to anything actually illegal being done here. There is already precedent in allowing one to make their own back-ups of software they own, even if decryption or bypassing copy protection to do so, which is a large majority of software. Switch games are not the only games that are either encrypted or have copy protection, and this is both not the earliest generation to do it AND its not the only industry that does it.
The only point of interest here is the date, which I've seen literally no one bring up, but this correlates into another point: personal piracy is still not something Yuzu is liable for. It's a dumb thing to broadcast, but it doesn't change anything material about the software.
5. Yuzu folded because Nintendo had a smoking gun
I, I just, I'm sorry this one isn't just a lie its a really naive and incompetent view of the faults of our legal system. If anything, the settlement seems to indicate the opposite. If Nintendo was sure they had Yuzu dead the rights, they wouldn't have fucking settled. Both parties need to agree to settle! Nintendo is actively interested in trying to set legal precedent that emulation is illegal, because Nintendo is great at saying obviously wrong things with a straight face.
This could be a reason, but remember, this was a civil lawsuit, not a criminal one. Civil lawsuits have a difference in how evidence is handled, and it's pretty likely that Nintendo just has more evidence than user does on account of being able to afford a larger legal team and having planned for this lawsuit in advance, regardless of how strong that evidence actually is. It's why most of the arguments in the lawsuit read kind of insane. Civil lawsuits are not handled "beyond a reasonable doubt".
There's also the fact that legal cases can be extremely expensive, even when you know you are absolutely in the fucking right. I want to link this video by James Stephanie Sterling as evidence of this. They were completely in the fucking right, and the lawsuit still took an incredible amount of time and monetary expense to argue, and that's against an opponent who you could reasonably confuse with a scarecrow. This is ultimately how Sony eventually "won" against Bleem. Bleem never lost any of its lawsuits against Sony, in fact Sony ballsed it up twice against Bleem, but Sony continued to file lawsuits against Bleem and its company over and over, until Bleem literally could not afford it and went bankrupt.
There's also the matter of precedent. If Yuzu had taken this court, and lost, it would be really bad. There's a lot in this court case that you don't want precedent leaning towards, and due to, uh, America's current political climate and judicial regime, there's a fair chance the judge would have just sided with Nintendo anyways. Settling the lawsuit, while to be entirely clear, sucks complete ass for Yuzu as they were basically eliminated, protects the sphere of emulation as a whole.
So what was the salient parts of Nintendo's case?
The parts of Nintendo's case that hold the most weight have to do specifically with the encryption keys used to de-encrypt Switch games, and how those keys interact with the DMCA. There's no legal precedence to back this up, this is thoroughly untested grounds. This is actually where the buck stops with the Bleem cases: this one never went to a judgment for Bleem and hence never established precedent.
There's a pretty reasonable chance that Nintendo had a chance to win the lawsuit off of the back of this point. This doesn't make it a guarantee, but it's the part of the lawsuit that's actually important.
What happened with the settlement?
Well Nintendo got to legally extort the Yuzu devs and their parent company for $2.4 million. This is, strictly speaking, chump change to Nintendo but I in particular hate this part of lawsuits with a passion. In addition, as per the conditions of the agreement, all copies of Yuzu that were released and in development under the purvey of the company must be destroyed, the company and its devs can no longer work on Yuzu in any way possible, and they cannot work on any other emulation software. This is why Citra also closed down by the way: it was an unfortunate emulator in the cross fire. This in and of itself, is a tragedy, since this is basically court mandated brain drain. Undoubtedly Yuzu will be forked and someone will continue development on "Zuyu", but the loss is still felt.
Why should I care? Piracy is illegal.
This is where I'm going to wax philosophical for a moment, but Frankie my dear, I do not give a damn. Nintendo could have had full legal rights to do this, and I would still be of the opinion that Nintendo's legal team are ghouls and shouldn't feel safe showing their faces. This is how I felt when Nintendo shut down Emuparadise. Whether something is illegal does not impact whether it is right. Laws exist in a state of being able to be both just, unjust, or both.
Emulation is extremely important in the preservation of gaming as an artform, something that the game industry is extremely against in all forms. There's money to be made after all, and attempts at making sure that games are available to play are often attacked and criticized. This is part of the reason I'm so against the existence of copyright law. It doesn't matter what the intent of a system is, but it does matter what the system does, and it's transferred an overwhelming amount of power into the hands of large corporations while largely screwing small creators over.
I do not believe art has a price tag to it. I do not believe that art can and should only be enjoyed by the people a company has decided to sell it too. I do not believe that companies like Nintendo should be able to throw their legal weight around and ruin people's lives. You should be able to play Mother 3 and Shin Megami Tensei without having to wait for their parent companies to decide they actually want to sell it to you.
Piracy does not inflict meaningful damages to Nintendo. Despite Nintendo's whinging, Tears of the Kingdom sold over 20 million copies in half a years time, something that we can estimate to have made Nintendo about $1.4 billion in revenue. We live in a game industry which does not care about its game devs: it's perfectly willing to underpay them, to overwork them, and to eventually let them go. Nintendo is not innocent here. They have a history of mistreating their contract workers, and I personally know that these are not the only allegations that hold water.
In short, fuck Nintendo. Pirate all Switch games until the end of time.
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demilypyro · 1 year
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At what point in time did you see a giant hammer and go “yeah, that’s my main.”
Monster Hunter: World is a 2018 action role-playing game developed and published by Capcom. The fifth mainline installment in the Monster Hunter series, it was released worldwide for PlayStation 4 and Xbox One in January 2018, with a Windows version following in August 2018. In the game, the player takes the role of a Hunter, tasked to hunt down and either kill or trap monsters that roam in one of several environmental spaces. If successful, the player is rewarded through loot consisting of parts from the monster and other elements that are used to craft weapons and armor, amongst other equipment. The game's core loop has the player crafting appropriate gear to be able to hunt down more difficult monsters, which in turn provide parts that lead to more powerful gear. Players may hunt alone or in a group of up to four players via the game's online multiplayer.
Announced at E3 2017, Monster Hunter: World adopts the series' standard formulas from its older home console roots and recent handheld games to take advantage of the higher processing power provided by modern consoles and computers. Changes made in Monster Hunter: World include creating environmental spaces that are fully connected and removing the "zones" that were necessary for the PlayStation 2 and handheld games, more advanced monster artificial intelligence and physics, a more persistent cooperative multiplayer experience, and a refinement of the game's tutorials and user interface to help with bringing new players into the series. These changes led Capcom to plan for the game's simultaneous release worldwide, since Monster Hunter as a series has generally languished outside of Japan partially due to disparate release schedules. Capcom also opted to support online play between these different geographic regions for similar reasons. The delay for the Windows release was attributed to Capcom seeking to make sure its first foray into the Windows market was optimized for players on computers. By April 2020, updates to the game were synchronized among all platforms.
Monster Hunter: World received critical acclaim upon release, with critics praising how Capcom was able to make the game more accessible to new players and to Western markets, without detracting from the series' core gameplay elements and enjoyable difficulty, and fully taking advantage of the computational capacity of modern consoles to create living ecosystems, with some even calling it the best in the franchise. Monster Hunter: World is the single highest-selling game in Capcom's history, with over 21 million copies shipped by July 2022. A DLC expansion pack, subtitled Iceborne, was released for home consoles in September 2019 and for Windows in January 2020, and reached 10 million sales by December 2022. The next mainline installment, Monster Hunter Rise, was co-developed alongside World and announced for a worldwide release on Nintendo Switch in March 2021, with a Windows version released the following year.
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insertdisc5 · 11 months
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Devlog #19: THE LAST DEVLOG BEFORE RELEASE.
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Hello everyone! Welcome to this month’s devlog!
If you just stumbled upon this, I am Adrienne, also known as insertdisc5! I’m the developer, writer, artist, main programmer, etc of the game. The game being In Stars and Time, a timeloop RPG, which is also the next and final game in the START AGAIN series, following START AGAIN: a prologue (available here!).  You can find out more about In Stars and Time here!!! 
LET’S GET TO IT. This month is THE LAST DEVLOG BEFORE RELEASE?!??!??!?! URGHH?!??!!
My goodness. Can you believe In Stars and Time will finally be out THIS MONTH? NOVEMBER? TWENTIETH? TWO THOUSAND TWENTY THREE?!??!?!?!? Yeah turns out ME NEITHER so WE CAN FREAK OUT ABOUT IT TOGETHER.
So, as previously mentioned, In Stars and Time will be out on November 20th on Steam, itch.io, GOG, Nintendo Switch, and Playstation 4 and 5!!! We mentioned this previously, but we cannot guarantee they will come out at a specific time, nor guarantee they will all come out at the exact same time and hour and minute, but we will do our best! Hopefully “sometime in the morning for Canada” is the time. Don’t hold me to that though!
And for our announcement, we prepared a wonderful announcement trailer, animated by the lovely Mimi Chiu! Did you see it?!? Well, have it again.
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In preparation for the release, we’ve been bringing our marketing A-game! I (insertdisc5) have appeared on The Completionist’s IndieLand Stream, and it was an absolute blast. I also reiterated my Big Hope for this game, which is that I hope ISAT makes you feel so many feelings. 
We’re also doing a Fanworks Contest on Twitter, with the prize being a key of the game on release!!! If you have something in mind, why not participate? We accept EVERY kind of art, from fanart to fanfics to cosplay to animatics to memes to even pictures of food! As long as it’s ISAT related, GO FOR IT!!!
And finally, every Monday until release we’ll be sharing some ISAT character playlists made by yours truly (along with some VERY MUCH NEEDED HELP from friends and family. Finding songs is hard!) You can check them out here on Spotify!
And, finally for real, mayhaps consider joining the Discord channel before all hell breaks loose. Make some friends. Show some memes. Post your last minute theories. Or maybe just lurk! Up to you and your delightful little brain.
How weird to know this is the last devlog before the release! I WILL be posting a couple more monthly devlogs after this month- I want to talk about how the release went! And even after the game comes out, there will be some fun little things in store! So please stay tuned even after the game comes out :) And as always, don’t forget to wishlist the game on Steam!!! Ok!!! Wishlist numbers this close to release are SO IMPORTANT!!!! SO PLEASE!!! I BEG!!! ON MY KNEES!!! PLEASE WISHLIST!!!! (someone does a neck cutting motion off screen) I’m told to tone it down. So PLEASE WISHLIST but like, um, only if you want, teehee <3
Thank you for following this devlog all this time. I hope you enjoy the game when it comes out later this month.
See you next time.
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Games engines and their pricings for Indie Devs
Based on Unitys recent changes to their pricing model, I thought it would be useful to put together a list of different game making softwares and their pricing models to compare which would be best for you.
Unreal
Programming language: C++ and visual scripting.
Dimensions: 3D, VR and AR
Platforms: all platforms
Standard license: free to use, pay 5% of your revenue over $1 million over the lifetime of the game, due each quarter (as long as the game is still for sale or generates more them $10k per quarter)
Enterprise: $1.5k+ per seat per year, includes premium support and private training and/or custom licensing terms
Custom licenses: larger developers can renegotiate with epic for lower or waived royalty fees.
More about their licensing here
Gamemaker
Programming language: GML and visual scripting
Dimensions: 2D
Gamemaker doesn't require any royalties made off of your game no matter which license youre on.
Free: access to gamemaker and export that can only be used on their games website (GX.games)
Creator: access to game maker, GX export and desktop export $4.99 a month
Indie: access to the above with web and mobile exports, $9.99 a month.
Enterprise: all of the above but with console exports as well $79.99 a month.
Godot
Programming languages: GDScript, C# and C++
Dimensions: 2D, 3D, AR and VR
Platforms: Not able to port to console due to it being open source unless you develop it yourself or via a third party.
Royalty free and free at point of purchase.
RPG maker
Programming language: Java and visual scripting
Dimensions: 3D (in some), 2D
Platforms: windows, mac, web
Doesn't ask for royalties from games, has a 20 day free trial. RPG maker MZ costs £66.99 initial purchase, costs may vary by which engine you buy.
CryEngine
Programming language: C++
Dimensions: 2D, 3D, VR and AR.
Platforms: Windows, Linux, PlayStation 4, Xbox One, Oculus Rift, OSVR, PSVR, and HTC Vive. Mobile support is in development.
5% royalty fee over $5k a year, free to download and use.
Cocos2D
Programming languages: C++, C#, Lua and javascript
Dimensions: 2D
Platforms: android, mac, linux, and win32.
Free to use, no royalties
Cocos creator
Programming languages: TypeScript and JavaScript
Dimensions: 2D and 3D
Platforms: IOS, android, windows, mac, HTML5
Free to use, no royalties
Defold
Programming languages: Lua 5.1 and LuaJIT
Dimensions: 2D and 3D
Platforms: PlayStation®4, Nintendo Switch, Android, iOS, macOS, Linux, Windows, Steam, HTML5, Facebook, Q3 2023 PlayStation®5, Q2 2024 XBox
Free to use, no royalties
Phaser
Dimensions: 2D
Programming languages: JavaScript or TypeScript
Platforms: Web (HTML5)
Free to use, no royalties
Unity
Programming language: C#
Platforms: all platforms
Dimensions: 2D, 3D, VR and AR
Edit: unity has changed their policy you can see the new one here
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gravitycircuit · 8 months
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Gravity Circuit has recently hit 60K total units sold!
Never in our wildest dreams did we expect the game to sell as much as it has done in just a few short months. As such, we thought this was a moment to celebrate, with new art provided by @jmanvelez!
Now, you might be asking: why are we taking a moment to celebrate such a specific number? Well, in truth, we were planning on doing a celebratory announcement earlier, at 50K. We were on track to hit that in December, but then the holiday sales happened. Thanks to the holiday sales on various storefronts, we essentially skyrocketed past 50K, climbing all the way up to 60K before the sales were over, so didn't have the time to prepare for it! Goodness, the sales performance just continues to surprise us. All in all, the reception and feedback we have received over these past months have been overwhelming, and we can't thank you, the players, enough. You are the best. Now, you might be curious about the sales distribution among the platforms? Fret not, we have prepared a pie chart for you (based on sales as of January 18th, 2024):
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Note: PS4 and PS5 are coupled together due to crossbuy. This means that if you purchased the game on one, you can download it on the same account for the other at no extra cost.
On PC, the game is available on Steam, GOG, Epic Games Store, as well as Stove (Korea). Out of these, Steam is the most popular storefront.
On consoles, the game is available on Nintendo Switch and Sony's PlayStation 4 and 5. The game is also physically available on afore-mentioned consoles, by Pix'n'Love (PEGI), Red Art Games (ESRB) and Oizumi Amuzio (Japan).
Given the amount of wishlists on Steam before the game's release, as well as us getting Steam Deck verified by Valve, PC outselling the other platforms is not a wholly unexpected outcome. Steam is a huge storefront, after all.
But after all the sales across these platforms, what about the reception? Well, even on that front, Gravity Circuit has performed better than even our wildest expectations, as shown by the collage below:
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Truthfully, before the game's release some six months ago, we weren't sure about what the reception ultimately would be. As a developer, it can be difficult to distance yourself from whatever project you have been working on for so long, to see the game for what it is. So, ultimately, it was up to you, the players, to determine the game's overall quality. Needless to say, we didn't expect the majority opinion to be this good, both from critics and players alike!
To provide some background: throughout the development, there were a plentiful of sleepless nights, fueled by stress, energy drinks, boatloads of work, and constant lingering doubts about the game's potential success. Creative endeavors while on a deadline are never easy, but we soldiered on, so to try and complete the game to the best of our abilities. Now, months after release, it has been a truly humbling experience that players have enjoyed Gravity Circuit as much as they have. Such a warm reception has made all that effort behind the game worth it. Again, we can't thank you all enough.
Of course, it might go without saying that even with all this positive feedback, the game hasn't been without its own sets of issues. Especially around the game's launch we had to do multiple quick rounds of bug fixes, so to address various situations and oversights that had slipped past us during development and Q&A. While doing all this was taxing, it's perhaps thanks to these rapid, quick responses that have helped minimize any lasting impact that the various game crashes and bugs could have otherwise had.
Essentially, on that point, our policy has been to accept any and all feedback from players with open arms. Whether positive or negative, we have read all points of feedback, and even responded to them wherever we have been able. Ultimately, this back-and-forth discussion with players has then resulted in us implementing various additions and changes post-launch (Speedrun Mode, Armor Paints, Boss Rush, small quality of life additions, etc), completely free of charge. And while we do try, it's not exactly realistic to act or respond to every bit of feedback without fundamentally changing some of the game's DNA. Nevertheless, we do try our best -- and perhaps hold onto the lessons learned for any future endeavors.
In the meanwhile, we at Domesticated Ant Games want to thank you all for all the support so far from the bottom of our hearts -- and we wish you all a good start to 2024!
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