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Stand Out with SEO-Optimized Website Design in Toronto 💻✨

A website should be more than just a pretty face—it needs to perform! At Pat's Marketing, our website design in Toronto merges the connection between SEO and web development to create stunning, high-performance sites. From mobile-friendly designs to lightning-fast load times, we focus on SEO-friendly code, intuitive URL structure, and site security to keep your website reliable and ranking high. Ready for a website that not only looks great but performs even better? Let’s create something amazing together!
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How to Balance Fixing Performance Issues and Adding New Features in Web Applications?
In today’s digital landscape, web applications are essential for business operations, marketing, and consumer involvement. As organizations expand and consumer expectations rise, development teams are frequently confronted with the difficult task of balancing two key priorities: addressing performance issues and introducing new features.
While boosting performance improves the user experience and increases efficiency, new features are required to remain competitive and meet market demands. Prioritizing one over the other, on the other hand, might have negative consequences—performance concerns can lead to a poor user experience while failing to innovate can result in a competitive disadvantage.
This blog delves into how to balance improving performance and introducing new features to web apps, allowing firms to satisfy technical and market demands efficiently.
Why Balancing Performance and New Features Is Crucial
A web application‘s success depends on both its performance and its features. However, relying entirely on one might result in imbalances that impair both user happiness and business progress.
Performance:Performance is an important component that directly influences user retention and happiness. Users can become frustrated and leave if the application has slow loading times, crashes, or problems. Ensuring that your web application runs smoothly is essential since 53% of mobile consumers would quit a site that takes more than three seconds to load.
New Features:On the other hand, constantly adding new features keeps users interested and promotes your company as innovative. New features generate growth by attracting new consumers and retaining existing ones who want to experience the most recent changes.
The dilemma is deciding when to prioritize bug fixes over new feature development. A poor balance can harm both performance and innovation, resulting in a subpar user experience and stagnation.
Common Performance Issues in Web Applications
Before balancing performance and features, it’s important to understand the common performance issues that web applications face:
Slow Load Times: Slow pages lead to higher bounce rates and lost revenue.
Server Downtime: Frequent server outages impact accessibility and trust.
Poor Mobile Optimization: A significant portion of web traffic comes from mobile devices and apps that aren’t optimized for mobile fail to reach their potential.
Security Vulnerabilities: Data breaches and security flaws harm credibility and user trust.
Bugs and Glitches: Software bugs lead to poor user experiences, especially if they cause the app to crash or become unresponsive.
Strategic Approaches to Fixing Performance Issues
When performance issues develop, they must be handled immediately to guarantee that the online application functions properly. Here are techniques for improving performance without delaying new feature development:
Prioritize Critical Issues:Tackle performance issues that have the most significant impact first, such as slow loading times or security vulnerabilities. Use analytics to identify bottlenecks and determine which areas require urgent attention.
Use a Continuous Improvement Process:Continuously monitor and optimize the application’s performance. With tools like Google PageSpeed Insights, you can track performance metrics and make incremental improvements without major overhauls.
Optimize Database Queries:Slow database queries are one of the leading causes of web app performance issues. Optimize queries and ensure that the database is indexed properly for faster access and retrieval of data.
Reduce HTTP Requests:The more requests a page makes to the server, the slower it loads. Minimize requests by reducing file sizes, combining CSS and JavaScript files, and utilizing caching.
5. Leverage Caching and CDNs: Use caching strategies and Content Delivery Networks (CDNs) to deliver content quickly to users by storing files in multiple locations globally.
Why Adding New Features is Essential for Growth
In the rapidly changing digital environment, businesses must continually innovate to stay relevant. Adding new features is key to maintaining a competitive edge and enhancing user engagement. Here’s why:
User Expectations:Today’s consumers expect personalized experiences and constant innovation. Failure to add new features can lead to customer churn, as users may feel your web application no longer meets their needs.
Market Differentiation:Introducing new features allows your application to stand out in the marketplace. Unique functionalities can set your app apart from competitors, attracting new users and increasing customer loyalty.
Increased Revenue Opportunities:New features can lead to additional revenue streams. For example, adding premium features or new integrations can boost the app’s value and lead to increased sales or subscription rates.
4. Feedback-Driven Innovation: New features are often driven by user feedback. By continuously developing and adding features, you create a feedback loop that improves the overall user experience and fosters customer satisfaction.
Read More: https://8techlabs.com/how-to-balance-fixing-performance-issues-and-adding-new-features-in-web-applications-to-meet-market-demands-and-enhance-user-experience/
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Responsive Design: Why It’s Non-Negotiable
Having a responsive website is no longer optional—it’s essential. With mobile devices accounting for more than half of global web traffic, responsive design ensures that your website performs seamlessly across all screen sizes. Whether you’re a business owner, developer, or marketer, understanding the importance of mobile-friendly designs and how to implement them is critical to staying…
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From Smartphones to Sales: Harnessing Mobile-First Design for Business Growth
Mobile-first website design has become necessity as most people are browsing internet through mobile devices. By incorporating responsive design, business owners can deliver seamless UX across all devices. In this blog, our website design expert has shared key points and strategy for mobile-prioritised design. Contact us any questions.
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Mobile - First Design : Crafting User - Centric interfaces for Mobile Applications
Are you tired of websites and applications that don’t quite fit on your mobile screen? Don’t worry, you’re not alone. The world has gone mobile, and it’s high time for designers to catch up! Welcome to our blog post on ‘Mobile-First Design: Crafting User-Centric Interfaces for Mobile Applications.’
In this digital era where smartphones are king, we’ll explore the importance of putting mobile users first and how designing with their needs in mind can lead to engaging, intuitive interfaces that captivate audiences. Get ready to dive into a world where the small screen reigns supreme – let’s revolutionize mobile design together!
Introduction To Mobile-First Design
When it comes to mobile app design, the focus is no longer on solely creating a beautiful interface. Instead, designers are now being tasked with creating user-centric interfaces that prioritize function over form. In other words, mobile-first design is all about putting the user’s needs first and foremost.
The reason for this shift is obvious: we now live in a world where people are constantly on their phones. In fact, recent studies have shown that Americans now spend an average of 5 hours per day on their smartphones. And with more and more people using their phones as their primary internet device, it’s no surprise that companies are starting to take notice.
With mobile-first design, the goal is to simplify the user experience bystripping away superfluous features and functionality. The focus is on creating an interface that is easy to use and navigate, while still providing all of the necessary information and functionality. This can be a challenge, but when done right, mobile-first design can result in a much better overall experience for the user.
Benefits Of A User-Centric Interface On Mobile Applications
There are many benefits to having a user-centric interface on mobile applications. The most important benefit is that it helps create a better user experience. When users have an easy time navigating your app and finding the information they need, they are more likely to use it and recommend it to others.
In addition, a user-centric interface can help increase conversion rates and improve customer satisfaction. If customers can easily find what they are looking for on your app, they are more likely to make a purchase or take the desired action.
Having a user-centric interface can also help you save time and money. By making sure that your app is designed with the user in mind, you can avoid costly redesigns down the line.
Design Principles To Consider When Creating Interfaces
There are many design principles to consider when creating interfaces for mobile applications. Here are a few important ones:
Keep it simple: Mobile users have limited attention spans and patience, so it’s important to keep your interface simple and easy to use. Stick to the essentials and don’t try to pack too much into one screen.
Make it intuitive: Users should be able to figure out how to use your interface without needing extensive instructions or tutorials. This means keeping things self-explanatory and using familiar icons and conventions where possible.
Consider the context: Mobile users often use their devices in different contexts than desktop users, so it’s important to take this into account when designing your interface. For example, people might use your app while walking or commuting, so you need to account for that in your design.
Optimize for touch: Since mobile users will be interacting with your interface through touch, it’s important to optimize for this input method. This means making sure buttons and controls are big enough to be tapped easily, and avoiding features that require precise finger movement (such as complex gestures).
Test on real devices: It’s crucial to test your interface on actual mobile devices before launch, not just in the simulator or emulator. This will help you catch any issues that only occur on real hardware, such as problems with touchscreen sensitivity or screen size differences between devices.
Tools And Platforms To Help Build Interfaces
When it comes to crafting user-centric interfaces for mobile applications, there are a number of tools and platforms that can be extremely helpful. In this section, we’ll take a closer look at some of the most popular options.
One of the best tools for mobile interface design is Adobe Photoshop. With Photoshop, you can easily create high-resolution interface designs that look great on any type of device. Photoshop also offers a wide range of features and plugins that can help you streamline your workflow.
Another popular tool for mobile interface design is Sketch. Unlike Photoshop, Sketch was specifically designed for interface design. As such, it offers a number of features and plugins that make it ideal for mobile interface designers.
In terms of platforms, one of the best options for mobile interface development is React Native. React Native is a cross-platform framework that allows you to develop native iOS and Android apps using JavaScript. Thanks to its powerful features and flexibility, React Native is becoming increasingly popular among mobile developers.
We should mention Flutter. Flutter is an open-source platform developed by Google that allows you to create cross-platform applications with ease. Thanks to its intuitive programming language and easy-to-use widgets, Flutter is perfect for those who want to create beautiful interfaces without having to deal with complex codebases.
Usability Testing For Your Mobile Application
User experience (UX) is critical for the success of any mobile application. To ensure your app is providing the best possible UX, it’s important to regularly conduct usability testing. Usability testing allows you to identify any areas of your app that may be confusing or difficult for users, and then make necessary adjustments to improve the overall user experience.
There are a few different ways to approach usability testing for your mobile application. One option is to use a service like UserTesting.com, which provides on-demand access to real human users who can test your app and provide feedback. Another option is to use a tool like Apptimize, which enables you to A/B test different versions of your app with live users in order to determine which design elements are most effective.
Whichever method you choose, regular usability testing should be a key part of your mobile app development process in order to ensure that your app provides the best possible user experience.
Best Practices For Crafting Interfaces
When it comes to crafting interfaces for mobile applications, there are a few best practices that you should keep in mind. First and foremost, always keep the user in mind. What do they need to accomplish with your app? How can you make their experience as smooth and easy as possible?
Another important best practice is to keep things simple. Mobile users are typically looking for quick, easy answers or solutions. They don’t want to have to wade through tons of text or navigate complex menus. Keep your interface clean and streamlined, with obvious buttons and icons.
Always test your interfaces on real devices before you launch. Make sure that everything looks and works the way it should on different screen sizes and operating systems. There’s nothing worse than launching an app only to find out that the interface doesn’t work properly!
– Common Pitfalls When Designing User Interfaces
When it comes to designing user interfaces for Mobile-First Design, there are a few common pitfalls that can trip up even the most experienced designers. Here are a few of the most common pitfalls to watch out for when crafting user-centric interfaces for mobile applications:
1. Not taking advantage of the unique capabilities of mobile devices. Mobile devices offer a variety of unique capabilities that can be leveraged to create more effective and efficient user interfaces. For example, the use of touch screen input can greatly simplify navigation and provide a more immersive experience for users.
2. Overlooking the importance of context. The context in which users will be using your app is critical in determining what sort of interface will be most effective. Will users be primarily using your app while on the go? In that case, an interface that is optimized for quick and easy access to key features may be best. Or will users be using your app in more sedentary situations? In that case, a richer and more robust interface may be appropriate.
Failing to account for different screen sizes and aspect ratios. With the vast array of different mobile devices on the market today, it’s important to design your user interface in a way that is responsive and adaptable to different screen sizes and aspect ratios.
4. Neglecting accessibility considerations. It’s important to keep in mind that not all users will have the same level of ability when it comes to using your app. By taking into account accessibility considerations from the start, you can
– Conclusion
Mobile devices are becoming increasingly ubiquitous, which has led to a shift in how users access information and interact with businesses. As a result, businesses must adapt their strategies to account for the mobile-first mentality of their customers.
One way to do this is by crafting user-centric interfaces for mobile applications. This means creating an interface that is optimized for the smaller screen size and touch input of mobile devices. Additionally, it is important to consider the different contexts in which users will be accessing your app, as this will impact how they use it.
By keeping these things in mind, you can create a mobile application that provides a great user experience and meets the needs of your customers.
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The 3 Types of Web Design and How They Can Improve Your Online Presence
When it comes to creating a website, there are many factors that come into play. One of the most important is web design. A great website design can make all the difference in how visitors interact with your site and whether or not they stay long enough to become customers. In this blog post, we’ll take a look at three types of web designs and how each one can improve your online presence. 1.…

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It’s hard to believe that only a few years ago Neopets was on life support and was almost gutted and stripped for parts by a crypto company.
And now, just one year after Neo became independent, we’ve gotten Daily Quests, UCs, the return of (some) Flash games, trading cards, a mobile app that actually isn’t ass, AND the first full-scale plot in almost a decade.
It’s honestly an understatement to say that Neopets is going through a renaissance era; they’ve literally risen from the ashes. Especially for such a small team, what they have done to revive and rejuvenate this website is nothing short of a miracle. I genuinely feel excited to play Neopets again, which is something I hadn’t felt in years.
This weird little twilight zone corner of the web definitely isn’t perfect, but man…I’m so grateful for how things turned out. We could’ve easily entered the worst possible timeline for this game, but TNT knew that it deserved better. WE deserved better. And they fought like hell to make sure that it didn’t happen. And while the site may still be rough in some areas, we now have a thriving and growing community run by a truly passionate development team who has exceeded everyone’s expectations.
I’m so thankful that we ended up in the good timeline.
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the great reddit API meltdown of '23, or: this was always bound to happen
there's a lot of press about what's going on with reddit right now (app shutdowns, subreddit blackouts, the CEO continually putting his foot in his mouth), but I haven't seen as much stuff talking about how reddit got into this situation to begin with. so as a certified non-expert and Context Enjoyer I thought it might be helpful to lay things out as I understand them—a high-level view, surveying the whole landscape—in the wonderful world of startups, IPOs, and extremely angry users.
disclaimer that I am not a founder or VC (lmao), have yet to work at a company with a successful IPO, and am not a reddit employee or third-party reddit developer or even a subreddit moderator. I do work at a startup, know my way around an API or two, and have spent twelve regrettable years on reddit itself. which is to say that I make no promises of infallibility, but I hope you'll at least find all this interesting.
profit now or profit later
before you can really get into reddit as reddit, it helps to know a bit about startups (of which reddit is one). and before I launch into that, let me share my Three Types Of Websites framework, which is basically just a mental model about financial incentives that's helped me contextualize some of this stuff.
(1) website/software that does not exist to make money: relatively rare, for a variety of reasons, among them that it costs money to build and maintain a website in the first place. wikipedia is the evergreen example, although even wikipedia's been subject to criticism for how the wikimedia foundation pays out its employees and all that fun nonprofit stuff. what's important here is that even when making money is not the goal, money itself is still a factor, whether it's solicited via donations or it's just one guy paying out of pocket to host a hobby site. but websites in this category do, generally, offer free, no-strings-attached experiences to their users.
(I do want push back against the retrospective nostalgia of "everything on the internet used to be this way" because I don't think that was ever really true—look at AOL, the dotcom boom, the rise of banner ads. I distinctly remember that neopets had multiple corporate sponsors, including a cookie crisp-themed flash game. yahoo bought geocities for $3.6 billion; money's always been trading hands, obvious or not. it's indisputable that the internet is simply different now than it was ten or twenty years ago, and that monetization models themselves have largely changed as well (I have thoughts about this as it relates to web 1.0 vs web 2.0 and their associated costs/scale/etc.), but I think the only time people weren't trying to squeeze the internet for all the dimes it can offer was when the internet was first conceived as a tool for national defense.)
(2) website/software that exists to make money now: the type that requires the least explanation. mostly non-startup apps and services, including any random ecommerce storefront, mobile apps that cost three bucks to download, an MMO with a recurring subscription, or even a news website that runs banner ads and/or offers paid subscriptions. in most (but not all) cases, the "make money now" part is obvious, so these things don't feel free to us as users, even to the extent that they might have watered-down free versions or limited access free trials. no one's shocked when WoW offers another paid expansion packs because WoW's been around for two decades and has explicitly been trying to make money that whole time.
(3) website/software that exists to make money later: this is the fun one, and more common than you'd think. "make money later" is more or less the entire startup business model—I'll get into that in the next section—and is deployed with the expectation that you will make money at some point, but not always by means as obvious as "selling WoW expansions for forty bucks a pop."
companies in this category tend to have two closely entwined characteristics: they prioritize growth above all else, regardless of whether this growth is profitable in any way (now, or sometimes, ever), and they do this by offering users really cool and awesome shit at little to no cost (or, if not for free, then at least at a significant loss to the company).
so from a user perspective, these things either seem free or far cheaper than their competitors. but of course websites and software and apps and [blank]-as-a-service tools cost money to build and maintain, and that money has to come from somewhere, and the people supplying that money, generally, expect to get it back...
just not immediately.
startups, VCs, IPOs, and you
here's the extremely condensed "did NOT go to harvard business school" version of how a startup works:
(1) you have a cool idea.
(2) you convince some venture capitalists (also known as VCs) that your idea is cool. if they see the potential in what you're pitching, they'll give you money in exchange for partial ownership of your company—which means that if/when the company starts trading its stock publicly, these investors will own X numbers of shares that they can sell at any time. in other words, you get free money now (and you'll likely seek multiple "rounds" of investors over the years to sustain your company), but with the explicit expectations that these investors will get their payoff later, assuming you don't crash and burn before that happens.
during this phase, you want to do anything in your power to make your company appealing to investors so you can attract more of them and raise funds as needed. because you are definitely not bringing in the necessary revenue to offset operating costs by yourself.
it's also worth nothing that this is less about projecting the long-term profitability of your company than it's about its perceived profitability—i.e., VCs want to put their money behind a company that other people will also have confidence in, because that's what makes stock valuable, and VCs are in it for stock prices.
(3) there are two non-exclusive win conditions for your startup: you can get acquired, and you can have an IPO (also referred to as "going public"). these are often called "exit scenarios" and they benefit VCs and founders, as well as some employees. it's also possible for a company to get acquired, possibly even more than once, and then later go public.
acquisition: sell the whole damn thing to someone else. there are a million ways this can happen, some better than others, but in many cases this means anyone with ownership of the company (which includes both investors and employees who hold stock options) get their stock bought out by the acquiring company and end up with cash in hand. in varying amounts, of course. sometimes the founders walk away, sometimes the employees get laid off, but not always.
IPO: short for "initial public offering," this is when the company starts trading its stocks publicly, which means anyone who wants to can start buying that company's stock, which really means that VCs (and employees with stock options) can turn that hypothetical money into real money by selling their company stock to interested buyers.
drawing from that, companies don't go for an IPO until they think their stock will actually be worth something (or else what's the point?)—specifically, worth more than the amount of money that investors poured into it. The Powers That Be will speculate about a company's IPO potential way ahead of time, which is where you'll hear stuff about companies who have an estimated IPO evaluation of (to pull a completely random example) $10B. actually I lied, that was not a random example, that was reddit's valuation back in 2021 lol. but a valuation is basically just "how much will people be interested in our stock?"
as such, in the time leading up to an IPO, it's really really important to do everything you can to make your company seem like a good investment (which is how you get stock prices up), usually by making the company's numbers look good. but! if you plan on cashing out, the long-term effects of your decisions aren't top of mind here. remember, the industry lingo is "exit scenario."
if all of this seems like a good short-term strategy for companies and their VCs, but an unsustainable model for anyone who's buying those stocks during the IPO, that's because it often is.
also worth noting that it's possible for a company to be technically unprofitable as a business (meaning their costs outstrip their revenue) and still trade enormously well on the stock market; uber is the perennial example of this. to the people who make money solely off of buying and selling stock, it literally does not matter that the actual rideshare model isn't netting any income—people think the stock is valuable, so it's valuable.
this is also why, for example, elon musk is richer than god: if he were only the CEO of tesla, the money he'd make from selling mediocre cars would be (comparatively, lol) minimal. but he's also one of tesla's angel investors, which means he holds a shitload of tesla stock, and tesla's stock has performed well since their IPO a decade ago (despite recent dips)—even if tesla itself has never been a huge moneymaker, public faith in the company's eventual success has kept them trading at high levels. granted, this also means most of musk's wealth is hypothetical and not liquid; if TSLA dropped to nothing, so would the value of all the stock he holds (and his net work with it).
what's an API, anyway?
to move in an entirely different direction: we can't get into reddit's API debacle without understanding what an API itself is.
an API (short for "application programming interface," not that it really matters) is a series of code instructions that independent developers can use to plug their shit into someone else's shit. like a series of tin cans on strings between two kids' treehouses, but for sending and receiving data.
APIs work by yoinking data directly from a company's servers instead of displaying anything visually to users. so I could use reddit's API to build my own app that takes the day's top r/AITA post and transcribes it into pig latin: my app is a bunch of lines of code, and some of those lines of code fetch data from reddit (and then transcribe that data into pig latin), and then my app displays the content to anyone who wants to see it, not reddit itself. as far as reddit is concerned, no additional human beings laid eyeballs on that r/AITA post, and reddit never had a chance to serve ads alongside the pig-latinized content in my app. (put a pin in this part—it'll be relevant later.)
but at its core, an API is really a type of protocol, which encompasses a broad category of formats and business models and so on. some APIs are completely free to use, like how anyone can build a discord bot (but you still have to host it yourself). some companies offer free APIs to third-party developers can build their own plugins, and then the company and the third-party dev split the profit on those plugins. some APIs have a free tier for hobbyists and a paid tier for big professional projects (like every weather API ever, lol). some APIs are strictly paid services because the API itself is the company's core offering.
reddit's financial foundations
okay thanks for sticking with me. I promise we're almost ready to be almost ready to talk about the current backlash.
reddit has always been a startup's startup from day one: its founders created the site after attending a startup incubator (which is basically a summer camp run by VCs) with the successful goal of creating a financially successful site. backed by that delicious y combinator money, reddit got acquired by conde nast only a year or two after its creation, which netted its founders a couple million each. this was back in like, 2006 by the way. in the time since that acquisition, reddit's gone through a bunch of additional funding rounds, including from big-name investors like a16z, peter thiel (yes, that guy), sam altman (yes, also that guy), sequoia, fidelity, and tencent. crunchbase says that they've raised a total of $1.3B in investor backing.
in all this time, reddit has never been a public company, or, strictly speaking, profitable.
APIs and third-party apps
reddit has offered free API access for basically as long as it's had a public API—remember, as a "make money later" company, their primary goal is growth, which means attracting as many users as possible to the platform. so letting anyone build an app or widget is (or really, was) in line with that goal.
as such, third-party reddit apps have been around forever. by third-party apps, I mean apps that use the reddit API to display actual reddit content in an unofficial wrapper. iirc reddit didn't even have an official mobile app until semi-recently, so many of these third-party mobile apps in particular just sprung up to meet an unmet need, and they've kept a small but dedicated userbase ever since. some people also prefer the user experience of the unofficial apps, especially since they offer extra settings to customize what you're seeing and few to no ads (and any ads these apps do display are to the benefit of the third-party developers, not reddit itself.)
(let me add this preemptively: one solution I've seen proposed to the paid API backlash is that reddit should have third-party developers display reddit's ads in those third-party apps, but this isn't really possible or advisable due to boring adtech reasons I won't inflict on you here. source: just trust me bro)
in addition to mobile apps, there are also third-party tools that don’t replace the Official Reddit Viewing Experience but do offer auxiliary features like being able to mass-delete your post history, tools that make the site more accessible to people who use screen readers, and tools that help moderators of subreddits moderate more easily. not to mention a small army of reddit bots like u/AutoWikibot or u/RemindMebot (and then the bots that tally the number of people who reply to bot comments with “good bot” or “bad bot).
the number of people who use third-party apps is relatively small, but they arguably comprise some of reddit’s most dedicated users, which means that third-party apps are important to the people who keep reddit running and the people who supply reddit with high-quality content.
unpaid moderators and user-generated content
so reddit is sort of two things: reddit is a platform, but it’s also a community.
the platform is all the unsexy (or, if you like python, sexy) stuff under the hood that actually makes the damn thing work. this is what the company spends money building and maintaining and "owns." the community is all the stuff that happens on the platform: posts, people, petty squabbles. so the platform is where the content lives, but ultimately the content is the reason people use reddit—no one’s like “yeah, I spend time on here because the backend framework really impressed me."
and all of this content is supplied by users, which is not unique among social media platforms, but the content is also managed by users, which is. paid employees do not govern subreddits; unpaid volunteers do. and moderation is the only thing that keeps reddit even remotely tolerable—without someone to remove spam, ban annoying users, and (god willing) enforce rules against abuse and hate speech, a subreddit loses its appeal and therefore its users. not dissimilar to the situation we’re seeing play out at twitter, except at twitter it was the loss of paid moderators; reddit is arguably in a more precarious position because they could lose this unpaid labor at any moment, and as an already-unprofitable company they absolutely cannot afford to implement paid labor as a substitute.
oh yeah? spell "IPO" backwards
so here we are, June 2023, and reddit is licking its lips in anticipation of a long-fabled IPO. which means it’s time to start fluffing themselves up for investors by cutting costs (yay, layoffs!) and seeking new avenues of profit, however small.
this brings us to the current controversy: reddit announced a new API pricing plan that more or less prevents anyone from using it for free.
from reddit's perspective, the ostensible benefits of charging for API access are twofold: first, there's direct profit to be made off of the developers who (may or may not) pay several thousand dollars a month to use it, and second, cutting off unsanctioned third-party mobile apps (possibly) funnels those apps' users back into the official reddit mobile app. and since users on third-party apps reap the benefit of reddit's site architecture (and hosting, and development, and all the other expenses the site itself incurs) without “earning” money for reddit by generating ad impressions, there’s a financial incentive at work here: even if only a small percentage of people use third-party apps, getting them to use the official app instead translates to increased ad revenue, however marginal.
(also worth mentioning that chatGPT and other LLMs were trained via tools that used reddit's API to scrape post and content data, and now that openAI is reaping the profits of that training without giving reddit any kickbacks, reddit probably wants to prevent repeats of this from happening in the future. if you want to train the next LLM, it's gonna cost you.)
of course, these changes only benefit reddit if they actually increase the company’s revenue and perceived value/growth—which is hard to do when your users (who are also the people who supply the content for other users to engage with, who are also the people who moderate your communities and make them fun to participate in) get really fucking pissed and threaten to walk.
pricing shenanigans
under the new API pricing plan, third-party developers are suddenly facing steep costs to maintain the apps and tools they’ve built.
most paid APIs are priced by volume: basically, the more data you send and receive, the more money it costs. so if your third-party app has a lot of users, you’ll have to make more API requests to fetch content for those users, and your app becomes more expensive to maintain. (this isn’t an issue if the tool you’re building also turns a profit, but most third-party reddit apps make little, if any, money.)
which is why, even though third-party apps capture a relatively small portion of reddit’s users, the developer of a popular third-party app called apollo recently learned that it would cost them about $20 million a year to keep the app running. and apollo actually offers some paid features (for extra in-app features independent of what reddit offers), but nowhere near enough to break even on those API costs.
so apollo, any many apps like it, were suddenly unable to keep their doors open under the new API pricing model and announced that they'd be forced to shut down.
backlash, blackout
plenty has been said already about the current subreddit blackouts—in like, official news outlets and everything—so this might be the least interesting section of my whole post lol. the short version is that enough redditors got pissed enough that they collectively decided to take subreddits “offline” in protest, either by making them read-only or making them completely inaccessible. their goal was to send a message, and that message was "if you piss us off and we bail, here's what reddit's gonna be like: a ghost town."
but, you may ask, if third-party apps only captured a small number of users in the first place, how was the backlash strong enough to result in a near-sitewide blackout? well, two reasons:
first and foremost, since moderators in particular are fond of third-party tools, and since moderators wield outsized power (as both the people who keep your site more or less civil, and as the people who can take a subreddit offline if they feel like it), it’s in your best interests to keep them happy. especially since they don’t get paid to do this job in the first place, won’t keep doing it if it gets too hard, and essentially have nothing to lose by stepping down.
then, to a lesser extent, the non-moderator users on third-party apps tend to be Power Users who’ve been on reddit since its inception, and as such likely supply a disproportionate amount of the high-quality content for other users to see (and for ads to be served alongside). if you drive away those users, you’re effectively kneecapping your overall site traffic (which is bad for Growth) and reducing the number/value of any ad impressions you can serve (which is bad for revenue).
also a secret third reason, which is that even people who use the official apps have no stake in a potential IPO, can smell the general unfairness of this whole situation, and would enjoy the schadenfreude of investors getting fucked over. not to mention that reddit’s current CEO has made a complete ass of himself and now everyone hates him and wants to see him suffer personally.
(granted, it seems like reddit may acquiesce slightly and grant free API access to a select set of moderation/accessibility tools, but at this point it comes across as an empty gesture.)
"later" is now "now"
TL;DR: this whole thing is a combination of many factors, specifically reddit being intensely user-driven and self-governed, but also a high-traffic site that costs a lot of money to run (why they willingly decided to start hosting video a few years back is beyond me...), while also being angled as a public stock market offering in the very near future. to some extent I understand why reddit’s CEO doubled down on the changes—he wants to look strong for investors—but he’s also made a fool of himself and cast a shadow of uncertainty onto reddit’s future, not to mention the PR nightmare surrounding all of this. and since arguably the most important thing in an IPO is how much faith people have in your company, I honestly think reddit would’ve fared better if they hadn’t gone nuclear with the API changes in the first place.
that said, I also think it’s a mistake to assume that reddit care (or needs to care) about its users in any meaningful way, or at least not as more than means to an end. if reddit shuts down in three years, but all of the people sitting on stock options right now cashed out at $120/share and escaped unscathed... that’s a success story! you got your money! VCs want to recoup their investment—they don’t care about longevity (at least not after they’re gone), user experience, or even sustained profit. those were never the forces driving them, because these were never the ultimate metrics of their success.
and to be clear: this isn’t unique to reddit. this is how pretty much all startups operate.
I talked about the difference between “make money now” companies and “make money later” companies, and what we’re experiencing is the painful transition from “later” to “now.” as users, this change is almost invisible until it’s already happened—it’s like a rug we didn’t even know existed gets pulled out from under us.
the pre-IPO honeymoon phase is awesome as a user, because companies have no expectation of profit, only growth. if you can rely on VC money to stay afloat, your only concern is building a user base, not squeezing a profit out of them. and to do that, you offer cool shit at a loss: everything’s chocolate and flowers and quarterly reports about the number of signups you’re getting!
...until you reach a critical mass of users, VCs want to cash in, and to prepare for that IPO leadership starts thinking of ways to make the website (appear) profitable and implements a bunch of shit that makes users go “wait, what?”
I also touched on this earlier, but I want to reiterate a bit here: I think the myth of the benign non-monetized internet of yore is exactly that—a myth. what has changed are the specific market factors behind these websites, and their scale, and the means by which they attempt to monetize their services and/or make their services look attractive to investors, and so from a user perspective things feel worse because the specific ways we’re getting squeezed have evolved. maybe they are even worse, at least in the ways that matter. but I’m also increasingly less surprised when this occurs, because making money is and has always been the goal for all of these ventures, regardless of how they try to do so.
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"Seven federal agencies are partnering to implement President Biden’s American Climate Corps, announcing this week they would work together to recruit 20,000 young Americans and fulfill the administration's vision for the new program.
The goals spelled out in the memorandum of understanding include comprehensively tackling climate change, creating partnerships throughout various levels of government and the private sector, building a diverse corps and serving all American communities.
The agencies—which included the departments of Commerce, Interior, Agriculture, Labor and Energy, as well the Environmental Protection Agency and AmeriCorps—also vowed to ensure a “range of compensation and benefits” that open the positions up to a wider array of individuals and to create pathways to “high-quality employment.”
Leaders from each of the seven agencies will form an executive committee for the Climate Corps, which Biden established in September, that will coordinate efforts with an accompanying working group. They will create the standards for ACC programs, set compensation guidelines and minimum terms of service, develop recruitment strategies, launch a centralized website and establish performance goals and objectives. The ACC groups will, beginning in January, hold listening sessions with potential applicants, labor unions, state and local governments, educational institutions and other stakeholders.
The working group will also review all federal statutes and hiring authorities to remove any barriers to onboarding for the corps and standardize the practices across all participating agencies. Benefits for corps members will include housing, transportation, health care, child care, educational credit, scholarships and student loan forgiveness, stipends and non-financial services.
As part of the goal of the ACC, agencies will develop the corps so they can transition to “high-quality, family-sustaining careers with mobility potential” in the federal or other sectors. AmeriCorps CEO Michael Smith said the initiative would prepare young people for “good-paying union jobs.”
Within three weeks of rolling out the ACC, EPA said more than 40,000 people—mostly in the 18-35 age range—expressed interest in joining the corps. The administration set an ambitious goal for getting the program underway, aiming to establish the corps’ first cohort in the summer of 2024.
The corps members will work in roles related to ecosystem restoration and conservation, reforestation, waterway protection, recycling, energy conservation, clean energy deployment, disaster preparedness and recovery, fire resilience, resilient recreation infrastructure, research and outreach. The administration will look to ensure 40% of the climate-related investments flow to disadvantaged communities as part of its Justice40 initiative.
EPA Administrator Michael Regan said the MOU would allow the ACC to “work across the federal family” to push public projects focused on environmental justice and clean energy.
“The Climate Corps represents a significant step forward in engaging and nurturing young leaders who are passionate about climate action, furthering our journey towards a sustainable and equitable future,” Regan said.
The ACC’s executive committee will hold its first meeting within the next 30 days. It will draw support from a new climate hub within AmeriCorps, as well as any staffing the agency heads designate."
-via Government Executive, December 20, 2023
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This news comes with your regularly scheduled reminder that WE GOT THE AMERICAN CLIMATE CORPS ESTABLISHED LAST YEAR and basically no one know about/remembers it!!! Also if you want more info about the Climate Corps, inc. how to join, you can sign up to get updates here.
#climate corps#american climate corps#acc#biden#biden administration#americorps#epa#environmental protection agency#sustainability#conservation#climate action#climate change#climate crisis#climate emergency#environmentalism#global warming#united states#us politics#hopeposting#hope posting#national forest#public lands#disaster prevention#environment#ecosystem restoration#waterways#recycling#clean energy#reforestation#disaster preparedness
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PB shared the announcement on their blog.
I googled "Series Entertainment" and found article about this news and the article starts with:
Series Entertainment – itself a game development company that "pioneer[s] the use of generative AI to transform imaginative ideas into unforgettable gaming experiences" – says the acquisition "signifies Series' strategy to build out its studio system to deliver a diverse catalog of different genres that leverage its world class development technology, the Rho Engine", the world’s first "AI-native, multimodal full-stack game creation platform". [X]
And here is another article
Series Entertainment, a fast-growing AI game development company, has acquired interactive fiction mobile game studio Pixelberry.
From the companies website...
So basically we told Choices we didn't want AI and they sold the company to an AI entertainment company 🤦♀️
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ninjamuffin newgrounds post!
tl;dr
fuck ads!! use adblocker whenever you can!!
the crew tries to make fnf as ad-free as possible, not just the game but where you download it- it's why it's on itch/newgrounds and not anywhere that offers ad revenue
that being said, fnf mobile will likely have a free version which... will have ads. they will try not to make the ads too obnoxious
(there will be an ad-free paid version too!)
extra note from me, not the post: if you're an android user you totally shouldn't use youtube revanced and purpletv or anything for mobile youtube and twitch adblockers. it would be such a hindrance to the advertisers. ha ha
full post copied below ⬇️
greetings and merry xmas newgrounds
on my brain for a very long time has been advertisements. Something about ads that stick in my brain ever since I came across this little thing from Lichess.

In due time, unfortunately this post will become a bit hypocritical, as we will eventually publish FNF onto mobile, and that will very likely have a free ad supported version. Hopefully that doesn't undermine my thoughts too much, however FNF is more than just me and my brain! Not everything I say goes in terms of FNF decisions! So with all that being said, let me begin shouting about everything I hate about ads.
I use adblocker on everything, and you should too. UBlock Origin has been my reliable go to. Online ads are especially an insidious breed. I'll try not to be some tinfoil hat, but I do often wonder what the internet would look like if the online ad model *wasn't* fruitful back in the early days of the internet. Would Facebook, Google, etc. have an arms race to the bottom to get infinite amounts of data on every single person ever? Would social media algorithms optimize for a different experience other than *spend as much time as possible on our site*? Ads have existed before Youtube, Google, internet though. They exist on TV, on subways and buses, on radio, in newspapers. I think for the most part my deep hatred of ads is for online kind, I do think there can be "irl" ads that I find very unpleasant. Going on a subway or sitting at a bus stop, I think people deserve more dignity from their city public transit than to have something sold to them! I don't think an ad free life should be only reserved for those who can pay for spotify premium, youtube red, etc. I think everyone should be entitled to that DIGNITY.
X (the everything app, formerly Twitter ) has a Premium subscription that costs 10$/month (CAD), and they will only give you *half* the ads in your feed. How generous of them. I will be dramatic, and say that I look at ads with disgust. I hope to think I'm somewhat justified, as most ads look like dogshit, and are pretty worthless.
For a very long time (and currently, as of writing/posting) FNF has been entirely ad free. We did stand up to putting it on other web portals that offer ads and ad payments/rev share, because we do somewhat want to be part of the change we'd like to see in the world. We want to believe in a world where someone can put out a free game on itch/newgrounds, and have the development be supported purely off donations (which FNF was supported by that in the early days / first 6 months of development!). We definitely could have made much MUCH more money if we put FNF on websites that offer ad rev share, but we didn't, and I hope that doesn't fall on deaf ears.
However we do promote our own things from within the game, Kickstarter, merch, etc. I suppose I'm less upset or even thinking about that, I think there's a big difference if we had a lil Kickstarter trailer in-game that played, opposed to having an in-game advertisement for some fuckass mobile game or some cosmetics or somethin. We specifically are still curating what we are putting in the game with our lil links to merch, kickstarter, etc.
We also provide the soundtrack on Spotify / streaming services, which do indeed get money from ads. I think I'm so detatched from Spotify ads and being angry at them, since I've been spotify premium user even at the brokest poorest in my life... i need them album downloads!!! I do think that's an aspect where there is an adfree alternative, which is Bandcmap, where you can listen to the FNF OST as much as you want, and if you pay some coin, you can download it in high quality!
My thoughts on FNF mobile with ads is that they will make me very unhappy and deeply sad. I do sincerely apologize to those of you who would be unable to play FNF on anything other than a mobile device, and aren't able to get the full mobile version, so you become punished with ads. We do hope to not be obnoxious with mobile ads. If you have a computer, even a shitty busted one that runs slow, I personally hope you end up compiling the mobile version yourself to get past ads. The thought of that lets me rest easier just a little bit. The FNF will be proudly open source forever.
There will also be a paid version of FNF mobile, that will have no ads. Pay for that one if you please.
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Reference archived on our website (Follow this link to access more than 1,000 open-access studies on covid! DAILY UPDATES)
Vaccination does lower case counts in hospitals, but it also helps to fuel new variant's immune escape if not paired with preventative measures like masking and air filtration.
Abstract COVID-19 vaccine-induced protection declines over time. This waning of immunity has been described in modelling as a lower level of protection. This study incorporated fine-scale vaccine waning into modelling to predict the next surge of the Omicron variant of the SARS-CoV-2 virus. In Hong Kong, the Omicron subvariant BA.2 caused a significant epidemic wave between February and April 2022, which triggered high vaccination rates. About half a year later, a second outbreak, dominated by a combination of BA.2, BA.4 and BA.5 subvariants, began to spread. We developed mathematical equations to formulate continuous changes in vaccine boosting and waning based on empirical serological data. These equations were incorporated into a multi-strain discrete-time Susceptible-Exposed-Infectious-Removed model. The daily number of reported cases during the first Omicron outbreak, with daily vaccination rates, the population mobility index and daily average temperature, were used to train the model. The model successfully predicted the size and timing of the second surge and the variant replacement by BA.4/5. It estimated 655,893 cumulative reported cases from June 1, 2022 to 31 October 2022, which was only 2.69% fewer than the observed cumulative number of 674,008. The model projected that increased vaccine protection (by larger vaccine coverage or no vaccine waning) would reduce the size of the second surge of BA.2 infections substantially but would allow more subsequent BA.4/5 infections. Increased vaccine coverage or greater vaccine protection can reduce the infection rate during certain periods when the immune-escape variants co-circulate; however, new immune-escape variants spread more by out-competing the previous strain.
#mask up#covid#pandemic#covid 19#wear a mask#public health#coronavirus#sars cov 2#still coviding#wear a respirator
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In case you missed - GREAT Neopets News!
I didn't see anybody talking about the news here, so I thought that I could share a summary.

The Neopets Team announced today that they're under new management. They're no longer affiliated with Jumpstart (which announced their closure back in June) or their parent company NetDragon.
In their blog post in the official Neopets Medium page, they confirm that they are now an independent company:

(Dominc Law, worked for NetDragon and was an old school Neopets player. He put together a team to work on saving the brand.)
Also in that blog post the team talks about how they are well aware of the problems the site has been through in the last decade, they acknowledge the lack of resources which resulted in the Neopets website being left broken.
Going ahead, they are going to focus on community requests, such as speeding up the process of Flash Games conversion, clearing up the page conversion backlog, bug fixes, mobile compatibility issues and improving customer support.
Most importantly, in my opinion, they clear up that they WILL NOT go forward with any Metaverse bullshit, and will instead work on creating a game that feels like Neopets:

At this point, they have secured $4M in funding from various (unnamed) investors with additional funding from the management buyout. For the first time in forever, it looks like TNT has the resources they need to move the brand forward. In the blog post, they mention they have already hired developers and artists to work on the fixes the site needs.
From what it looks like, the game will be a mobile social life-simulation, parallel to the current website. We don’t have to worry that neopets.com will be replaced by a mobile app.

As of now, they have announced:
A brand new plot, scheduled for early 2024
A 2 million(!) NeoCash giveaway
More transparency with monthly updates from the team, scheduled AMAs
Neopets will be under the control of a new, unified entity: World of Neopia, Inc - the website will remain the same (neopets.com)
A Brand Ambassador Program
No longer going forward with NFT/Metaverse stuff
At the end, they published a FAQ with some answers that I found to be good and very interesting:




You can read the entire blog post here.
Or watch the YouTube announcement (which is way shorter):
youtube
#neopets#putting my journo degree to a good use i think#i am in no way affiliated with TNT or jumpstart or netdragon etc#i'm just really really happy#things look bright for once and i'd like to share the news#i know some people might be skeptical but i'd like to be optimistic for once and trust the team#most of them nowadays are old players if i'm not mistaken#i don't think they like to see the website in shambles as it was#also really goddamn glad they're moving away from crypto shit#i appreciate the transparency#also be nice to me i'm shy#Youtube#i admit i got a little lazy by the end#nostalgia#y2k nostalgia#kidcore#will these tags even show up
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Death the Kid Analysis Extended
This is a rewriting of an old post. This info. is mostly referenced from the manga because most of his information and development is only in the 2nd half of the manga, so I am going to give an extensive list of info. of him so that those who don't want to read the manga, or wants info. without going back, or just forgot can come here and look at it.
THERE ARE SPOILERS > > >
>
Now, for Kid's Info.:
Since he is a shinigami he is obsessed with perfection and balance. It is mentioned here and there throughout the whole manga and in official bios. on the gangan website that he is persnickety, pathologically neurotic, and abnormally obsessed with "symmetry" however, in vol.14 ch53, he dismisses Liz comment on his hair when his first lines of sanzu connects, stating that he'd usually obsess about it but won't. It is never mentioned he has OCD.
No one wanted to approach Kid because of who he was, and Kid was ostracized from other students, but it was Black star, Soul, then Maka who approached him and he became more open. It made him impressed and happy when Black star wanted to surpass him. (v19 ch77)
Kid bleeds, and it is red in both the manga and anime. The blood stays on the ground, and it shows slight whispyness in the manga once it regenerates, which is the same whisp strings you see when you see him manifest his skateboard from his hands.
Kid could not regenerate without the Brew tool. In ch. 53 Liz asks Free to save Kid because he'll die, and Kid was not regenerating until the brew took effect on him and gave him his first connected lines of sanzu (middle line), whilst also amplifying his soul wavelength. (Soul Wavelength should not be confused with his actual soul. The brew was making the Soul swell too though)
Kid has his own unique battle stances.
His father does not bleed when injured, and his father is seen only drinking tea a few times, but Kid eats, drinks, bleeds, shows emotions, feels pain, ages, and likes to be upkept.
Kid was created & raised from a child to learn and understand fear.
Kid's wavelength?/soul gets huge like his fathers when he connects all the lines of sanzu, and also appears similar to his.
Kid's soul color is red
Kid is 158cm tall and 13 years old in the start of SE Not!
Kid faints from high anxiety
Kid can't get intoxicated, get poisoned, or dye his hair.
Kid and Asura look humanoid, and lord death is said to have a face too under the mask in ch.70 & ep.39 (kid and asura are brothers)
Kid reacts to naked women twice along with Soul and Black star by Blair (op1 and ep. 12), and then once in the beginning in the pharaoh scene but is unaffected by Kaguya and the girls in the shower scene in the manga?* *there's a bump on his head after being pulled out, but in the next page he has a nosebleed dripping all the way down to his chin, not sure if that's from the smack he got or something else, but there's no lump with that nosebleed like in the previous panel but there is a punch mark
Based on Kids ID (in the anime), he was born between 1987 to 2086 since the issue date is xx/13/20XX (M/D/Y)
Excalibur says only 1 shinigami can exist at a time, however, I do not know Asura's situation and how he is still alive after Kid becomes complete, or why there's 3 shinigamis at the same time.
Kid sometimes curses.
Kid cares about his friends and is shown to protect Liz and Patty twice in the manga (1 to prevent them from going into the book of Eibon, and 2 telling Patty not to transform when he gets his arm cut)
Kid loves to read books. He shows up at the library a couple times, in ep. 15 he is reading a book, in the aftershow op/ed he is seen reading and holding a book, and in the mobile/website card game, he is seen holding one in his lap.
Kid can play basketball
Kid writes and draws with his right hand
Kid is very thin but flexible and agile. He restrains himself in battles at times
Kid gets taller in the manga during and after the grigori arc
addition: his blood type is D
addition: Kid has sanpaku eyes
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Lastly Some bonus guesstimations...
Kid supposedly wears glasses in the manga (v1 ch3) and in an official mobile/online game's artwork he is shown wearing it. He also wears it in a mini comic booklet, but that isn't counted because it's like a "backstage" bonus.
Kid likely has "junk" parts. He mentions forgetting to fold the toilet paper, has a toilet in his mansion, and in the Fire Force mobile game he insinuates he has one.
Kid was likely not born as an infant. In the end of Fire force manga, and v19 ch77, it shows Kid at his youngest, maybe around 4 or 5 years old, and where lord death explains life and death like it's his first time explaining to him. You can also see an aura around Kid which might be an appearance effect and only shows in the Fire Force manga. We'll find out in the Fire Force season 3 anime whether it's true or not. Young Kid and Lord Death seem to be in the Death room, which might mean the DWMA was already constructed when this occurred. Also to make this claim more plausible, Asura was created in adulthood, so Lord death can choose any age he wants created from himself.
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https://www.tumblr.com/shi-ni-shi-ni-koroshi/159803789288/death-the-kid-analysis?source=share
I have another Soul Eater document scheduled for next Thursday.
#soul eater#death the kid#atsushi ohkubo#soul eater kid#soul eater analysis#official art#new year 2025
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A Somewhat Comprehensive List of Horse Video Games
I will be editing this original post with new games, new information, and so on. If you see a reblogged version of this post, it is worth going to the original post to see if updates have been made.
Ahead will be a list of games that either were released recently and/or are being actively maintained. I have not personally played all of these games. Do not take this list as my personal recommendations.
If you have games you would like to suggest for this list, please let me know!
Some games are listed in both the Single Player and Multiplayer sections. This is due to them having the capability for either.
Single Player
The Ranch of Rivershine [Steam]
Horse Tales: Emerald Valley Ranch [Website, available for PC and consoles]
Rival Stars Horse Racing [Website]
Astride [Steam, Website]
Horse Club Adventures [Steam, also available on consoles]
Horse Club Adventures 2 [Steam, also available on consoles]
Wildshade Unicorn Champions [only available on consoles]
Tales of Rein Ravine [Steam]
Multiplayer
Rival Stars Horse Racing [Website]
Astride [Steam, Website]
Horse Isle 3 [Website]
Alicia Online [Website]
Star Stable Online [Website]
Star Equestrian [Website]
Browser
Horse Reality [Website]
Ropin' Ranch [Website]
Wild Horses Valley [Website]
Hunt and Jump [Website]
Mobile
Wildshade
Equestrian The Game
Star Equestrian
Rival Stars Horse Racing
Star Stable Online
Equestriad World Tour
Honorable Mentions
These are games that are not horse games technically but may have good horse gameplay, either in the base game or via user created content.
Red Dead Redemption 2/Red Dead Online/RedM
Minecraft
Roblox
The Sims 3 Pets
The Sims 4 Horse Ranch
Black Desert Online
Upcoming
Some but not all of these games have demos or paid beta testing, though none are officially available yet.
Fernhoof Grove [Trailer]
Unbridled: That Horse Game [Website]
Horse Life Simulator [Patreon]
Canter Crossing [Steam]
Pro Show Jumping [Steam]
Horse Project [Website]
Horse Trainer [Video]
Windstorm: The Legend of Khiimori [Steam]
Details about some of the games:
Rival Stars Horse Racing
Rival Stars has two versions. Desktop via Steam and Mobile. While the gameplay itself (e.i racing, breeding, etc) are identical there are massive differences in how it functions. Mobile has micro transactions and limits on how much you can do a day without paying money. The desktop version has no micro transactions and no limits on how much you can do at any given time. Desktop, however, does not get updated as often as Mobile. I could go on and on listing various pros and cons between the two versions, but ultimately I personally prefer Desktop due to the lack of micro transactions or wait times and in addition Desktop has the ability to make custom horses, which is quite fun. It's worth checking out the mobile version first, however, so you can see if the game appeals to you as the Mobile version is free to play.
Astride
Astride is in "early access" on Steam, though that can be misleading. What is currently available is little more than a tech demo. You can create a horse and ride around an area on it, utilizing Astride's unique jumping system, and you can given play with friends. However, it is extremely glitchy, the lighting looks awful right now, and overall it just... isn't good. That said, it is still in progress and I personally have hopes that it will become a full fledged game as promised someday. That day is not today and so I personally recommend not purchasing it until it has gotten a few good updates, unless you just really want to financially support the developers.
Horse Isle 3
Oh boy. I'll just point you towards this article about some of the issues with the community management of HI3. Be warned if you intend to play, moderators are inconsistent about the rules they enforce and you can very easily get banned for saying harmless things. Personally, I stay out of the chat and I'm careful with what I name my horses. Horse Isle 3 is a one of a kind game, sadly, that allows for extremely detailed breeding. Realistic genetics combined with the ability to breed for all sorts of shapes makes it a very compelling game, which is why so many people continue to play it despite... the issues. It is free to play, though there are paid aspects to it. However, you can earn the premium currency within the game and utilize paid features without ever paying your own money.
Minecraft
Minecraft can be a fun horse game using mods or server plugins! The mod SWEM adds a lot of content that makes for good realistic horse roleplay, though doesn't fit well in survival style gameplay. The mod Realistic Horse Genetics actually doesn't change much of the horse functionality, making it a really good fit for survival gameplay, but adds lots of realistic genetics and a better system for inheriting stats than vanilla minecraft. The mod Genetic Animals will be adding horses soon.
Red Dead Redemption 2, Red Dead Online, and RedM
While it is not intended to be a horse game, RDR2 has horses that feel so very real. They are well animated so they feel alive and they respond to their environment in realistic ways. Many people purchase the game purely because of the horses. There are mods you can use to improve the horses in Single Player, though I've never used any so I can't offer suggestions. Personally, I really like Red Dead Online for the horses because the horses can't die and there are a few more breed options. You also can look into joining a RedM server. There is one called Rift that is specifically meant for horse enthusiasts.
Roblox
I know nothing about Roblox personally, but I know there are several worlds (games? I don't know what they're called) in Roblox that revolve around horses.
I will add to this as I think of more. If you are viewing this as a reblogged post, it's worth checking the original to see if it has been updated.
Please feel free to request more information or suggest games or add your thoughts.
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