Play it While You Can! A Fractured Playtest Is On The Way.

We have been anticipating the release of sandbox MMORPG Fractured for a while now, and it would appear that we are a step closer with the announcement of the upcoming 2020 Fractured playtest. 

Since day one we’ve been keenly following the development of this title from its crowdfunding and Q&A sessions to recent stress tests, and for good reason – there is a lot to look forward to. Perhaps the most unprecedented feature is its fully-interactive environment. However, the cosmic setting, player-crafted items, race-dependent mechanics and the omission of grinding and leveling really sets this game apart. 

Split into 2 phases, the Fractured playtest will first be available for the game’s backers on Tuesday 26th May followed by universal access on Thursday 28th May, both at 2pm. Pile in the hours in while you can though as it will close to everybody on Monday 1st June. 

Expect the changes introduced during the Alpha 2 – Test 2 in March to be augmented with the following additions: 

  • Item stack splitting (holding CTRL when releasing a stack)
  • Crafting multiple items (instead of 1 at a time)
  • Faster movement speed on paved roads
  • Protection from monster attacks and damage when knocked down.
  • Proper Death, where your corpse will retain your inventory until recovered by yourself or a fellow guild member, or looted by a member of an opposing Militia.

Militias are a surprise new mechanic to spice up the PvP experience on Syndesia, the planet of the human race. Overall, it gives players a chance to join one of four predefined NPC Militias, within which they can decide to attack (or loot) the other three. The Devs have promised to expand on this concept the closer we get to a final release, but in the meantime get the full lowdown via the announcement page here.

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City of Titans Raised an Additional $49,000 From Second Crowdfunding Campaign

According to a new blog post from Missing Worlds Media City of Titans raised an additional $49,000 from the Second Chance crowdfunding campaign over the last two weeks.

This campaign has given those who missed out on the Kickstarter campaign back in 2013 the opportunity to donate and receive the same pledge opportunities that were offered then. Thanks to the Second Chance 457 new backers have donated to City of Titans. On top of that, an additional 95 original backers have taken the opportunity to upgrade their original donation. In all approximately $49,700 has been raised in these two weeks.

In a newly released blog post, Missing Worlds Media has outlined what they plan to do with that money. Though it should be noted before I list them out that half of what is received will be set aside for taxes and other assorted administrative fees. The list of funding goals below (taken directly from the blog post) starts after those deductions.

$10,000: This level of funding allows us to pay the fees and charges necessary to continue developing the game. This includes server costs, licensing fees, and other mandatory costs associated with development.

$10,000-$20,000: With this amount of funding, we were planning to engage the services of a dedicated costume artist for up to 10 weeks. We managed to be more efficient than we thought, and have both a costume artist and a coder on a more permanent basis than before. You should see the results in the first patch for the standalone fairly shortly – we’re working on bringing the missing female patterns into the game.

$20,000-$30,000: At this level, we’ll be able to bring in a dedicated landscape artist for up to 10 weeks. Like the costume artist above, this is a tricky skill set that will help us accelerate our existing work.

$30,000-$40,000: Funding at this level will enable us to upgrade development software and hardware.

$40,000+: At this level and beyond, we’ll be able to do more of the above. We’ll be able to bring in more specialist developers, add more system capability, and be able to do more of the things that will enhance the work that we’ve already accomplished.


Source: Official Blog Post

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Where Are they Now: Crowdfunded MMOs in 2019

There have been a lot of crowdfunded MMOs throughout the years and keeping track of them all can be somewhat daunting. That’s why from time to time we like to check in with those games and see how they’re doing. This is a look at 11 crowdfunded MMOs and where they are now.


Ashes of Creation

Ashes of Creation

Crowdfunded: May 2017

In 2018 Ashes of Creation became two different projects. There’s the main MMORPG, but they also now have a Battle Royale game which is currently the focus of beta testing. Last year they also announced that would be publishing Ashes of Creation in Europe. This move was met with a lot of concern from fans. There was also a bit of controversy on the Ashes of Creation subreddit, where the CEO amongs other developers took control of the subreddit. This resulted in the concern that censorship would be a major problem for the group. Even after they got a new community manager the CEO continued to be a mod, which was, of course, an unpopular move.


Camelot Unchained

Camelot Unchained

Crowdfunded: April 2013

After 6 years you would be forgiven if you had forgotten Camelot Unchained.  For diehard fans, the developers give weekly updates on how development is going. They cover topics ranging from rubble animation to moss covered ground assets. It wasn’t until mid-2018 that the game finally hit the Beta 1 phase and while they are currently saying it will launch in 2019, previous delays make that seem unlikely.


Chronicles of Elyria

Crowdfunded: May 2016

File Chronicles of Elyria under “the campaign was HOW long ago?!” We can’t believe that we’re already approaching 3 years since we first started talking about Chronicles of Elyria and its idea of your character aging as you play. All in all, the game seems to have lost sight of where and what it is though. Their end of the year blog post was more community focused than anything else. They talked about various community events that they have going on and really didn’t talk about the game that much at all. Right now it just doesn’t look great for the game.


City of Titans

City of Titans

Crowdfunded: October 2013

Late in December 2018, City of Titans announced that it would be pushing Issue 0 launch into 2019. At that point with just a little over a week left in the year, that seemed pretty obvious though. Throughout 2018 they updated fans about the game, including the announcement that they would not use lockboxes in their business model. It seems that the indie development team had a bit of a rough year, which has resulted in them being behind but wanting to remind people that they are still around.



Crowdfunded: February 2015

Development on Crowfall is still trucking along. They launched patch 5.8 in mid-December. Earlier in the year they also reached the 50,000 backer milestone, but there isn’t a whole lot more to say about the game right now. The developers are still working hard and official campaign testing has begun.


Dual Universe

Crowdfunded: September 2016

Right at the end of 2018 Dual Universe moved into alpha testing. They also released a roadmap that gives them a launch date in the second half of 2020. They’re anticipating moving into alpha 2 sometime in the first half of 2019. That will be followed by alpha 3 which will contain PvP. Then in the first half of 2020, they’ll have a much larger beta before they launch, and funds have been secured that allowed them to hire more developers. So it’s all good new for Dual Universe fans!


Ever, Jane

Ever, Jane

Crowdfunded: October 2013

We’ll admit, things aren’t looking great for Ever, Jane. The development team doesn’t make updates on their official site much and the forums are looking a bit abandoned. The game went into closed beta in 2015, in 2016 it went into open beta, and that is where it has been ever since. In early 2018 they gave the website and forums an overhaul but it was a really quiet year for the game. The only real newsworthy story was the introduction of a personal butler.


Novus AEterno, aka Hades 9

Crowdfunded: December 2013

Unfortunately, Novus AEterno, which then became Hades 9, seems to have been abandoned. There haven’t been any updates on the game since the middle of 2018. This usually only means one of two things.
1. They got a new publisher and are going to wow us with a big surprise reveal in the future.
2. The developers have moved on.

Sadly, most of the time the second is the case. After they lost their funding for Novus AEterno the development team decided to make some changes and create Hades 9 instead. That game never really went anywhere though. So, even though we’ve been following Novus AEterno since it was one kid’s dream being presented at Gamescom we’re going to officially call this game dead.


Pathfinder Online

Crowdfunded: November 2012

Life has never been certain for Pathfinder Online. It has already crashed and burned once but then, much to everyone’s surprise, it came back. While the development of the game is still slowly trucking along its legs seem to be pretty unsteady under it. Those of us at MMOGames would certainly say that Pathfinder Online’s future is…uncertain at best.


Star Citizen

Crowdfunded: Constantly since October 2012

At this point, most of what people are talking about around Star Citizen is the money. So far it has raised more than $200 million from fans. With that being said, we did see a lot of development in 2018 on the game. The game is currently in alpha 3.4 and just like other games, they make regular updates. Throughout 2019 their road plan has them getting up to alpha 3.6



Crowdfunded: May 2018

We wanted to end this article on a high note. Temtem launched its backer alpha at the end of November 2018. That may just be the best example of sticking to the timeline of any crowdfunded MMO. Things are looking very bright for Temtem right now, especially as Pokemon as a brand is enjoying more popularity than it has in a long time. That’s sure to spill over to the adorable Temtem.

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The AlterVerse: A Crypto World Building MMO

Games are a creative medium with nearly infinite possibilities and dozens of ways in experiencing them. Every year playing and developing video games becomes more widespread and accessible as tools and systems become not only more affordable, but easier to grasp and understand. Since the early 2000’s developers have been making and sharing their games on websites like One developer, Dog Star VR Studios, is looking to take that a step further and not only give gamers a community universe to explore, but developers the tools and universe to easily create their own aspiring games in. AlterVerse is intended to be just that project, hosted in a community developed multiversal landscape but built on the basis of Blockchain technology.

Blockchain is a term we’ve been hearing off and on in the Games Industry since 2014, but most people simply are unsure what it means, despite having accessed very similar systems for most of their internet careers. First digitally developed by a body known as Satoshi Nakamoto in 2008, Blockchain was then later implemented into popular cryptocurrency Bitcoin, and has since exploded onto the internet as a means of publicly recording and decentralizing transactions. Managed anonymously using peer-to-peer networks and distributed by a time-stamping server and secured cryptographically, Blockchain is used to log data (such as monetary transactions) by independent, self-interested users and managed by the same in a public and transparent manner. Much like a real-world economy this ‘public ledger’ ensures that the digital currency tallied within maintains its value and is open for any interested or invested party to inspect whenever they wish, meaning no one group could alter it for fear of social repercussions. Decentralizing it among a peer-to-peer network and a server means that if the server should ever go down, all its users still have a permanent copy of the data transmitted.

Now this is greatly oversimplifying the concept of Blockchain, and even in several hours of research I myself was not able to entirely wrap my head around so vast a concept. One of my personal colleagues explained the concept to me as, “Imagine a Wikipedia page, where every user’s account is logged when it interacts with a page. That way a community of contributors develops new content for that page, while that same community then verifies the information for accuracy. No one will really want to step out of line unless they want to get ejected from the community for mucking around with the page. No one will be able to muck around with other user’s accounts to make those changes, because it’s all secured thanks to a password only that account’s owner can decrypt!”

Blockchaining was first introduced into gaming in February 2014 with the release of Huntercoin. In this game, players earned a specific in-game currency by competing with each other in card battles. This HunterCoin(HUC) currency could later be exchanged for BitCoin securely due to the game’s inner BlockChain systems, but the game’s success was hampered by a wide exchange of issues. One of the game’s main abilities, Destroy, caused players to detonate like a nuclear warhead, killing players and scattering their HUC for other players to pick up. The game also suffered from a lack of moderation, its chat window open-sourced and rife for abuse and inappropriate content. Even the gameplay itself had fundamental design problems due to the core concepts of Blockchain.

Moving characters became intrinsically painful the more one played Huntercoin; as each individual player was registered on the Game User Interface of every other player, each player was forcibly rendered in real time by the Peer-to-Peer transfer. The biggest hitch of Blockchain decentralization is that only so many calculations can be done every second. Eventually, if you continue to scale your world and the actions done within it, you will hit a limit for what some people in the chain can reasonably render, resulting in massive slowdowns. Without a central server to register player movement and interaction, that burden was then placed on every computer currently playing Huntercoin and then slowed down by weaker members of the chain, resulting in mass slow-downs across the player base that took minutes to move a character just a few spaces forward.

Fast-forward a few years to AlterVerse: Disruption’s appearance on Kickstarter. Having been in development since 2009, the AlterVerse engine was designed to be a building block system for players; an MMORPG that players could develop content for other players to interact with in any genre or vein imaginable. According to our own past coverage creators can inject fully moddable game worlds into the AlterVerse, modifying terrain, jumping between genres and developing strongholds throughout the solar system. It’s clear from the beginning that the intent for AlterVerse is to be a world-built MMO in the most literal sense.

Players can be adventurers, raiding player designed ships and dungeons or developing their own storefronts and businesses in game. Turning each players computer into a P2P server, players host their content as they play reducing problems games such as Huntercoin faced previously in the past while players helm their own village, starship or war-table.

No matter the focus the AlterVerse runs on the Arn, its own form of cryptocurrency generated and mined through in-game activities in the AlterVerse. Players can exchange it much like its own currency, charging other players to access content they develop or barter between others for services. Intended to work on a Subscription model, AlterVerse’s main appeal aside from creating and playing one’s own worlds with the Pro Editor tool is indeed the hunt for Arn and the payout for crypto, as their advertisements look to draw in those looking for additional revenue and business to jump into the Alterverse.

One of several different monetization related adverts for AlterVerse, this one targeted at game asset creators.

AlterVerse would later emerge onto Steam Greenlight, Valve’s Community voting feature prior to its retirement in early 2017. Greenlit, AlterVerse then began beta-testing, allowing users to play an unfinished version of its first content module, AlterVerse: Disruption, as well as demoing the other in-game systems and generating their own world content. AlterVerse: Disruption later emerged onto Kickstater in August of 2018, looking for $3000 USD to finish off the first of nine content modules currently in development for the AlterVerse platform. There the main rewards were exclusive Citizenships, premium accounts that never had to pay their subscription fee which could later bought and sold on AlterVerse’s player-driven market.

Sporting full-fledged avatar creation and development, it appears that Dog Star VR is putting their best foot forward for their first major development project. Right now their main focus is Disruption, their Sci-Fi shooter model toting ship-to-ship dog-fighter combat, death match modes and more throughout its Kickstarter project listing. The scope is certainly concerning, advertising that AlterVerse could host almost any game mode imaginable on the game’s main Twitter page. However, to the game’s credit it may be the first to ever actually do such a thing; with user generated content to pad out its repertoire, Dog Star merely needs to show that engaging story-telling and level design can be done in the game’s somewhat limited engine.

Now aside from what AlterVerse is pushing as a Black Desert-esque, “live your life,” MMORPG, it’s hard to look past the surface positively. When one talks about studios developing multiple games at the same time, even on the same engine, there is bound to be shortcomings across the board between games. In examining AlterVerse’s official art the in-game models and textures are far below the acceptable standard that most players expect from an MMO in the last few years, let alone 2018.

In comparison, even the original models from World of Warcraft, an engine nearly 20 years AlterVerse’s senior, look far superior. With this game boasting Virtual Reality support, its hard to see what would attract players to even assembling a VR headset to enter this low-res world. In making up for poor art direction, Alterverse seems instead to be focusing on a variety of features; examining their Kickstarter page, the developers are attempting to pack in a whopping 29 separate gameplay features, 17 of which most MMO players would consider incredibly basic or fundamental to modern MMOs and only another 7 which others would consider to be extraneous depending on the genre of MMO. However, as AlterVerse is intending to literally cover every possible genre of fantasy its hard not to see why the breadth is potentially far greater than the depth.

Ultimately AlterVerse has a very specific crowd it’s trying to cater to, and its not the traditional MMORPG market in my honest opinion. In assembling its machine, Dog Star VR is really targeting those who want to work on creating their own content primarily while potentially exploring the world enough to economize and develop their horizons in a stiff MMO design. Economists and creators will, in my opinion, get the most out of adventuring in this universe; from maximizing profits on the in-game market to churning out content for other players to explore. In marketing to just this particular group, however, the AlterVerse feels as if it lacks any sense of major identity throughout. While there are screenshots of upcoming content packs there is only predominately advertisements of Disruption, and even then they hardly talk about what Disruption is all about. It leaves AlterVerse feeling as if its simply a shell for a greater monetization vehicle, and lacks any sense of charm or draw aside from that.

Frankly, there is a lot of economic promise in the vast galaxies and worlds of AlterVerse, if there’s a player base to be captured for it. But with a startling 9 content packs in development and their Early Access already slipping past its Q3 2018 launch, one can’t help but feel concerned that perhaps this universe might be a little too big for just one team to handle.

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Fractured Opens the Virtual Doors of its Online Store

Despite having raised $100k from private investment and $120k in crowdfunding via Kickstarter, Fractured appears to be keeping its funding options open and making support available year-round with the launch of a Fractured online store front.

fractured online store

The new Fractured store will offer replicas of the pledge packages that were previously available only on its Kickstarter, including the “early bird” bundles and other exclusive packs in limited amounts. The store will also let existing Kickstarter backers upgrade their pledge.

The store comes in two parts: the Basic Pledge Packs section, which offers most of the usual bundles and the aforementioned early bird packs; and the Limited Pledge Packs section, which feature some big ticket features and pricing. As the page name suggests, these are limited and will be phased out once Fractured begins alpha testing.

Ultimately, all pledges collected from this store front will be put towards unlocking missed Kickstarter stretch goals.

As for what’s next, Fractured’s first alpha is slated to begin in December of this year. A dev blog has offered a rundown of what the map will look like and its locations, which can be read here.

Our Thoughts

At this point, having a new and open round of pledging seems par for the crowdfunding course, so we can’t really fault Fractured for doing the same thing here. What’s most remarkable is that a fair number of the Limited Pledge Packs are already sold out at the time of this writing, so clearly people are eager to see this game funded, developed and released. We wish the devs the best of luck.

Source: press release

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Crowfall Hits Over 50k Backers and $20M Total Funding

The numbers don’t lie: people seem to be pretty invested in Crowfall. The devs behind the throne war MMO are marking new totals for Crowfall backers and overall funding to see the game make it to release by next year. Hopefully.

crowfall backers

Specific numbers aren’t available, but the announcement from ArtCraft Entertainment notes that over 50,000 people and nearly 300,000 registered players are helping to make Crowfall a reality. This is further bolstered by licensing and investment money that’s seen the MMO rake in over $20 million in total funding.

“We are extremely grateful to those who have come on board to supported us, both as backers and as testers,” notes ArtCraft president Gordon Walton. “We see our community almost as an extension of our development team; we are harnessing the creative energy of thousands of players to help us build this game.”

“We set out to build something unique – a bold, audacious vision that ‘industry experts’ told us would never work,” adds creative director J. Todd Coleman. “Our community has not only validated that vision, but they have become a critical partner in helping us build it.”

Our Thoughts

Those are certainly impressive milestones for Crowfall, but they also look to be pretty well earned, as the game’s pace of development has been extremely steady and likely rewarding to backers of the MMO. Here’s hoping to more of those same development updates through 2018 and into the game’s ultimate launch!

Source: press release

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The Devs of Guns of Icarus are Making a Hamster Karate Brawler

We’re not often in the business of reporting on single-player games, but considering the devs behind the game I’m writing about are also behind the co-op Guns of Icarus, I figure it’s worth at least a mention. Also, it looks freaking adorable. Introducing Hamsterdam, a “hamster-fu” action beat-em-up by Muse Games that’s looking to get crowdfunded.


In Hamsterdam, you play the part of Pimm, a hamster who is looking to take down the crime syndicate of Marlo the chinchilla and rescue his grandfather from captivity. The game will feature combat in the form of what it calls a combination of tap and swipe rhythmic precision and old-fashioned button mashing. Play unfolds in several stages across three maps along with unique boss battles and scooter-riding sections.

The game is seeking a total of $8,000 on Kickstarter for additional art and music costs, but is also hoping to build a pool of testers for the game. “We always aim to push the boundaries and create new experiences for players with different genres, art styles, and mechanics,” reads the page. “We still need help tuning pacing, progression, and making sure all the combat and onboarding elements are easy to understand and play.”

Backers can receive a number of unique benefits depending on their tier as per usual, but a unique reward for Guns of Icarus players is on offer for those who back at tier 4 or a la carte: a character skin that dresses your Guns of Icarus avatar up like Pimm the hamster.

Hamsterdam is due to arrive to the Nintendo Switch, mobile devices, PC/Mac and PS Vita. More details are on the Kickstarter page and a video of the game in action is below.

Our Thoughts

Nothing says “diverse portfolio” quite like moving from a steampunk airship co-op title to a cartoony hamster-fu brawler. And while we probably won’t report on this game too often on this site specifically, we have to admit that this game looks adorable as heck. Our best wishes to the folks at Muse Games during their crowdfunding efforts!

Source: Kickstarter via VG247

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AdventureQuest Moglin Plushie Kickstarter Gets Immediately Funded

In what must be a new record for the fastest crowdfunding drive in history, the just-opened AdventureQuest Moglin plushie Kickstarter campaign has gotten off to an absolutely roaring start, meeting its initial goal amount within literal hours of opening the website.

adventurequest moglin plushie kickstarter

If you’re unfamiliar, think of Moglins as the AdventureQuest series’ answer to the Final Fantasy Moogle; a sort of token adorable mascot character that has been in the MMORPGs for as long as the games have been a thing, both in 2D and 3D forms.

The folks at Artix Entertainment opened a Kickstarter to bring these little goblinoids to life in plushie form, releasing 12 total plush versions of the critters along with a code for in-game versions of each for both AdventureQuest Worlds and AdventureQuest 3D. The total funding goal was $15k, which was met within two hours.

According to Artix Entertainment founder Adam “Artix Krieger” Bohn, the drive will continue on the full 33 days and will release stretch goals at some point in the immediate future. For now, you can take a look at these little cuddly friends here.

Our Thoughts

We honestly can’t blame people for absolutely destroying this Kickstarter’s goal in such a short length of time. Seriously, those plushies are absolutely adorable! We’re looking forward to seeing what sort of stretch goals are going to be added and hope that the folks at AdventureQuest won’t spread themselves too thin with stretch goal bloat.

Sources: Kickstarter, Twitter

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MMO Money: EA Eyes Battle Royale and Crowfall Hits Funding Milestone

We’re back again with another look at the world of MMO business. This week we’ve got more funding milestones, Superdata has released another month’s revenue report, and there’s more lootbox news. Oh, and we can’t forget the Battle Royale games. Battle Royale forever!


Crowfall Hits Funding Milestone

Crowfall Hits Funding Milestone

ArtCraft Entertainment has now raised $20 million from a combination of investments, partnerships, and their crowdfunding efforts. The Kickstarter campaign finished with more than $1.7 million donated back in March 2015. Later that same year they had raised $10 million through investments. Now, in the time since then, they’ve doubled their money and raised another $10 million. This was announced in a press release by the company in which they also announced an international distribution agreement that will see Crowfall released in Russia and the CIS.


Source: Press Release


Netease’s SpatialOS Investment

Netease has invested $50 million in SpatialOS which they’re calling a small equity stake to act as a strategic investment. How anyone can consider 50 million anything small is beyond me. Improbable has said that they’re establishing a presence in China to support game developers while also actively seeking other partners in Asia. In the press release announcing this investment, they also say: “the investment will increase our ability to help game makers in China and beyond to build previously impossible games, by helping game makers to benefit from a neutral, openly available technology platform supporting the next generation of online gaming.”

At the moment, SpatialOS is being used by Worlds Adrift, Mavericks, and Fractured. Last year they also received a half a billion dollar investment from SoftBank. What does this all mean? We’re like to see a whole lot more games made with SpatialOS in the future. Though, it should be noted that earlier this year Chronicles of Elyria dropped SpatialOS. It’s not clear yet if Netease will be using SpatialOS in any of their future games, but it certainly doesn’t seem like it’s outside the realm of possibility.

Netease was also in the news recently for another reason, they’re taking over publishing EVE Online in China starting in October. They’re also responsible for bringing Blizzard games to mainland China.


Source: Official Announcement


At EA Battle Royale Is On Everyone’s Mind

During EA’s Q1 earnings call executives fielded questions from investors and it seemed that everyone had Battle Royale fever. There were questions about if Battlefield V’s model might resemble Fortnite. EA held firm saying that the game’s Battle Royale mode would be just that, another mode. But there was also a hint at the possibility of EA releasing a comparable game in the future. “We’re interested in experimenting with a free-to-play standalone game that might be in a shooter genre or another genre. But I don’t think that’s how we’re looking at the Battlefield stuff right now.”

EA’s CEO Andrew Wilson also said that the company is open to cross-platform play. “We’re looking at key franchises in terms of how we should deliver cross-platform play in a similar way that Fortnite has, especially some of our titles that have a broad and diverse player base,” he said. “The ability to bring PC to mobile or mobile to console can bring family and friends together, and we think that’s an important part of our future development profile. Expect more from us on that front in the future.”

So, expect more Battle Royale from EA in the future.




Top Grossing Games in June

Superdata released their monthly look at the top grossing games with a look at June. PUBG got a massive boost thanks to the Steam sale. In June the game sold 4.7 million units, but at a reduced price. That being said it was still the second best month the game has ever had. On the list, PUBG jumped from 9th to 3rd for PC.

Pokemon Go also had a fantastic month, they were previously in 7th for mobile games back in April but have now jumped up to 3rd. They owe their success to the warm summer months and to very popular changes to the game which have brought a lot of players back. Including regular community events like the upcoming Eevee event in which Eevee will be a whole lot more common and boosts will last longer.

Much of the rest of the list remains the same, however.


Source: Superdata Report


Vainglory Made $50 Million Since Launch

Mobile MOBA Vainglory is one of the great successes of the MOBA genre and is widely considered the best mobile MOBA available. So it shouldn’t really come as much of a surprise that they have brought in $50 million since they launched in 2014. This actually makes it the third most successful mobile MOBA behind Arena of Valor and Mobile Legends. 32% of that revenue comes from the United States while Japan is the next highest at about 12%. Almost 64% of all revenue comes from iOS which isn’t really much of a surprise given that it launched as an iOS-only title. While everyone keeps talking about battle royale games it is nice to see former trends can still succeed.


Source: Sensor Tower Report



For Dutch players of Dota 2, it is now plainly obvious what is contained inside lootboxes now. They’re following in the footsteps of Path of Exile who have done this previously. In doing so they put the power in the hands of the players, letting them decide if they want to buy it or not. While some people have said that it has taken the thrill out of opening the box, others welcome it as they’re now getting only what they want to pay for. While Valve hasn’t come out and said that this is because of the Dutch Gaming Authority’s ruling earlier this year, it isn’t a stretch at all to assume that it is. Yay progress!

Meanwhile, Rocket League has published a blog post which has the drop rates of crate rarity levels and they promise that any changes they make in the future will also be announced. The rates range from 55% to 1% and also include Painted and Certified Attributes.


Source: Rock Paper Shotgun, Rocket League

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Fractured Discusses What’s Next After a Successful Kickstarter

With a successful fundraising drive behind them, the team of sandbox MMO Fractured are preparing for the next steps. And, as one would expect for a crowdsourced, open development title, they’d like to share a number of those plans with backers and fans with a little Fractured crowdfunding postmortem.

fractured crowdfunding postmortem

As far as the game itself is concerned, backers who bought in at the Knight level and above can expect to see the MMO’s first alpha test this December. The focus of this test will be on crafting, building, and a number of basic PvP and PvE systems. A pre-alpha is also planned for roughly sometime in October for “the most active users in the community.”

All backers of Fractured have been advised that they should be registered, as 14 days from now they will be sending out Kickstarter surveys to take information and begin the process of integrating pledges with accounts. And for those who perhaps missed the crowdfunding boat, the team will also be opening up a storefront that will accept over 700 payment methods.

Finally, the team will be silent for the first two weeks in August as they will be taking a vacation to enjoy Italy’s world-famous tradition of experiencing massive traffic jams, expensive flight tickets and fully-booked hotels around this time of year. Their words, not mine.

Our Thoughts

Here’s hoping the team at Dynamight don’t experience too many travel headaches. And here’s also hoping that development of Fractured moves at a steady pace once vacation is over, as we’re certain there are more than a few MMO fans who are looking forward this game’s arrival.

Source: official site

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