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January 24, 2021
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Cross-platform development is based on a Boogle House foundation that is beginning to creak from age, stress, and limits reached. In part two of this series, Neil Schneider highlights the risks in action and possible solutions.

Posted by Simon Carless on 01/21/21 12:08:00 am in Business/Marketing, Design, Production, Console/PC, Indie
We’ve been discussing Steam prologues again - you know, those things where you take a short excerpt of your game and launch it on a completely separate Steam page, but link back to your actual game’s page? Are they a big booster of interest?

Posted by Josh Bycer on 01/20/21 11:48:00 am in Design, Console/PC, Indie
We're revisiting Silent Hill for today's design post and how what many consider to be the start of the decline of the famous series still has essential lessons on horror design for modern titles.

Posted by Simon Carless on 01/18/21 10:55:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
The latest GameDiscoverCo article looks at Flying Oak Games' deep-dive data on NeuroVoider & ScourgeBringer's multi-platform game performance - revenue source by revenue source!

Learn how to measure your assembly compilation times to uncover these time robbers that are making you release a worse game.

Posted by Simon Carless on 01/13/21 07:54:00 pm in Business/Marketing, Design, Console/PC, Indie
Wouldn’t it be nice to make $1 million gross on your Steam game.. in one day? Maybe many, many years after your game originally came out? That's what Rust did the other week. Twice. But how?