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Population 40,000
Just three months ago, after selling about seven thousand copies during the five months of Early Access, we thought of developing a second playing field for the game as something too far in the future, and perhaps even unrealistic, because of the amount of work involved (i.e. budget). "We'll do this when we hit 100K in sales", I wrote in the Roadmap topic, thinking "a few years later". But now that we already flew past 40% of that volume, it looks like we should actually start discussing that idea in the autumn. I, for one, am getting excited just starting to think about the opportunity: imagine the discussions of which character type plays best on which board...! Here's to passing 50,000 copies sold some time soon this year: we already decided that we will do something special for the game, once we hit that milestone.
The magic of Steam never ceases to impress us: Gremlins, Inc. was bought from over 100 different countries! Overall, we have roughly the same number of players from these 4 main regions: Western Europe, North America, Russia and Asia.
In terms of all-time revenue, here's top 10 countries: [olist]USA
China
Russia
France
Germany
Japan
UK
Canada
Australia
Sweden
[/olist]
And in terms of copies sold: [olist] Russia
USA
China
France
Germany
Japan
UK
Canada
Australia
Ukraine
[/olist]
One thing that we never regretted was localising the game into 12 languages. The only language that we're uncertain about, right now, is Korean: if anyone from Korea is reading this update, please let us know, if it makes sense – or everyone plays in English anyway?
One of the questions we kept asking ourselves was whether multiplayer is more popular than single-player, or not. Now, thanks to Unity Analytics, we know the actual data: on the chart below, the purple line represents number of multiplayer sessions per day; the blue – single-player sessions.
The data is from the week of the summer sale, hence the brief period when single-player sessions were more popular than the multiplayer sessions. On an average day in July, there are roughly 2,500 multiplayer sessions and 2,000 single-player sessions being launched. To us as the developer of the game, this means that we are correct in assigning equal importance to the further development of the single-player experience (offline mode and more single-player content) as well as the multiplayer (item drops, team mode, in-game bracket tournaments). But more than that, it seems that the best future features are those that positively affect both modes: for example, new cards; new Misfortunes; and the Global Calendar.
Some interesting statistics, if you're into that sort of thing: * On average, every day players of Gremlins, Inc. spend 120 days of time in the game; to think that our product entertains thousands of people from all over the world makes us very, very happy! * Average player spends between 1 hour 10 minutes and 1 hour 40 minutes in the game, once they launch it; the data shows more playtime on the weekends, which is perfectly understandable =) * Three most popular regions for where active players come from, this month, are Russia, China and USA; interestingly, China overtook USA around mid-June, and is currently catching up with Russia!
After releasing an update every few weeks since October last year, the whole team here at Charlie Oscar is getting some rest during the month of July. We will be back to full-time development of Gremlins, Inc. by the end of the month, with the next big update of the game scheduled for August 11 (it will contain updates to UI, as well as new in-game content – as usual). Our ambition is to keep adding new stuff to Gremlins, Inc. for a few more months, including team mode – more single-player content – offline mode – in-game tournaments – item drops – and perhaps a feature or two that would affect the whole mechanics.
At the same time, everyone in the team is already considering the next game, which will be a single-player dark fantasy RPG, with lots of exploration and permadeath, and (of course) a connection to the lore of both Gremlins, Inc. and Eador. We've learned so much with the current project that we think we can deliver something special, the sort of mechanics that you never played before... next year, we'll see how it goes!
[ 2016-07-08 17:02:04 CET ] [ Original post ]
It's been a while since we posted an update on the population of our clockwork town, and seeing so many new faces joining us after the summer sale we wanted to share with you some of the recent data:
Steam Sales Exceed 40,000
Just three months ago, after selling about seven thousand copies during the five months of Early Access, we thought of developing a second playing field for the game as something too far in the future, and perhaps even unrealistic, because of the amount of work involved (i.e. budget). "We'll do this when we hit 100K in sales", I wrote in the Roadmap topic, thinking "a few years later". But now that we already flew past 40% of that volume, it looks like we should actually start discussing that idea in the autumn. I, for one, am getting excited just starting to think about the opportunity: imagine the discussions of which character type plays best on which board...! Here's to passing 50,000 copies sold some time soon this year: we already decided that we will do something special for the game, once we hit that milestone.
Players From 100+ Countries
The magic of Steam never ceases to impress us: Gremlins, Inc. was bought from over 100 different countries! Overall, we have roughly the same number of players from these 4 main regions: Western Europe, North America, Russia and Asia.
In terms of all-time revenue, here's top 10 countries: [olist]
And in terms of copies sold: [olist]
One thing that we never regretted was localising the game into 12 languages. The only language that we're uncertain about, right now, is Korean: if anyone from Korea is reading this update, please let us know, if it makes sense – or everyone plays in English anyway?
Multiplayer vs Single-Player
One of the questions we kept asking ourselves was whether multiplayer is more popular than single-player, or not. Now, thanks to Unity Analytics, we know the actual data: on the chart below, the purple line represents number of multiplayer sessions per day; the blue – single-player sessions.
The data is from the week of the summer sale, hence the brief period when single-player sessions were more popular than the multiplayer sessions. On an average day in July, there are roughly 2,500 multiplayer sessions and 2,000 single-player sessions being launched. To us as the developer of the game, this means that we are correct in assigning equal importance to the further development of the single-player experience (offline mode and more single-player content) as well as the multiplayer (item drops, team mode, in-game bracket tournaments). But more than that, it seems that the best future features are those that positively affect both modes: for example, new cards; new Misfortunes; and the Global Calendar.
Each Day, 120 Days
Some interesting statistics, if you're into that sort of thing: * On average, every day players of Gremlins, Inc. spend 120 days of time in the game; to think that our product entertains thousands of people from all over the world makes us very, very happy! * Average player spends between 1 hour 10 minutes and 1 hour 40 minutes in the game, once they launch it; the data shows more playtime on the weekends, which is perfectly understandable =) * Three most popular regions for where active players come from, this month, are Russia, China and USA; interestingly, China overtook USA around mid-June, and is currently catching up with Russia!
What's Next?
After releasing an update every few weeks since October last year, the whole team here at Charlie Oscar is getting some rest during the month of July. We will be back to full-time development of Gremlins, Inc. by the end of the month, with the next big update of the game scheduled for August 11 (it will contain updates to UI, as well as new in-game content – as usual). Our ambition is to keep adding new stuff to Gremlins, Inc. for a few more months, including team mode – more single-player content – offline mode – in-game tournaments – item drops – and perhaps a feature or two that would affect the whole mechanics.
At the same time, everyone in the team is already considering the next game, which will be a single-player dark fantasy RPG, with lots of exploration and permadeath, and (of course) a connection to the lore of both Gremlins, Inc. and Eador. We've learned so much with the current project that we think we can deliver something special, the sort of mechanics that you never played before... next year, we'll see how it goes!
[ 2016-07-08 17:02:04 CET ] [ Original post ]
Gremlins, Inc.
Alexey Bokulev
Developer
Yukitama Creative Industries
Publisher
2016-03-10
Release
Game News Posts:
349
🎹🖱️Keyboard + Mouse
Very Positive
(6107 reviews)
The Game includes VR Support
Public Linux Depots:
- Gremlins_Linux [957.92 M]
Available DLCs:
- Gremlins, Inc. – Uninvited Guests
- Gremlins, Inc. – Digital Artbook
- Gremlins, Inc. – Automated Competitors
- Gremlins, Inc. – Astral Gamblers
- Gremlins, Inc. – Famous Figures
- Gremlins, Inc. – Print & Play, Companion Card Game
- Gremlins, Inc. – Agents of Chaos
This is an intense strategy board game in a steampunk world of corrupt capitalist gremlins who compete for money, political power and prestige. Save and invest, steal and extort, arrest and get arrested – in single-player and multiplayer modes, with ranks and ladders. Unleash your inner gremlin!
HOW DO YOU PLAY THIS GAME?
Gremlins, Inc. is designed for 2 to 6 players, in multiplayer or in single-player mode (with AI bots). Each player has 6 cards on their hand (replenished from the same deck), and uses them to move around the playing field and to perform a number of different game actions. There is a lot of interaction with other players, and duels are significantly different from 3-player or 4-player games. You play for score limit, or rounds, or for time limit in custom or ranked sessions (with matchmaking by rating). Password-protected private sessions are also available.
HOW LONG DOES IT TAKE TO PLAY ONE SESSION?
The game offers different session settings to make them fit your available time, and single-player mode offers automatic Save/Load function at every turn so that you can take a break whenever you want (multiplayer mode offers re-connect functionality as long as the session is still in progress). A quick duel for 20 score points with a fast timer can finish in under 20 minutes, while a 4-player session for 60 rounds can last for 2 hours or more.
SHORT-TERM AND LONG-TERM STRATEGIES?
There are different types of cards in the game (permanent, regular, secret and criminal) and as each card can be used either to move or for action, you will develop both short-term and long-term strategies for making the most out of where you are, and what you have in your hand. Normally you spend half of your game time accumulating things, and another half controlling other players (stealing, arresting, making them pay a fine, initiating player conflicts, and so on). The more you play, the more new strategies you will discover, especially when combining the effects of several cards played in a row.
MAKE DECISIONS, PLAN YOUR MOVES
- This is an intense strategy game: make decisions at every round! Plan your moves, then adjust to the actions of the other players and new cards drawn.
- The design of the playing field and the layers of optional features allow for a variety of strategies. The more you play, the more roads to victory you discover, using a combination of features based on the particular setup of the session.
- The game offers a resource system that allows for many comebacks even after you're robbed or arrested (or both). With score, money, votes, malice, income and bribes, the tension remains until the very last round.
- In this game, you have to be mean to win: not letting the others to score is as important as scoring yourself. The only true moment of unity in a multiplayer session is when everybody's united against the player who's about to win the game. Earn and steal resources, set traps, arrest, initiate Player Conflicts, bluff and climb up the political ladder to become the Governor.
- The multilayer mode of the game features a system of ratings, ladders and ranked sessions: compete in a specific league, and take part in the regularly organised tournaments (normally, over 1,000 players participate). A system of anonymous masks allows everyone to compete on equal terms in a ranked session, so that you can't really disregard someone as a newbie player, or target a veteran as your prime suspect in a political race.
- In addition to the multilayer mode, the game offers 9 single-player challenges plus the option to create custom single-player sessions with different AI bots (with each major update, we keep adding new challenges).
FACTS & FIGURES
- The game currently features 169 cards in the main deck: permanent, regular, secret and criminal, each with a hand-drawn steampunk illustration (with each major update, we keep adding 1-2 new cards to the core deck).
- The game also features 34 telegrams of Misfortune in the Misfortune deck: send and receive events that may disrupt another player's plans, or significantly improve your own standing (with each major update, we keep adding 1-2 new cards to the Misfortune deck).
- Chaos Cards: an optional set of 6 cards available to every player in the game, that changes the dynamics of the session.
- Special Character Abilities: an optional feature that enables 12 sets of abilities unique to each character type, which then defines the core strategy of every player.
- There are 11 locations – the Office, the Plant, the Dump, the Marketplace, the Inferno, the Jail, the Casino, the Court, the Treasure, the Bank and the Astral Plane – and 7 spot types – Danger, Gamble, Police, Income, Bribe, Misfortune and Tribune.
- The game took us three years to develop from concept to Early Access and to full release, and we're committed to the continued support of the community and development of new features and new content. It is the brainchild of Alexey Bokulev, the acclaimed creator of Eador.Genesis. There are currently over 35,000 players of Gremlins, Inc. on Steam from all over the world, including USA, Russia, China, Japan, UK and France. Collectively, players launched over 400,000 single-player and multiplayer sessions since the game's full release in March 2016.
FINALLY, WHO ARE THE GREMLINS?
You think that’s just a pocket watch in your hand, a watch that’s a bit late because you keep forgetting to wind it up? No, no and no – you couldn’t be further from the truth! What you carry around is a whole gremlin town packed into this tiny mechanism: a town with its own bank, its own casino… and even its own jail! Gremlins are the microscopic creatures that inhabit any mechanism that they can possibly infiltrate. If a watch or a telescope malfunctions, then it’s probably due to gremlins who took up a residence there.
More than anything in life, gremlins value money, political power and prestige: prestige that one can claim after completing some sort of a grandiose engineering project. Aside from working on their own projects, gremlins mostly spend their time preventing other gremlins from building something even more grandiose. This they achieve through bribing officials and lying to the electorate, as well through stealing from their competitors - and outright arresting them.
A DISCLAIMER (JUST IN CASE)
We felt it important to note that Gremlins, Inc. is not a free-to-play game. Also, this is not a CCG or TCG: you do not need to buy boosters or packs, in every session the game offers the same deck to every player, and everyone's chances are equal.
OUR DLC POLICY
We remain committed to the principle of continuously updating the game with new features (e.g. special character abilities) and new content (e.g. new cards, new Misfortunes) that come in the form of regular updates that are FREE for every owner of the product. At the same time, from time to time we create and release fun stuff (animations, character portraits, alternative music themes) that is not related to the game mechanics, as paid DLCs. If you like it, you can support our efforts by your purchase. However, there is absolutely no pressure to own any of the DLCs in order to play the game or compete in the tournaments.
IMPORTANT NOTE ABOUT ONLINE CONNECTION
Gremlins, Inc. was designed as a digital board game with the multiplayer mode at its heart. This is not to say that we don't like single-player – we do, and there's a separate section with the single-player challenges as well as the mode where you can create any custom single-player session that you like. However, the architecture of the game is built in a way that allows us to continually update the game mechanics and AI logic, which for this reason is processed entirely on the server side. Therefore whether you play Gremlins, Inc. in a single-player mode or in a multiplayer mode, your game client needs to be connected to Steam, and game's server, at all times. If you are looking specifically for a game that can be played offline, then Gremlins, Inc. in the current state is not the right product for you. An offline-only version of the game is currently in development for release later in 2016.
AMSTERDAM AND SINGAPORE SERVERS
The game currently supports 2 separate servers: Amsterdam and Singapore. Players are able to check their ping value for each of these servers, and play on the server that is the most convenient. Each server has its own player ladder, statistics and player profiles. Most players choose Amsterdam, since ping to Amsterdam from anywhere in the world rarely exceeds 300. However, as we saw more and more players from the Asian region join the game, especially from China, we added the server in Singapore in order to be able to offer faster connection specifically to these players. We hope that this works well for every player, as good player experience is our top priority. We will continue to monitor the quality of our server/client connection in order to adapt the servers to the changing requirements and we thank you for your patience.
MINIMAL SETUP
- OS: Ubuntu 12.04
- Processor: Intel PentiumMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: internalNetwork: Broadband Internet connection
- Storage: 1 GB available space
- OS: Ubuntu 12.04+
- Processor: Intel Pentium 3+ generationMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Geforce 9XX or AMDNetwork: Broadband Internet connection
- Storage: 1 GB available space
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