Mar 15, 2017
Florensia - yurii05


Dear Florensians,

We wish you all of our explorers a happy White Day! As you all know, it is japanese tradition to celebrate White Day one month after Valentine's Day so the men can bring their sweethearts gifts such as marshmallows or white chocolate.

And for those of you who have something more in mind, we have a special surprise: Today we present our brand-new beautiful and extravagant wedding costumes! Seize the moment and propose to your loved one on White Day! Dress up in these unique outfits and make it a day you will never forget!

Here are our new wedding costumes:


Wedding Hair Corsage

MaxHP +4%

All Stats +2

Physical Avoidance Rate +50


Wedding Dress

MaxHP +6%

All Stats +4

Physical Avoidance Rate +50


Tuxedo Hat

MaxHP +4%

All Stats +2

Physical Avoidance Rate +50


Tuxedo

MaxHP +6%

All Stats +4

Physical Avoidance Rate +50






https://florensia-online.com/shop/category/index/White%20Day
Mar 15, 2017
Florensia - yurii05 [GG]


Dear Florensians,

We wish you all of our explorers a happy White Day! As you all know, it is japanese tradition to celebrate White Day one month after Valentine's Day so the men can bring their sweethearts gifts such as marshmallows or white chocolate.

And for those of you who have something more in mind, we have a special surprise: Today we present our brand-new beautiful and extravagant wedding costumes! Seize the moment and propose to your loved one on White Day! Dress up in these unique outfits and make it a day you will never forget!

Here are our new wedding costumes:


Wedding Hair Corsage

MaxHP +4%

All Stats +2

Physical Avoidance Rate +50


Wedding Dress

MaxHP +6%

All Stats +4

Physical Avoidance Rate +50


Tuxedo Hat

MaxHP +4%

All Stats +2

Physical Avoidance Rate +50


Tuxedo

MaxHP +6%

All Stats +4

Physical Avoidance Rate +50






https://florensia-online.com/shop/category/index/White%20Day
Warface: Clutch - Джен
Soldiers!

The update we've all longed for is just around the corner! And boy is there a lot to catch up on, ranging from new weapons and achievements to an overwhelming special operation. This shall be the first major content release with direct My.Com involvement, so brace yourself for an intense gaming weekend!



Looking for some real challenge? Then you're in for a treat -- only the toughest few will come out victorious. 'Icebreaker' will challenge you in a variety of ways: Blackwood's going to throw at you its brand new unit types, advanced attack helicopters and if that doesn't cut it, an own battlecruiser. Soldier, prior to your deployment you are strongly suggested to pay attention to the briefing if you want to survive the encounter, there sure will be no time for that later! For more details, check out here!



Have you enjoyed going in guns blazing? How about an icy touch for a change! Give the new 'frozen' weapon set a try! Find out all there is to know about it here!

You can obtain the 'Icebreaker' set weapons for a limited time completing the 'Icebreaker' special operation. Frozen FARARM 12 will be the first weapon to appear in the game shop; the rest of the set will become gradually available as further content is released. Stay tuned!

Please pay attention that you can obtain both temporary and permanent weapons from 'Frozen' Random Box!



A solid addition to the arsenal of every sniper, the mighty R14 Crazy Horse will be delivered in two variants: regular and golden. It will be soon available in the game for a short period of time during a special event! R14 Crazy Horse Random Box will be givan as a reward for completing a special operation, such as 'Icebreaker' at the 'Hard' difficulty or above.

We will share more details in the special article when the event will come live.



You surely remember that shiny shotgun in the recent teaser? Every medic's future primary choice, PEG H.G.C Custom lives up to the expectations -- not only is it the first 'legendary'-grade Vendor weapon, it brings superb stats for those close-quarters encounters. Packing quite a punch coupled with its stunning high rate of fire it is definitely a force to be reckoned with.



Last but not least for those that love to aim high, the new maximum rank of 81: an Apache Warrior as well as a new set of challenging achievements will be making a debut in this update. You will also be able to show your mastery and dedication with an impressive collection of Marks, Badges and Stripes awarded for these very achievements and operation-related activities and events.
Mar 15, 2017
Gremlins, Inc. - Qfasa


NEW RECORDS

One year ago – on March 11, 2016 – Gremlins, Inc. transitioned from Early Access into full release on Steam. The sales of that first month, March 2016, have been incredible, and while we were encouraged by Valve as well as other dev teams to keep improving the product further based on the "make players happy and players will make you happy, too" concept, we never could have imagined that we will eventually beat the results of March 2016 – and yet here we are!

On March 11, 2017 Gremlins, Inc. set new records for –

ːfirstplaceː the most people playing the game at the same time;
ːcardsː the most copies sold in 24 hours; and
ːbh2coinː the highest revenue grossed in any single day of sales on Steam.

We thank our existing community for their support ːsteampunkː, and our new players for their trust! ːhypnoheartː Below we share some data on the game's performance, this data is based on the cumulative sales from three digital distribution platforms (including Steam).

"THERE'S ONLY ONE RELEASE"

One of the things that you sometimes hear in the development community is that "there's only one release", i.e. you have a huge spike in sales at launch, and then "some" sales later on – but the big chance to recoup the development budget is just that launch month.

Here's how the sales of Gremlins, Inc. look, on a monthly basis (across all platforms):



The launch month, while huge, accounts for less than 25% of our sales. And while platform-wide events like Summer and Christmas sales, which are supported by every major platform, are predictably great, we were able to exceed their results by the events which we organized ourselves: the Chinese New Year update and the release of the Offline Edition. In fact, the last 3 months – 11th, 12th and 13th since full release – accounted for a higher number of sales, than the launch month.

Our takeaway? Updating the game regularly with new content adds replayability and keeps players happy, which translates into higher sales – and brings the budget for more updates and more content. The thing is – if we would have stopped updating the game after the full release, by now we would have less than 50% of our current audience.

OVERALL SALES

Here's how our sales look, overall:



One year after the full release, Gremlins, Inc. stands at over ːbh2coinː 80,000 copies sold (core game) with ːbh2coinː 40,000 copies of the DLCs (of which we have 3 cosmetic, the original soundtrack and the artbook) and ːbh2coinː 4,000 in-game items.

Since the DLCs are purely cosmetic and have no influence over the gameplay (every player is in the same position in terms of game mechanics and features and game content), we are especially happy about the fact that for every 2 copies of the game, we have 1 copy of the DLCs bought. This is the money that players pay after they have purchased the game, knowing that they do not need to buy this unless they really want to buy this.

HOW DO PEOPLE PLAY THE GAME?

Over the last year, we saw different data as to how people play the game, and we tried our best to respond to the trends that we could identify: more people playing single-player = more single-player content, higher focus on developing the offline edition; more people participating in tournaments = more tournaments, and so on. Here's how the stats look over the period of the last 3 months:



We saw nearly ːcheatdiceː 100,000 sessions played, with roughly a half of them in single-player mode. Players from Russia and USA prefer competitive games – ranked and tournaments. Players from Japan and China prefer invite-only games with friends. Meanwhile, Europe is mostly single-player or custom games, with a few exceptions (France!).

Since the game now also supports free in-game drops that are tradable on the market (where players can buy or sell from other players), here's some stats on this front: in the course of the last 3 months, we had ːSneakyChestː 60,000 items drop in the game, with roughly ːgreengemstoneː 15,000 player transactions (which is what we see from inside the game when a specific item is changing owners).

TOP REGIONS

One year ago, in March 2016, the monthly top 10 regions for Gremlins, Inc. by copies sold looked like this:



Roll forward one year, and we're looking at some significant changes in the monthly chart for March 2017:



What happened is that the US and RU sales remained on the same level, while ːchinaː sales to China more than tripled! Another region that shot forward, has been Japan – performing stronger than Germany, France or the UK. A big part of this success is due to the wonderful Chinese and Japanese localization delivered by Akebono Translation Service, whom we highly recommend to other dev teams.

LIFETIME TOP REGIONS

Here's the distribution of Gremlins, Inc. by top 5 regions over the lifetime of the game, by copies sold:



The global sales currently exceed 80,000 copies of the game, with more than 50,000 copies sold in just 3 regions: ːchinaː China, ːRUSflagː Russia and ːstarsandstripesː USA. And if we add Japan and France, then these 5 regions account for over 70% of all the copies sold since we launched. Note to other developers: if you're looking for French and German localizations, we are extremely satisfied with Words of Magic and Rolf Klischewski respectively.

PLATFORMS

When we designed the game in 2014-2016, we had little idea about which OS versions to expect among our user base as this heavily depends on the genre of the game as well as on the territories.

Looking back over the lifetime of Gremlins, Inc., this is the distribution of the OS:



We wondered, if some regions like Russia or China will show different split between Windows and Mac, and here are the results:

Platforms – WIN | MAC | LINUX

USA – 91% | 8% | 1%
Russia – 93% | 6% | 1%
Worldwide – 94% | 5% | 1%
China – 96.4% | 3.5% | 0.1%
Japan – 97.4% | 2.5% | 0.1%

PLAYTIME

Finally, the playtime stats: the average playtime of a user of Gremlins, Inc. is currently at 14 hours. Considering the price, and the challenge of the digital board game mechanics, we're pretty excited about this number!

ːF1timeː Over 3,000 players played the game for 50+ hours!
ːF1timeː Nearly 1,000 players played the game for 100+ hours!

With free seasonal updates that feature new cards, new music and new visuals, we're looking forward to seeing even more playtime logged in. It is a extremely satisfying to see that our creative work continues to entertain players all over the world ːhypnoheartː.

WHAT'S NEXT?

With the release of Gremlins vs Automatons, the offline-specific version of the game, we've completed the last big feature that has been on the drawing board since Early Access. Our plans are more focused on new content now:

ːcardsː new cards
ːmusicː new music
ːgreengemstoneː new emoticons and effects
ːfireappleː seasonal updates
ːHoly_Grailetː regular tournaments
ːmaliceː the first-ever on-site Team Finals!

From the concept of the game in July 2013, to the Early Access release in October 2015 and full release in March 2016, it's been a long way – and we're not done yet! Thank you for being with us on this adventure! ːsteampunkː

Mar 15, 2017
Gremlins, Inc. - Sergei Klimov


NEW RECORDS

One year ago – on March 11, 2016 – Gremlins, Inc. transitioned from Early Access into full release on Steam. The sales of that first month, March 2016, have been incredible, and while we were encouraged by Valve as well as other dev teams to keep improving the product further based on the "make players happy and players will make you happy, too" concept, we never could have imagined that we will eventually beat the results of March 2016 – and yet here we are!

On March 11, 2017 Gremlins, Inc. set new records for –

:firstplace: the most people playing the game at the same time;
:cards: the most copies sold in 24 hours; and
:bh2coin: the highest revenue grossed in any single day of sales on Steam.

We thank our existing community for their support :steampunk:, and our new players for their trust! :hypnoheart: Below we share some data on the game's performance, this data is based on the cumulative sales from three digital distribution platforms (including Steam).

"THERE'S ONLY ONE RELEASE"

One of the things that you sometimes hear in the development community is that "there's only one release", i.e. you have a huge spike in sales at launch, and then "some" sales later on – but the big chance to recoup the development budget is just that launch month.

Here's how the sales of Gremlins, Inc. look, on a monthly basis (across all platforms):



The launch month, while huge, accounts for less than 25% of our sales. And while platform-wide events like Summer and Christmas sales, which are supported by every major platform, are predictably great, we were able to exceed their results by the events which we organized ourselves: the Chinese New Year update and the release of the Offline Edition. In fact, the last 3 months – 11th, 12th and 13th since full release – accounted for a higher number of sales, than the launch month.

Our takeaway? Updating the game regularly with new content adds replayability and keeps players happy, which translates into higher sales – and brings the budget for more updates and more content. The thing is – if we would have stopped updating the game after the full release, by now we would have less than 50% of our current audience.

OVERALL SALES

Here's how our sales look, overall:



One year after the full release, Gremlins, Inc. stands at over :bh2coin: 80,000 copies sold (core game) with :bh2coin: 40,000 copies of the DLCs (of which we have 3 cosmetic, the original soundtrack and the artbook) and :bh2coin: 4,000 in-game items.

Since the DLCs are purely cosmetic and have no influence over the gameplay (every player is in the same position in terms of game mechanics and features and game content), we are especially happy about the fact that for every 2 copies of the game, we have 1 copy of the DLCs bought. This is the money that players pay after they have purchased the game, knowing that they do not need to buy this unless they really want to buy this.

HOW DO PEOPLE PLAY THE GAME?

Over the last year, we saw different data as to how people play the game, and we tried our best to respond to the trends that we could identify: more people playing single-player = more single-player content, higher focus on developing the offline edition; more people participating in tournaments = more tournaments, and so on. Here's how the stats look over the period of the last 3 months:



We saw nearly :cheatdice: 100,000 sessions played, with roughly a half of them in single-player mode. Players from Russia and USA prefer competitive games – ranked and tournaments. Players from Japan and China prefer invite-only games with friends. Meanwhile, Europe is mostly single-player or custom games, with a few exceptions (France!).

Since the game now also supports free in-game drops that are tradable on the market (where players can buy or sell from other players), here's some stats on this front: in the course of the last 3 months, we had :SneakyChest: 60,000 items drop in the game, with roughly :greengemstone: 15,000 player transactions (which is what we see from inside the game when a specific item is changing owners).

TOP REGIONS

One year ago, in March 2016, the monthly top 10 regions for Gremlins, Inc. by copies sold looked like this:



Roll forward one year, and we're looking at some significant changes in the monthly chart for March 2017:



What happened is that the US and RU sales remained on the same level, while :china: sales to China more than tripled! Another region that shot forward, has been Japan – performing stronger than Germany, France or the UK. A big part of this success is due to the wonderful Chinese and Japanese localization delivered by Akebono Translation Service, whom we highly recommend to other dev teams.

LIFETIME TOP REGIONS

Here's the distribution of Gremlins, Inc. by top 5 regions over the lifetime of the game, by copies sold:



The global sales currently exceed 80,000 copies of the game, with more than 50,000 copies sold in just 3 regions: :china: China, :RUSflag: Russia and :starsandstripes: USA. And if we add Japan and France, then these 5 regions account for over 70% of all the copies sold since we launched. Note to other developers: if you're looking for French and German localizations, we are extremely satisfied with Words of Magic and Rolf Klischewski respectively.

PLATFORMS

When we designed the game in 2014-2016, we had little idea about which OS versions to expect among our user base as this heavily depends on the genre of the game as well as on the territories.

Looking back over the lifetime of Gremlins, Inc., this is the distribution of the OS:



We wondered, if some regions like Russia or China will show different split between Windows and Mac, and here are the results:

Platforms – WIN | MAC | LINUX

USA – 91% | 8% | 1%
Russia – 93% | 6% | 1%
Worldwide – 94% | 5% | 1%
China – 96.4% | 3.5% | 0.1%
Japan – 97.4% | 2.5% | 0.1%

PLAYTIME

Finally, the playtime stats: the average playtime of a user of Gremlins, Inc. is currently at 14 hours. Considering the price, and the challenge of the digital board game mechanics, we're pretty excited about this number!

:F1time: Over 3,000 players played the game for 50+ hours!
:F1time: Nearly 1,000 players played the game for 100+ hours!

With free seasonal updates that feature new cards, new music and new visuals, we're looking forward to seeing even more playtime logged in. It is a extremely satisfying to see that our creative work continues to entertain players all over the world :hypnoheart:.

WHAT'S NEXT?

With the release of Gremlins vs Automatons, the offline-specific version of the game, we've completed the last big feature that has been on the drawing board since Early Access. Our plans are more focused on new content now:

:cards: new cards
:music: new music
:greengemstone: new emoticons and effects
:fireapple: seasonal updates
:Holy_Grailet: regular tournaments
:malice: the first-ever on-site Team Finals!

From the concept of the game in July 2013, to the Early Access release in October 2015 and full release in March 2016, it's been a long way – and we're not done yet! Thank you for being with us on this adventure! :steampunk:

Tabletopia - Sparrow
The world as we know it has ended, and you find yourself in a dystopian city with a few workers that are oblivious to their situation in Euphoria a game by Stonemaier Games. This world is all they've ever known, and you may use them at your whim to build a better dystopia and rewrite history.




2–6 Players; 60 Min

Euphoria is a worker-placement game with dice set in dystopian future.

You will lead a team of workers (dice) and recruits (cards) to construct markets, enhance allegiances, collect artifacts, and expand control. Are you ready to claim the ownership of the dystopian world?

#Discussions_QuoteBlock_Author
"A great worker placement game with some unique mechanics. Euphoria can be prone to swings of luck, but is still a lot of fun to play. I think it’s easy to say that Stonemaier Games has another hit on their hands!"
Tabletopia - Sparrow
The world as we know it has ended, and you find yourself in a dystopian city with a few workers that are oblivious to their situation in Euphoria a game by Stonemaier Games. This world is all they've ever known, and you may use them at your whim to build a better dystopia and rewrite history.




2–6 Players; 60 Min

Euphoria is a worker-placement game with dice set in dystopian future.

You will lead a team of workers (dice) and recruits (cards) to construct markets, enhance allegiances, collect artifacts, and expand control. Are you ready to claim the ownership of the dystopian world?

#Discussions_QuoteBlock_Author
"A great worker placement game with some unique mechanics. Euphoria can be prone to swings of luck, but is still a lot of fun to play. I think it’s easy to say that Stonemaier Games has another hit on their hands!"
AudioBeats - Donovan Lee
Audiobeats will be on sale this weekend!

We are working on the full version 1.0 of Audio Beats. This upcoming version will be the full game including significant updates. The current sale will last for one month and will also be the last sale before the release of the full version.

Again, appreciate for all the support! We will do our best to present you the most awesome VR rhythm game experience!


AudioBeats - Donovan Lee
Audiobeats will be on sale this weekend!

We are working on the full version 1.0 of Audio Beats. This upcoming version will be the full game including significant updates. The current sale will last for one month and will also be the last sale before the release of the full version.

Again, appreciate for all the support! We will do our best to present you the most awesome VR rhythm game experience!


Mar 15, 2017
Community Announcements - RetriButioN
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