Jun 10, 2019 - Tavern Tycoon - Dragon'S Hangover: Trainer +2 V0.35 Mrantifun download online full.
This post was originally sent to our newsletter subscribers. You can.Hi everyone,Hope you are doing well! I know we have been quiet for a while as we are working hard on a number of things.That’s why today we wanted to give you a BIG update on something new and exciting we want to try – our new behind-the-scenes community program called – an update on our second game Tavern Keeper, and a quick word about Game Dev Tycoon. So, hold onto your seats and here we go 🙂 Launching today: Greenheart Games Club.
I know that a lot of you appreciate that we don’t spam you with emails every two weeks while others would really appreciate more frequent updates. We have struggled with this conundrum for a while now. Newsletters, social media and other channels are great for sharing images, snapshots and updates but they aren’t ideal for building the type of close community we’d like to foster around the game. That’s why we decided to try something new:We want to give you the chance to get closer to the development of Tavern Keeper. That means showing you in-progress stuff, asking your opinions, regularly recording behind-the-scenes podcasts and having a new platform for discussions through the.
It’s been five whole years since Game Dev Tycoon released on Steam. Time for a brief illustrated trip through the game’s history.Back in 2011, my brother Daniel and I (we are both software developers) decided that we wanted to try to make a game. After days of brainstorming and discussions, we settled on the idea of making a game dev simulator. We were inspired by Game Dev Story on the iPhone (made by Kairosoft) and wanted to make a game in that genre with our own spin on it.
Our intention was to make a game dev simulator where the player would have finer control over the decisions of what to focus on during game development.Game Dev Tycoon started, as many games do, on a single piece of paper. We spend a few months in this prototype developing the algorithms on how points are generated, what decisions players make, and how virtual games are reviewed and judged.Next, we realized how difficult it would be to be successful on mobile without a big marketing partner so, when Windows 8 (remember Windows 8?) was announced, we pivoted hard towards Windows. Our plan was to make Game Dev Tycoon the first simulation game on the very first Windows Store which we thought was a decent marketing strategy.Windows 8 was all about tablets and touch-screens so our designs – intended for phones – no longer cut it. We changed from a turn-based simulation game with almost no graphics to a real-time isometric simulation game where you see your office at all times. Windows 8 only had two reasonable technology choices: C with Microsoft’s Windows-specific XAML frontend or HTML5. We both had XAML experience and Daniel is a great C developer (me, less so:D) but we also both disliked XAML.
More importantly, while we heavily bet the game on Windows 8, we had enough experience in the Microsoft ecosystem not to trust the hype blindly. If the Windows 8 Store would flop, what would we do? With that in mind we opted to go for a versatile cross-platform technology instead of what we knew and decided to write our game in HTML5. Neither Daniel nor I had ever written anything in HTML5 before.We took our prototype and ported it from C# to JavaScript. We also changed our algorithms from turn-based to real-time.In May 2012 the game looked like this.
What followed was months of intense work to make the Windows 8 launch deadline. Moving to HTML5 was mostly easier than I personally expected but it did take me a whole day to figure out how to stack buttons on top of each other in CSS, not to mention how to center things 😀Initially, both Daniel and I worked on the game as a side project to our full time jobs but we soon realized that we needed to give it much more attention. I transitioned out of my job and put my savings from 10+ years as a software engineer behind the project to hire artists and finish the game on time, while Daniel worked hard next to his job and on weekends.
If my money would run out, he’d have to support us both.It was an intensely stressful and uncertain time full of the highs and lows of indie development.Three months later, we published a free ‘lite’ version which just contained the first level of the game on the Windows 8 Consumer Preview store. The rest of the game wasn’t even close to being finished yet. Sadly, Windows 8 and particularly the Windows Store didn’t quite reach the adoption we had hoped for and sales quickly dropped and leveled out. We knew that we had to port the game to a wider audience if we wanted to be able to work on another game full-time.Our previous decision not to use Windows-Store-only technology for the game now proved crucial and within a few months we made the game run on desktops for Windows/Mac and Linux.Late April 2013, we published the game on our own store via our website. At the same time we released a modified version on torrent site as a little piracy experiment.
I still remember saying that after working non-stop on the game for over a year, I was planning to take a week off. I was just gonna publish the results of our piracy experiments first.I late at night, went to bed and when I woke up the next morning everything was on fire. Our piracy story went viral overnight. We had 500 emails in our inbox. Our website was down because it couldn’t handle the traffic and Game Dev Tycoon was suddenly discussed everywhere. We were utterly unprepared for the sudden spotlight. Emails kept flooding in and because of the sudden influx of players so too did the bug reports.
At the same time the discussion around our experiment exploded and the press wanted to talk to us.We hired some help to handle emails but decided to listen to our players and retreated from the spotlight to focus on the game instead. With all the new players, lots of valuable feedback and critique was brought to our attention and after we were Greenlit for a Steam release we decided to address those concerns. Four months later, this resulted in the release of the improved Steam version on August 30th, 2013. Adding topic icons made the topic list a bit bigger, so we took this as an opportunity to add kinetic scrolling to lots of scrollable elements in the game. If you want to quickly browse the topic list now just click, drag, and flick it! 👩🏽💻 Women in Tech 🏆We were made aware of a pretty sad bug where the ‘women in tech’ event in the game did not alter the gender balance of job applicants. We have now fixed this and also added a lot more famous women game developers to the game.In related news, the default character when starting a new game is now randomized and there is a random character button for you to press too.
Swap and late-game PCTurns out that Ninvento can’t stop innovating! We have added the Ninvento Swap to the platform list, including a corresponding news story telling you all about bitter cartridges. We have also added a new late-game PC image to the game. Modders 🛠Existing mods should continue to function as they have before but we have added a few new features which modders can make use of:– Mods can now add an (optional) icon to their topics by specifying an iconUrl.– Mods can now add their own settings UI to the game’s settings-panel via a call to `GDT.addSettingsTab(title, content);`.– Mods can spawn messages in the new sidebar.– The game now ships the animation library which modders can use to its full potential. Thanks for playing! 💚Hope you all enjoy this free update.
We will now head back into fantasy land and focus on our second game. We hope we can talk more about it soon. If you haven’t done so yet,.please. sign up to our newsletter on. How to get the update– If you are on or, the update should be delivered to you automatically.– If you bought the game, then you can re-use your original download link to download the game. In case you can’t find it anymore or the link doesn’t work please write a quick email to (our payment providers) and they will resend you your link. If you have any troubles at all, get in touch with us via and we’ll help.– If you bought the game on or please download the new version from your account page.– If you are a Linux user please note that we are still working on the Linux downloadable distributables.
They should be ready in a day or so. If you are on Steam, it’s all good as the new version is already available for Linux there. The curious case of Google removing over 77% of all our positive reviews 5The exact average rating was 4.96 (99.2% 5-stars) but Google Play shows everything above 4.95 as a clean 5.0We were so excited until, an hour later, we mysteriously lost 438 of our 5-star reviews. Within a moment, over 25% of all our reviews were just gone. A mysteryConfused, we took to and asked our players whether anyone could confirm that their review had disappeared and, sure enough, minutes later, multiple confirmations came trickling in.It looked like Google was removing genuine reviews from our Store page, en masse.A bit of research brought up a story from a year ago that puts the blame on Google’s algorithm for fighting fake reviews and concluding that genuine reviews are also deleted by it as collateral damage. This particular story talked about losing 4-6 reviews a day. We had just lost over 400.But our troubles weren’t over.
The next day, we lost another 430 reviews. Two days later another 655 reviews were silently removed and then another 500+, gone forever.By our calculations, if Google’s algorithm hadn’t intervened, we would have nearly 3,000 reviews by now. Instead, 13 days after our release, we have 25 fewer reviews (622) than what we had on the first day. Google seems to have quietly removed at least 77% of all our reviews. We are lucky that despite the culling of thousands of 5-star reviews, only a handful of people rated the game 3-stars or lower and so our average is still a respectable 4.92 but even so, the question of Why?
Burns in our minds. Playing fairWe are not engaging in any dubious practices regarding reviews. We don’t incentivize reviews, we don’t buy reviews, we don’t review the game ourselves and we don’t even tell our friends to review it. The only way we encourage reviews is through an in-game reminder on the mobile version which seems to be the industry standard. In short, there is no reason we can think of to explain why our reviews should have disappeared.
Google respondsWe reached out to Google about this mystery and they got back to us within a day (thanks!). They told us that our ratings were removed on purpose and pointed us to their. One of the reviews silently deleted by Google Can you spot a policy violation?Unless Google actually treats the guidelines and tips section as policy and sees a review without downsides as a violation there is just no reasonable cause for this review to have been removed. Unfortunately, because Google are not transparent about their practices and have no accountability for their actions, we have no way to oppose this. Why is Google doing this?My best guess is that Google uses the same algorithm to identify fake reviews on both free-to-play games and premium games.I’m sure there are heaps of services out there that would add hundreds of very positive reviews for cheap on a free-to-play title because cheaters could setup hundreds of fake Google Play users and don’t have to fork out money to purchase a game to review it.
Google probably invented and tuned the algorithm to remove these kind of fake reviews from free-to-play titles, but for a premium title, where everyone pays 5$ to even be allowed to write a review, this just doesn’t make any sense. Disrespecting players but respecting piratesI’m not so upset that our ratings are now 4.92 instead of 4.96, particularly because I assume that this affects everyone on the Google Play store.What upsets me most is that this completely disrespects our players. Google lets an algorithm and a machine wipe genuine human expressions from history. Around 3,000 people on this planet not only bought and played the game but then spent extra time to tell others about it. A blink later their voice has been erased forever.It’s also interesting that Google seems content with removing thousands of reviews left by genuine paying customers on their own store front, yet doesn’t have any safe-guards to prevent hundreds of pirate sites showing up on Google when someone searches for ‘download Game Dev Tycoon APK for free’. Surely, an algorithm could help thereAnyway, more on the topic of the incredible eco-system of pirated APKs, in a future report.– Patrick Klug💚 Greenheart Games.
Since our iOS release reports received a lot of interest (you can read, and ), we decided to do the same with our Android release. Here we go with our first report. Release DayGiven our experience with the App Store – where the link to our game didn’t work consistently and were we did not show up in any lists for nearly the whole day – we decided to do a soft-launch on Android instead. Our scheduled release-time was 2PM UTC but we hit the release button a good four hours earlier.The release went live practically immediately but similar to the App Store, the game didn’t show up in listings on the store page for the entire day. Thankfully the link to the store page worked without a hitch though.On the first day on the store, we sold 2,218 units total. For comparison, our iOS release on the first day saw 1,463 sales.
Android outperformed iOS by 52%. This is not a surprising result considering that the majority of these purchases are likely from our core fans and taking into account that the link to the iOS version did not work for the majority of the first day , while Android had no such issues.We also knew that there was substantial interest. When we asked for Android testers, we received 2,500 applications within a mere three hours (vs. Just 700 for iOS over two weeks). Release Day BluesRelease day is always stressful. It feels like there is always something that requires attention and this time was no different.In our I talked about how difficult it is to reach our audience. Both Facebook and Twitter changed their timeline algorithms in the past years to essentially make it impossible to reach your followers without paying lots of money.This leaves our newsletter as our most valuable asset but sadly our open rates are much lower than they used to be.
This is likely due to changes in how email providers categorize emails (Google’s introduction of the ‘Promotion’ tab had a hugely negative effect) but also because of mistakes on our end: we didn’t write subject lines that were catchy enough and ironically our resolution not to SPAM people and only sending emails when we have something to say (sometimes going nearly two years between emails) meant that email providers would look at us as a ‘new sender’ and were more likely to classify us as SPAM. Newsletter woesTo counteract this and re-engage with our followers, I decided to experiment a little with our newsletters and as a first step I wanted to bring a little color into our subject lines by using emojis!This was the idea. 🎮 Game Dev Tycoon is available on Google Play right NOW! 🎉Nothing too fancy or crazy. Just adding some friendly color. I actually wanted to do this last time for the iOS release too but our newsletter software didn’t seem to support emojis and I had no time to check on release day. This time, we were already prepared because thankfully an updated version of the newsletter software does support emojis.
We use to send out newsletters because everything else is outrageously expensive with a list our size (Mailchimp and CampaignMonitor would cost us nearly 1,500 $ every time we send where Sendy costs a fraction at not even 15$).Sendy all updated and ready, I drafted the email and sent it as a test to several people for proof-reading and checking using the built-in ‘Test-send this newsletter’ feature. It came out really well and after double and triple checking everything again I sent the newsletter to our nearly 144K subscribers.Seconds later I received the email and it looked like this. Game Dev Tycoon is available on Google Play right NOW!?Well, 💩. Panic mode: engaged 🚨 (especially since there is no stop/pause sending button).Thankfully, our ever watchful system administrator was immediately available to nuke the process which sent the newsletter but some damage was already done: We just sent 6K people a broken newsletter. Ugh.Our investigations into the configuration and database revealed nothing. It seemed that we configured it all correctly and the test emails definitely work.
Defeated and out-of-time, I took my modern ambitions of emojis in newsletters and put them into the 🗑. Maybe next time.I guess I shouldn’t feel too bad about not getting to inject some emojis. At least our has the most number of emojis I have ever seen on a games description page. For no good reason, here are all of them in order of appearance: 🎮 💚 🕹 ✍ 💡 👁 ⚙ 🏢 👩🏽💻 🔬 📈 💚 🥇 ☠ 📰 👩🍳 📱 ⭐ – Makes sense, right? Piracy on AndroidOn iOS, we did not see any piracy for the first 5 days on the store.
Android is a markedly different story.Within hours of us publishing the game we saw websites copy the Google Play store description and provide their own download pages including download links to a Game Dev Tycoon APK (the downloadable package that contains our game). Most of these sites are infested with ads and probably a good chunk give you malware but there are definitely genuine pirated versions out there.How many people play a pirated version is hard to say. Our best estimate, based on tracking data and some assumptions, is that on day one around 40% played an illegal copy which seems close to the 50% by the developers of Hidden Folks.What we hear from other developers, we need to expect that this will go up a fair bit and will most likely surpass the 55% we saw on iOS. We will talk more about this in future reports when we have more data. ChartsTo our knowledge the game did not appear in charts on the first day and AppAnnie does not seem to track the game yet but this morning we saw the game appear at Nr. 2 in Top Selling New Games.
Here is a screencap. Interestingly, even though the game showed as Nr. 2 Top New game and Nr. 14 Top Selling games overall, it was not part of the Top 540 Top Grossing lists at all. Perhaps the store did not update properly or perhaps the cliff between freemium and premium games on Android is even bigger than on iOS. We should be able to get a better idea in a few days when there is more data but without the amazing reaction from our fans we couldn’t have dreamt of hitting the charts within 24 hours.Thank you all!– Patrick Klug💚 Greenheart GamesIf you don’t want to miss future reports, please sign up to our newsletter. Android BetaWe started Beta testing Android just before Christmas by inviting testers through our The interest has been absolutely astonishing – we received 1,300 applications within 3 hours (!) and over 2,500 applications overall.
For comparison, our iOS Beta test received 625 applications so the interest in Android was four times as much.Thanks to everyone who signed up we now have a good spread of devices and Android versions to test and the test has been going pretty well. Android Release DateWe don’t have a firm release date yet but still plan to release this month. PC UpdateBefore Christmas, we published a which includes the new pirate mode. Our intention was to gradually port the rest of the features (new topics, story update and UI tweaks) to the Beta but the UI tweaks were so extensive and intertwined in other changes that we now plan to publish all of these features together (including updated modding support). We should have this ready for Beta at the time of the Android release and ready to be released as a general update (on Steam and elsewhere) a few weeks after that.Now, onwards to the iOS report. SalesOur last report was just after Game Dev Tycoon got featured in the US (and UK) as Game of the Day and discussed the short-term impact of that feature showing a dramatic increase in sales and the hint of a fall back to pre-feature levels. As a reminder, this is what our sales graph looked like on Day 7.
As you can see the feature gave a massive boost which lingered for about a week before sales fell quite dramatically to the lowest levels so far. Thankfully, the downward trend didn’t last long as Christmas Day gave a boost again and resulted in better sales throughout the holidays. We hope Game Dev Tycoon provided some relaxing holiday gaming!
The new year started off well too with several feature placements in Europe (UK, France, Belgium) providing another spike – albeit much, much smaller than the first one – near the end of the graph.Overall, Game Dev Tycoon on iOS has now sold 66,520 units bringing in 241,615 USD in proceeds. High school life fanclub promo code. After the initial this is simply amazing and means that we have now made back our investment of 190K and are looking at a pre-tax profit of 50K. – Thank you all for playing! 💚 Chart positions. Above you can see the chart positions (according to ) and proceeds in the US market across the 42 days of sale. During the Game of the Day feature we made it to the Top 5 paid position for three days which was our best position and consequently resulted in the largest sales.
Our best position in the Top Grossing charts was at position 265 which explains why the Top 100 Grossing charts barely ever have any paid apps in them. Freemium simply dominates the market.What’s also interesting is just how steep sales fall once you step down the chart ladder. Below you can see the proceeds plotted against the chart positions.
At position 5, our best day, we saw around 15K proceeds. At position 6, only one step down(!), we made just half of that (53%), at position 17 we made only a third (27%) and once you hit the low 100s we were looking at around 4-6% of what we made on our best day.Interesting outliers are due to generally increased sales during the holidays and weekends.
On Christmas Day for example, we were at position 82 but this still saw around 22% of what we made on our best day.While the difference in the Top 20 charts is simply massive, the difference in the lower numbers isn’t quite as dramatic. Our worst chart position at spot 186 had still about 86% of the sales of what we saw at position 102 so while it’s true that the very top paid apps make the majority of the sales, you can still make a sizable income at the lower end of the charts if you manage to hold your position over multiple weeks. Ratings and Reviews. It’s truly humbling to see just how much players enjoy our game. I’m also happy to say that most 1-star reviews are now based on opinion rather than technical issues so it seems that our latest patches have fixed nearly all problems with the game. Likely PiracyWith all the good news out of the way, let’s take a look at some bad news.
While we were stunned to see that iOS didn’t show any signs of piracy initially, we are now fairly confident that there is sizeable piracy at work. For a while Game Dev Tycoon was listed in the Top spot on several iOS piracy sites and it shows when we look at our usage data. What you see above is a chart comparing our confirmed sales numbers with the number of unique (but anonymous) users our analytics software tracks. The difference between those numbers is a simplified view of potential piracy. As you can see the difference was zero for almost 5 days but once the Game of the Day popularity kicked in we can see a massive rise in the difference and for the last two weeks we see a fairly steady discrepancy of around 55%.
The latest data suggest that we have over 100K players, compared to around 66K sales.Disclaimer: As I mentioned before, this is not to say that we have a guaranteed piracy rate of 55%. One legal purchase could be used on multiple machines (either through multiple devices by one person or through family sharing) but on the flipside, pirated versions could also block our tracking completely so there could be a much larger number of players that we simply don’t see. What is clear though is that piracy exists on iOS and is likely substantial.It’s much easier to accept the effects of piracy once your product is profitable but I really wonder how the mobile market would look like if piracy of premium games was lower. Perhaps the Top Grossing lists and market direction wouldn’t so heavily favor freemium games?It will be interesting to see how the Android release will compare. Thankfully, we won’t have to wait long to find out.Until next time!– PatrickGreenheart Games 💚You can comment on this blog post on our forum,. Copyright © 2012-2019 Greenheart Games Pty. All Rights Reserved.The trademarks, logos, and service marks (collectively the 'Trademarks') displayed on this Web Site are registered and unregistered trademarks of its affiliates and others.
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