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Valve’s Pipeline Program Will Help Introduce Hopeful Young Game Designers To The Industry

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Valve has announced a new program called Pipeline designed to help teenagers interested in video game design answer some of their questions about the industry.

The program will help both Valve and young game designers. Valve has always hired industry veterans with lots of experience, but it has hired a group of inexperienced teenagers in order to, “See if we can take a group of high school students with minimal work experience and train them in the skills and methods necessary to be successful at a company like Valve.” The teenagers will then share their experience and knowledge online on the Pipeline website.

You can find out more about Pipeline by checking out the video below, or heading to the website. Both the website and the video were created by the members of the Pipeline team.

[Source: Valve Pipeline via Endgadget]

Our Take
Valve always does things a little bit different – and this is especially different. It’s these sort of experiments, however, that puts Valve on the cutting edge and has made it a successful company. It might also make Valve more open to bringing in young unproven talent, which would be especially helpful for young game designers interested in working for Valve, of which I am sure there are many.

the author

Former Steam Head Jason Holtman Leaves Microsoft

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Jason Holtman was the head of Valve’s PC game distribution platform, Steam, but he left last February and later accepted a position with Microsoft. A little over six months after accepting the job with Microsoft, Holtman has left the company.

We reached out to Microsoft for confirmation after there was a change in Holtman’s LinkedIn profile and it offered the following statement: “We can confirm that Jason has left Microsoft and we’re grateful for his time at the company. We wish him the best in his future endeavors.”

Holtman worked with Valve and the Steam platform for eight years before leaving last year. His previous position involved fostering relationships with the developers who produced content for Steam. At Microsoft he was head of of PC gaming and entertainment strategy.

[Source: LinkedIn, via Neowin, Joystiq]

Our Take
Holtman’s departure seems like a big loss for Microsoft. Details about his departure remain mysterious. I imagine working for Valve – a company with no corporate structure – to Microsoft – one that likely has a strict corporate structure – must have been a difficult transition, but it’s unclear if that played any role in his departure.

the author

Dear Esther Developer Accepts Position With Valve

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Robert Briscoe, a developer with The Chinese Room, the team behind the PC indie game Dear Esther, recently accepted a position with Valve.

In a post on his personal blog, Briscoe writes over the course of the last 11 months he has been in process of applying for a US work Visa so he could relocate to Seattle, WA from Brighton, UK.

Other than the desire to work for a well-respected developer, Briscoe says the main reason he accepted the position with Valve was to escape his isolation and get himself out of his comfort zone. He writes, “I think I need to be around people for a while.”

Working for Valve won’t instantly separate him for his continued work with The Chinese Room. Briscoe is finishing up a Unity version of Dear Esther. He also says he is sure he will return to independent development in the future and is confident he will be “tinkering with stuff” in his free time.

For our review of Dear Esther, head here.

[Source: Robert Briscoe, via VG247]

Our Take
As Valve moves its projects closer to games like Team Fortress 2 and Dota 2 – games with little to no narrative direction – I’m excited to see it bring on someone like Briscoe who has worked extensively with narrative-driven games. My favorite experiences from Valve are the games like Half-Life and Portal, games with strong expertly directed stories, and I hope Briscoe can help with projects like that. Ones I hope Valve is secretly working on

the author

Concurrent Steam Users Top 8.46 Million In Early Hours Of 2015

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In June 2014, Steam saw record concurrent usership during its summer sale. Over 8 million people flocked to the site at the same time during the heat of June. Now, in the early hours of 2015, a that number has been surpassed.

At approximately 11:30 a.m. Pacific / 2:30 p.m. Eastern on January 1, usership hit 8,466,441. Dota 2 remains the top-played game by a wide margin, with perennial favorites Counter-Strike, Team Fortress 2, Football Manager, Skyrim, and Civilization taking spots on the top ten list.

Overkill’s crime fantasy, Payday 2, anchors the list at number 10. What caught our attention though, is that with one exception the ten most played games are the same franchises (June 2014’s list).

We’ve reached out to Valve for comment and certification that the 8.46 million concurrent users represents a new record. We’ll update should we receive a response.

Update: Valve has responded to our request, confirming that this concurrent usership number is a record.

[Source: Valve via NEOGaf, MCV]

Our Take
The PC market is alive and well, but not fully saturated. Steam Machines could disrupt the living room gaming market, but for that to happen, the selling proposition needs to be clear. 

Right now, I’m unclear what “problem” (in the marketing definition of the word) Valve’s console-like hardware solves. If Valve hopes to make a dent in marketshare held by Microsoft, Sony, and Nintendo, it will need more than guarantees of inexpensive software. I’m eager to see how Valve deals with the problem of positioning the Steam Machines.

  the author Mike Futter

The Fallacy Of Free Mods – Paying Creators, Developers, And Valve Is The Right Move (And May Return)

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The past two weeks have been tumultuous for PC gamers, as Valve announced (and quickly terminated) a mechanism that allowed modders to charge for their work. While the dust has mostly settled, there are important lessons from the aborted attempt and how we might better discuss this issue in the future.

A Cottage Industry Built And Dismantled

On April 23, Valve announced that Bethesda’s Skyrim would be the first title to allow mod creators to charge for their work. Revenue was set to be split: 30 percent going to Valve, 45 percent to Bethesda, and 25 percent to the mod creator.

This wasn’t Valve’s first foray into community compensation. The Steam Workshop has allowed users to monetize creations used in Dota 2, Team Fortress 2, and other games. It was recently opened to allow third-party developers to implement this type of economy, which sounds appealing across the board since Valve has paid out $57 million to cosmetics creators since 2011. While mods are most certainly more complex and impactful than cosmetics, the core of a community-based economy exists and thrives on Steam.

However, this latest expansion of the Steam Workshop economy was met with enormous resistance. The outcry from gamers was intense, with a variety of issues deemed problematic. The very nature of charging for mods was found objectionable by some. Others took issue with Valve and Bethesda receiving any portion of the revenue. Some identified concerns with theft and repurposing of assets without permission.

The implementation was clumsy and the communication from Valve up until the program was terminated was lighter than it should have been. On April 25, Valve founder Gabe Newell took to Reddit to address questions from the community.

On April 27, Valve and Bethesda pulled the plug, refunded all purchases, and took the idea back to the drawing board. “We’ve done this because it’s clear we didn’t understand exactly what we were doing,” Valve’s Aiden Kroll wrote. “We’ve been shipping many features over the years aimed at allowing community creators to receive a share of the rewards, and in the past, they’ve been received well. It’s obvious now that this case is different.”

Don’t assume that this is the end of paid mods, though. Kroll hints that the concept might come back with refinement.

“We understand our own game’s communities pretty well, but stepping into an established, years old modding community in Skyrim was probably not the right place to start iterating,” he writes. “We think this made us miss the mark pretty badly, even though we believe there’s a useful feature somewhere here.”

What’s Free For You Has Cost For Others

One of the most common refrains during the brief “paid mod” period was, “These used to be free. Why should we have to pay for them now?”

End-users have benefitted from mods for ages, often without recognizing the effort of those endeavors monetarily. No doubt, applying a charge to even a sub-set of items that were once considered available for the taking is a jarring change. But for those on the creation side, this work was never “free.”

Individual creators and mod teams (like those working on the massive Skywind conversion project) have been toiling for countless hours without compensation. While these are absolutely labors of love, they aren’t “free.”

“Time is money,” as they say. In this case, those working on these mods are incurring what’s known as “opportunity cost.” The time spent working on these projects is time that can’t be spent on other endeavors, including those that have revenue potential.

There may also be direct expenses related to working on these projects. The cost of upgrading PCs (some fraction of which could be legitimately applied to this work), software for animation and graphics editing, and other purchases inspired by or solely related to mod creation are out-of-pocket expenses.

While no one was asking end-users to pay for these before, to call these mods “free” neglects the time, effort, and direct cost of creation. Whether gamers feel that mods are worth paying for doesn’t factor in here. That’s something the market will correct for as the paid mod economy matures (if it ever returns).

There are concerns about paid mods that should be discussed, though. Starting with Skyrim, a completed game makes things easier. But what happens when paid mods come to games that are still evolving through DLC, patches, and title updates?

The Modder’s Responsibility

Paid mods are a double-edged sword for creators that choose to take advantage of the opportunity. On one hand, you’re certainly earning some revenue for your work. On the other, you’re creating a contract with buyers, and it is a reasonable expectation that you will maintain your work as software is updated.

In Valve’s original FAQ for the system, the company suggests the following if things go wrong:

Sometimes one mod may modify the same files as another mod, or a particular combination of mods may cause unexpected outcomes. If you find that mod has broken or is behaving unexpectedly, it is best to post politely on the Workshop item’s page and let the mod author know the details of what you are seeing.

Another issue is ownership. The mod community iterates, and many creators use assets borrowed from other users. Valve has a mechanism set up so that sellers can allocate part of their revenue to those whose work is incorporated in a paid mod.

The issue is that there isn’t a convenient way to seek permission (or grant it). Also, as with other intellectual property theft on the internet, disputing improperly “borrowed” assets involves the originator first learning of the situation and then pursuing a Digital Millennium Copyright Act (DMCA) takedown.

Valve appears to have been planning on being hands-off on this process. There’s also an issue of assets that originate in other copyrighted works, including full games. Creators of paid mods could easily run afoul of developers and publishers who have opted not to participate in this program at all.

If Valve decides to relaunch this program, a mechanism to protect intellectual property holders beyond just advising a DMCA takedown should be in place. Valve is taking a piece of all sales, covering hosting, distribution, and payment processing. Vendor services for modders should be part of that.

Valve And Bethesda: Partners Deserving Of Compensation

One of the other things frequently heard about the paid mod situation is that the split among creators, Bethesda, and Valve wasn’t fair. While there is certainly room to discuss the split percentages, I believe that the fact of a three-way apportioning is completely legitimate.

Valve is responsible for the hosting costs related to the mods. The company also handles distribution, customer service (including refunds, which are guaranteed in the first 24 hours), payment charges for credit card purchases, overseeing disbursements to creators that reached the $100 minimum, and other related expenses of maintaining the Steam storefront.

As for Bethesda, consider the portion of funds awarded to the developer as a form of residuals (money paid to actors for subsequent screenings of their work). The whole paid mod structure exists upon the foundation of Bethesda’s original game.

It is completely reasonable for an intellectual property holder to ask for a portion of revenue earned by products reliant on its core product. “The percentage conversation is about assigning value in a business relationship,” Bethesda wrote on April 27 shortly before the program was terminated. “How do we value an open IP license? The active player base and built-in audience? The extra years making the game open and developing tools? The original game that gets modded? Even now, at 25% and early sales data, we’re looking at some modders making more money than the studio members whose content is being edited.”

Further, Bethesda recently held a Skyrim free weekend on Steam. During that time, mod sales represented less than 1 percent of the publisher’s Steam revenue. This doesn’t take into account non-Steam PC sales and console offerings.

The developer revenue portion becomes even more important should paid mod support be released for games that aren’t completely finished. Since developers choose whether to enable paid mod support for their titles, the implication is that there is intent to make the ecosystem viable. This means enhanced community engagement and updates that would ideally pave the way for easier mod implementation and improvements focused on integration.

Developers should also be realistic that paid mods are going to likely be relatively small (as evidenced by Bethesda’s anecdote above). For those that plan to implement during ongoing updates, this will serve as a minor offset rather than a river of cash.

The Future Of Paid PC Mods

Whether Valve and partners decide to give this another go with the lessons of this failed attempt, is something we’ll have to wait and see. If the system does come back though, a game like Skyrim is the perfect testing ground.

It already has a robust community and dedicated fan base (though Bethesda says only 8 percent of players have ever used a mod and about 1 percent have made one). The game isn’t getting major updates anymore. This is the kind of testing environment a practice like this requires, because you don’t want these things being worked out on a newer, frequently updated title.

There’s certainly many kinks to be worked out. The legal issues regarding asset use, the “right” revenue split, and education about what goes into creating a mod (and why there is more at play than just the work on the community-built add-on) are all necessary before the economy is reintroduced.

Paid mods might have died a fiery death the first time out. Expect that those involved will take those lessons to heart if the concept ever re-emerges.

the author Mike Futter

Klei Entertainment Celebrates 10-Year Anniversary with Steam Weekend Sale

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For the past decade, Klei Entertainment has crafted charming indie games like Mark of the Ninja and Don’t Starve. Now the developer has found a fitting way to celebrate its 10th anniversary by offering a weekend-long Steam sale on its library.

Players can try out the company’s catalog for free from November 12-15, or purchase titles at discounted prices, including in bundles. Individually, the titles on sale include:

  • Shank
  • Shank 2
  • Mark of the Ninja
  • Mark of the Ninja: Special Edition
  • Don’t Starve
  • Don’t Starve: Reign of Giants
  • Don’t Starve Together
  • Eets Munchies
  • Crypt of the Necrodancer
  • Invisible, Inc
  • Invisible, Inc. Contingency Plan

Out of the discounted games, Mark of the Ninja in particular is an essential for any stealth fan, as Matt Miller found out back in 2013 when he reviewed the sneaky 2D ninja simulator.

[Source: Steam]

the author Parker Lemke

New Features Come To The Steam Controller

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Valve has released updates for its Steam beta client, and with it came some newly added features for the Steam Controller. The biggest changes are having multiple control sets that you can configure to change automatically in-game, an on-screen keyboard, and the ability to take screenshots. Some small additions to other Steam features include emoticons appearing in Big Picture mode and slight improvements to SteamVR. The full list of updates can be viewed below or on the Steam announcements page. You can also watch the Steam Controller’s announcement trailer here.

Friends

  • Emoticons show up now in Big Picture


Steam Controller

  • Added user definable action sets for legacy games.
  • Users can now add additional action sets with their own sets of bindings. Action sets can be added/deleted/named as appropriate and selected via a binding. Note that unlike mode-shifts, action sets completely replace all currently active bindings, and can have their own mode shifts and so forth.
  • Added New Controller Action binding types which will expand in the future with bindings that are not specific to the game, but rather higher level, as noted below.
  • Added Change Action Set Binding – sets the action set to the next or a specified action set when used.
  • Added Show Keyboard Binding – shows the on-screen keyboard
  • Added Take Screenshot Binding – takes a screenshot
  • Removed hard coded desktop keyboard shortcut (stick click) and replaced it with controller action binding in the default desktop configuration.
  • Fixed some cases of non-steam games not applying controller settings. Ensure that “Allow Launchers” option is off for this to take effect.
  • Fixed controllers not turning off on Suspend power mode in Desktop mode which could cause zombie controllers to be seen over wireless
  • Fixed Horizontal Invert setting not working on Mouse Joystick


SteamVR

  • Automatically launch SteamVR after it finishes updating
  • Added the SteamVR tool in the SteamVR section in the Library view
  • Added SteamVR to the jump list options
  • Improved scrolling when using the touchpads in the Steam interface while in your HMD


VR Keyboard

  • Fixes for URL entry in big picture


[Source: Steam]

Our Take
I don’t use the Steam Controller myself, and I’m not sure how great it is for accuracy in games such as shooters. But, I like the idea of being able to set custom button configurations that’ll switch automatically (for instance, entering a car in Grand Theft Auto V and having it automatically switch to gyroscope steering as Kotaku points out). That sounds pretty neat.

the author Elise Favis

Xbox Is Actively Looking Into Digital Game Sharing Options

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When the Xbox One was unveiled in 2013, part of Microsoft’s plans involved allowing family members and friends to share games purchased digitally. The backlash surrounding the DRM of the original Xbox One plan caused Microsoft to reverse many of the policies and features announced at that initial conference, including the ability to share digital games. We met with Xbox during its Spring Showcase last month and asked its head of programming Mike Ybarra about this seemingly forgotten feature.

According to Ybarra, the team is looking into it with regards to how it fits in with the Universal Windows Platform that touches both Xbox One and PC. “Steam has a great family plan right now,” he says. “We’re looking at both from a Windows standpoint – well, what’s our policy of the Windows Store? How many people can play concurrent? How do you share? We’re going to merge those two topologies soon so that a whole new model for how you share games across that will be in place. We’re actively working on that now to try to figure [it out], but we want to get to a much simpler model and potentially one that lets you do more… have a little bit more freedom in what you can and can’t do.”

For now, if you want to share your digital games with someone else, a slightly convoluted – but completely functional – workaround exists to allow you to share your digital library with one single other Xbox One owner. That way is to set your friend’s Xbox One system as your home Xbox in the settings tab, and set your Xbox as your friend’s home Xbox. When you set an Xbox as a your home Xbox, it enables any user signed into that console to play the games of that primary user. If both consoles are cross-set in that regard, it means that you’re able to play any digital games on your profile, as well as any digital games on the profile of the person who’s set that Xbox as their home Xbox.

Our Take
If Microsoft can figure out some way to make it so players can share games digitally, it would address one of the main criticisms to buying digitally. It doesn’t sound like this is something that’s at the top of Microsoft’s priorities, but it does sound like something that is on the horizon if Microsoft can work out the details.

the author Brian Shea


100 Atari Games Are Now Available In One Package For PC

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Atari launched the Atari Vault today, a compilation of 100 classic arcade and Atari 2600 games. The collection is currently available on PC.

Atari Vault includes all the classics from Atari’s heyday, such as Centipede, Warlords, Missile Command and Tempest, to name a few. It also adds a number of updated features to its games, including an enhanced user interface, global leaderboards, online and local multiplayer, full controller support and an archive of materials from the company’s long history. The official trailer is embedded below.

The collection is being discounted to $16.99 right now on Steam, but Atari says the discount offer won’t last much longer.

the author Connor Trinske

Steam Lists About 120 Oculus Rift And Vive Games As VR Era Dawns

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While many gamers aren’t convinced that virtual reality is here to stay, one thing is for sure. There is no shortage of content available.

Oculus Rift launched with 30 games in the company’s storefront, and Vive is gearing for tomorrow’s release with a healthy Steam section for VR. If you have a Rift, you can still play your Steam games. (You just need to enable “Unknown Sources” in the Rift app.)

Here’s a handy reference to the more than 120 games available now and coming soon on Steam for both Rift and Vive. You’ll note that many of the games, including a number releasing tomorrow, do not have prices available yet.

Game Release Date Price Platform(s)
#SelfieTennis April 1, 2016 $19.99 Vive
“Butts: The VR Experience” February 3, 2016 $0.99 Vive
‘n Velore Verstand February 1, 2016 $14.99 Rift, Vive
4089: Ghost Within January 9, 2015 $5.99 Rift, Vive
5089: The Action RPT February 3, 2016 $7.99 Rift, Vive
A Chair in a Room: Greenwater March 31, 2016 $24.99 Vive
A Legend of Luca April 5, 2016 TBA Vive
A-10 VR April 2016 TBA Vive
Adr1ft March 28, 2016 $19.99 Rift
Adventure Time: Magic Man’s Head Games April 2016 TBA Rift, Vive
Albino Lullaby: Episode 1 September 15, 2015 $9.99 Rift, Vive
AltSpace VR April 1, 2016 Free Rift, Vive
Apollo 11 VR April 1, 2016 $14.99 Rift, Vive
Arizona Sunshine 2016 TBA Vive
Atlas Reactor VR Character Viewer April 5, 2016 Free Vive
Audioshield April 2016 TBA Vive
Babel: Tower to the Gods April 2016 TBA Vive
Bazaar March 28, 2016 $9.99 Rift, Vive
Beach Ball Valley April 5, 2016 TBA Vive
Blarp! April 2016 TBA Vive
Budget Cuts 2016 TBA Vive
Caffeine October 5, 2015 $19.99 Rift, Vive
Capria: Magic of the Elements April 5, 2016 TBA Vive
Carpe Lucem: Sieze the Light April 5, 2016 TBA Rift, Vive
CAT Interstellar August 28, 2015 $3.99 Rift
CDF Starfighter VR 2016 TBA Rift, Vive
Celestrion December 7, 2015 $0.99 Vive
Cloudlands: VR Minigolf April 5, 2016 TBA Vive
Crashed Lander February 5, 2016 $4.99 Rift
Crystal Rift March 30, 2016 $14.99 Rift, Vive
DCS World August 2, 2013 Free Rift, Vive
Descent: Underground October 22, 2015 $29.99 Rift, Vive
Diorama No. 1: Blocked In April 5, 2016 TBA Vive
Diorama No. 3: The Marchland April 5, 2016 TBA Vive
Doctor Kvorak’s Obliteration Game Fall 2016 TBA Rift, Vive
Dolphin Defense Coming Soon TBA Vive
Elite Dangerous April 2, 2015 $29.99 Rift, Vive
Elite Dangerous: Arena February 16, 2016 $7.49 Vive
Elite Dangerous: Horizons Season Pass February 5, 2016 $37.99 Vive
Escape: Close Call March 24, 2016 $6.99 Rift
Euclidean September 25, 2015 $4.99 Rift, Vive
Fantastic Contraption April 5, 2016 TBA Vive
Felt Tip Circus April 2016 TBA Vive
Final Approach April 5, 2016 TBA Vive
Final Strike June 23, 2016 TBA Rift, Vive
Giant Cop: Justice Above All Fall 2016 TBA Vive
Golf Masters August 23, 2016 TBA Vive
Gon’ E-Choo November 26, 2015 $1.99 Rift
Gumball Drift TBA TBA Rift, Vive
EVE: Gunjack April 5, 2016 TBA Vive
Holodance April 5, 2016 TBA Vive
Holopoint Closed Beta TBA Vive
HordeZ Coming  Soon TBA Vive
Hot Dogs, Horseshoes & Hand Grenades April 5, 2016 TBA Vive
Hover Junkers April 5, 2016 TBA Vive
InCell VR September 3, 2015 F2P Rift, Vive
InMind VR January 19, 2015 F2P Rift, Vive
Irrational Exuberance: Prologue April 5, 2016 Free Vive
Jaunt VR – Experience Cinematic Virtual Reality March 28, 2016 TBA Rift, Vive
Jeeboman April 2016 TBA Vive
Job Simulator April 5, 2016 TBA Vive
Jump July 30, 2015 $9.99 Vive
Keep Talking and Nobody Explodes October 8, 2015 $14.99 Rift
Kumoon: Ballistic Physics Puzzle November 10, 2015 $3.74 Rift, Vive
Kumoon: VR Expansion Kit 01 November 10, 2015 $3.74 Rift, Vive
La Peri April 5, 2016 TBA Vive
Lecture VR March 15, 2016 F2P Rift, Vive
Light Repair Team #4 April 5, 2016 TBA Vive
Marble Mountain TBA TBA Rift, Vive
Metaverse Construction Kit December 7, 2015 F2P Vive
Mind: Path to Thalamus Enhanced Edition August 5, 2014 $8.99 Rift, Vive
Minigame Party VR April 2016 TBA Vive
Minigolf VR March 30, 2016 $19.99 Vive
Modbox April 5, 2016 TBA Vive
Nighttime Terror VR: Dessert Defender April 2016 TBA Vive
Observatory: A VR Variety Pack Spring 2016 TBA Rift, Vive
Orc Assault 2016 TBA Vive
Pierhead Arcade April 5, 2016 TBA Vive
Portal Stories: VR April 28, 2016 TBA Vive
Proton Pulse April 5, 2016 TBA Vive
P.O.L.L.E.N. April 20, 2016 TBA Rift, Vive
Quar: Battle for Gate 18 April 5, 2016 TBA Vive
Rail Adventures Q2 2016 TBA Rift, Vive
Raw Data Summer 2016 TBA Vive
Rooms: The Unsolvable Puzzle May 1, 2015 $14.99 Rift, Vive
Ruckus Ridge VR Party April 5, 2016 TBA Rift, Vive
SculptrVR April 5, 2016 TBA Vive
Sisters TBA TBA Vive
Skeet: VR Target Shooting April 5, 2016 F2P Vive
Skyworld 2016 TBA Rift, Vive
Sluggy’s Fruit Emporium Q2 2016 TBA Vive
Space Bit Attack April 5, 2016 TBA Rift, Vive
Space Pirate Trainer April 5, 2016 TBA Vive
Spell Fighter VR March 23, 2016 F2P Vive
Spermination April 29, 2015 $2,99 Rift, Vive
Subnautica December 16, 2014 $19.99 Rift
Surgeon Simulator VR: Meet the Medic April 2016 TBA Vive
The Brookhaven Experiment April 26, 2016 $14.99 Vive
The Cubicle April 5, 2016 F2P Vive
The Divergent Series: Allegiant VR March 17, 2016 Free Vive
The Gallery – Episode 1: Call of the Starseed April 5, 2016 TBA Vive
The Grand Canyon VR Experience October 9, 2015 $4.99 Rift, Vive
The Rose and I April 5, 2016 Free Vive
The Town of Light February 26, 2016 $18.99 Rift
The Vanishing of Ethan Carter VR March 31, 2016 $9.99 Rift
The Visitor March 30, 2016 $0.99 Rift, Vive
The Wake Spring 2016 TBA Vive
TheBlue April 5, 2016 TBA Vive
TheWave Fall 2016 F2P Vive
Thunderbird: The Legend Begins Summer 2016 TBA Vive
Tilt Brush April 5, 2016 TBA Vive
Toy Plane Heroes April 5, 2016 TBA Rift, Vive
Universe Sandbox2 August 24, 2015 $24.99 Vive
Unseen Diplomacy April 5, 2016 TBA Vive
Unturned July 7, 2014 F2P Vive
Vanishing Realms April 5, 2016 TBA Vive
Virtual Desktop March 31, 2016 $14.99 Rift, Vive
Void 21 April 4 ,2016 $10.99 Rift
VR Baseball – Home Run Derby April 5, 2016 TBA Vive
Waltz of the Wizard 2016 Free Vive
Water Bears VR January 27, 2016 $9.99 Vive
Whirligig April 3, 2016 $3.99 Rift, Vive
Windlands January 8, 2016 $19.99 Rift, Vive
World of Diving August 26, 2014 $19.99 Rift, Vive
XLR April 5, 2016 TBA Vive
the author Mike Futter

Rumor: The Witcher 3 Blood And Wine Expansion Release Date Leaks On Steam

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According to a leaked Steam listing, The Witcher 3 should arrive by the end of the month.

This listing has since been removed, but individuals on NeoGaf mentioned noticing the listing as well, with the reported dates sighted ranging from May 30 to May 31 depending on the source. A screen capture of the Steam page (taken by Wario64 on Twitter) shows May 30, which you can view below.

Blood and Wine is The Witcher 3’s second expansion following Hearts of Stone, and both combined are considered in length to be as large as The Witcher 2. You can check out a bunch of screenshots from the upcoming expansion here. The Witcher 3 was our game of the year in 2015.

[Source: Wario64 on Twitter]

Our Take
Leaks like this happen all the time online. It strongly suggests we’ll see the expansion coming at the end of the month, with an announcement about that date probably arriving soon. Someone just ended up posting the release date a little too soon on Steam, it seems, considering its now been taken down.

the author Elise Favis

Valve Sends Cease And Desist Notice To CS:GO Gambling Sites

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Last week, shortly after YouTubers Tom Cassell and Trevor Martin were outed as owners of CS:GO Lotto, a site both of them promoted in their content without disclosing ownership, Valve issued a statement that the company would go after gambling companies centered around tradeable Steam items. Turns out Valve is living up to its promise, having sent out a cease and desist letter to 23 gambling sites centered around Counter-Strike: Global Offensive.

Here’s the statement from Valve:

We are aware that you are operating one of the gambling sites listed below. You are using Steam accounts to conduct this business. Your use of Steam is subject to the terms of the Steam Subscriber Agreement (“SSA”). Under the SSA Steam and Steam services are licensed for persona, non-commercial use only. Your commercial use of Steam accounts is unlicensed and in violation of the SSA. You should immediately cease and desist further use of your Steam accounts for any commercial purposes. If you fail to do this within ten (10) days Valve will pursue all available remedies including without limitation terminating your accounts.

A full copy of the letter is included right here.

You can read news editor Mike Futter’s opinion piece about holding the media and influencers accountable in light of this whole debacle here.

Our Take
It’s good that Valve has taken steps to address this controversy and hopefully sets a precedent for how the company will address unscrupulous and predatory operations in the future.

the author Javy Gwaltney

Valve Removes Digital Homicide’s Games From Steam In Response To Controversial Lawsuit

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Digital Homicide, a developer that made headlines earlier this year for suing game critic Jim Sterling, has filed a lawsuit against 100 Steam users after they left harsh reviews of the developer’s games. Yesterday, Valve removed around a dozen of Digital Homicide’s games from its digital store, stating that it “stopped doing business with Digital Homicide for being hostile to Steam customers.”

After being granted a subpoena by a federal judge in Arizona, James Romine of Digital Homicide seeks the true identities of the 100 Steam users that left negative reviews. He is requesting $18 million for personal injury because of their criticisms of the developer’s products, including The Slaughtering Grounds (pictured above).

Earlier this year, Jim Sterling was also sued by Digital Homicide after he criticized one of the developer’s games in a video. The developer sued Sterling for $10.7 million, accusing him of “assault, libel, and slander” for his comments.

While it’s unclear how else Valve is planning to move forward with this situation, it can contest the subpoena in court. Documents related to the case can be found here.

[Source: Polygon]


Our Take
Being a creator means that you will always receive some sort of criticism. Though, anonymity on the Internet means some folks can be unfoundedly cruel, but suing commenters seems over the top and unprecedented. I don’t know how unruly these comments towards Digital Homicide’s games were, but a lawsuit like this comes across just as hostile. Not to mention Digital Homicide isn’t targeting a single person, but instead a group of a hundred, which sounds equally as ludicrous. I can’t imagine that this would go far in court. As for Valve, its response seems reasonable considering the circumstances.

the author Elise Favis

You Can Play Tactical Co-Op In XCOM 2 With This Mod

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Modder Team Dragonpunk has released a mod that lets you play tactical co-op with friends in XCOM 2. The mod is still in beta, meaning that it features some bugs. It won’t work with a turn timer, and is incompatible with Ironman mode. While it takes some patience to properly set-up, the concept is still pretty neat.

As of right now, the mod supports two player co-op, while Team Dragonpunk awaits approval from Firaxis to add 12 player co-op. Once you have the mod set up, you can add a friend to the game while you’re on the squad selection screen. An additional button, which you can click to invite friends, will appear under the “select soldier” option, allowing you to access your Steam friend’s list.

When the mission is finished, your friend will go back to their own game, with the amount of XP and loot they retrieved from the mission.

Click here to head to the Steam Workshop if you want to download the mod, or head here to read how to set up the mod. For more XCOM 2 mods, check out this mod that brings Fire Emblem-style relationship building to the game.

the author Elise Favis

Update: Steam Back Up After Holiday Outage

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We’ve been keeping an eye on Steam in recent hours after the blanket outage for logging in early today, and it appears the situation has been resolved. We have multiple users reporting that the online game store is back up and active, and we’ve confirmed that experience with our own login attempts. A representative of Valve has also gotten back with us to confirm that Steam is back up.

Reports have been circulating throughout the morning, and we’ve confirmed through our own attempts to log in: Valve’s Steam service is currently down, which means those holiday gaming purchases are going to have to wait. In our case, we tested on three separate gaming PCs. On one, we were able to start Steam and play games in offline mode, but we weren’t able to get online. On a second gaming PC, we weren’t even able to get the application to open to play games offline; other reports on the internet this morning are reflecting a similar mixed experience regarding attempts to log in.

On a third gaming PC that was already logged in, Steam appeared to still be working. As such, if you are already logged in, we’d strongly recommend staying logged in.

We’ve reached out to Valve regarding the outage, and will report back if we hear anything. However, like many gaming outages of years past around the holidays, one of the biggest challenges is that many normal contacts are unavailable, so it’s entirely possible we won’t have an update anytime soon.

Steam was undoubtedly inundated with traffic in recent hours, which may have been the cause of the outage. Regardless, Steam’s downtime means that players on holiday break will need to wait to take advantage of some of the deals going on as part of the holiday sale, including excellent prices on Stardew Valley, Cities: Skylines, and Doom.

Our Take
It’s frustrating for players when a major gaming service stops working, but I’m confident there’s at least one group that’s even more frustrated – the engineers who are likely even now trying to get the service back into working order.

the author Matt Miller


Steam Reaches 14 Million Concurrent User Milestone

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For the first time in its 13-year history, over 14 million people were on Steam at the same time, marking a new all-time high for the service.

The new peak happened at around noon today, when 14,207,039 people were all online at the same time, buying games, playing them, and (most likely) looking at Steam trading cards and Counter-Strike gun skins. This does not seem to come as a result of a new game launch or event, but rather a slow and steady increase of users every day, as you can tell by the steady uptick in users every day on Steam’s own stats page for the service.

Along with the service-wide numbers, the page also lists the most popular games on the service. As of this writing, the ten most popular games and their peak users today on the service are:

1. Dota 2: 951,942
2. Counter-Strike: Global Offensive: 675,195
3. Grand Theft Auto V: 116,230
4. ARK: Survival Evolved: 71,280
5. Team Fortress 2: 70,612
6. Garry’s Mod: 68,020
7. Rocket League: 65,190
8. Football Manager: 2017 64,433
9. Rust: 63,709
10. Arma 3: 53,102

Dota 2 continues to be the most popular game on Steam, although today, it and Counter-Strike: Global Offensive were jockeying for the highest concurrent users. However, Dota 2’s all-time peak user number (1,291,328 players) still beats Global Offensive’s (850,485 players) by a large margin. It also shouldn’t be surprising that Valve’s own games (the previous two mentioned as well as Team Fortress 2 and Garry’s Mod) are among the services’ most popular games, since they are only available to PC users on the service. Survival games like ARK and Rust are also extremely popular, as is Grand Theft Auto V. Most surprising, perhaps, is the ongoing popularity of Rocket League, which was able to crack the top 10 and be the PlayStation 4’s most downloaded game of last year.

[Source: Steam]

Our Take
Well hey, Mazel Tov to Valve! Sales downtimes and overcrowding issues notwithstanding, they run a pretty good service. Here’s to 15 million.

the author Suriel Vazquez

Steam Direct Set To Replace Steam Greenlight

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Valve announced today via the Steam Blog that Steam’s current Greenlight program will be ending this year, and will be replaced by a new initiative called Steam Direct. After Launching in 2012, Steam Greenlight served as a more streamlined approach for publishers looking to sell their games on the Steam marketplace, as opposed to the heavily curated method previously employed by Steam.

Details on Steam Direct are scarce, though the Steam Blog does detail some of the communications they’ve done with publishers regarding submission fees in the new program.

The next step in these improvements is to establish a new direct sign-up system for developers to put their games on Steam. This new path, which we’re calling “Steam Direct,” is targeted for Spring 2017 and will replace Steam Greenlight. We will ask new developers to complete a set of digital paperwork, personal or company verification, and tax documents similar to the process of applying for a bank account. Once set up, developers will pay a recoupable application fee f or each new title they wish to distribute, which is intended to decrease the noise in the submission pipeline.


While we have invested heavily in our content pipeline and personalized store, we’re still debating the publishing fee for Steam Direct. We talked to several developers and studios about an appropriate fee, and they gave us a range of responses from as low as $100 to as high as $5,000. There are pros and cons at either end of the spectrum, so we’d like to gather more feedback before settling on a number. 

Steam Direct doesn’t have a specific date yet, but is set to arrive Spring 2017.

[Source: Steam Blog]

Our Take
There’s no way yet to predict how this will affect the publisher side of things, but this could very well be a quality control measure to help prevent good games from being buried by shovelware that seems to have infested the Steam marketplace in the last few years.

the author Jordan Leendertsen

Survival Arena PlayerUnknown’s Battlegrounds Has Sold One Million Copies

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Daniel Tack and Kyle Hilliard demonstrated the Hunger Games-like appeal of PlayerUnknown’s Battlegrounds in a recent video feature. Little did they realize as they fought for resources and ran around in their underwear that the game would soon reach the million copies sold landmark.

Pitting up to 100 players against each other in a game of survival, PlayerUnknown’s Battlegrounds has been Steam’s top seller since its launch on March 23, leading to the one million milestone. The game is in Early Access and is available for $29.99 on Steam.

Check out more about PlayerUnknown’s Battlegrounds with a preview from the game’s pre-alpha testing.

Our Take
Selling one million copies this quickly while in Early Access says a lot about the potential for PlayerUnknown’s Battlegrounds. I’m excited to watch its progress from here on out and hope it builds on this initial momentum over the months leading into the full release.

the author Manon Hume

PlayerUnknown’s Battlegrounds Was The Most-Played Game On Steam This Weekend

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PlayerUnknown’s Battlegrounds can’t stop, won’t stop growing. About a month ago, we reported the game had broken the record for highest concurrent players among non-Valve games on Steam (no small feat), capping off at around 481,000 concurrent players. This weekend, however, the game has broken another, larger record.

In the past 24 hours, more people have played PlayerUnknown’s Battlegrounds than any other game on Steam. This include’s Valve’s on Counter-Strike: Global Offensive and Dota 2. You can find the complete player breakdown (as of this writing and according to Steam itself) below.

This is a fairly large milestone for the game, and bodes well for Battlegrounds’ continued popularity. Of course, the game still has a few more ceilings to break. Dota 2 still holds the record for most concurrent players of all time, at close to 1.3 million on March of last year. Battlegrounds is now in second with 859,250 players, beating out Global Offensive’s 850,485 all-time high. You can see the ten most-played games on Steam (according to third-party aggregator Steamcharts) below.

Our Take
Maybe once Battlegrounds is the only game people play, when all other human pastimes have been phased out in favor of endless battle royales and the one-world government mandates all citizens play at least two hours of the game per day… maybe that’s when I’ll finally get around the playing it.

the author Suriel Vazquez

PlayerUnknown’s Battlegrounds Is Now The Most-Played Game Of All Time On Steam

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When we last checked in on the tale of PlayerUnknown’s Battegrounds slowly becoming the most popular game in the world, it had topped Dota 2 as the most played-game on Steam for a time. But it hadn’t beaten the latter’s all-time record of 1,291,328 concurrent players, which Dota 2 had reached in March of last year. Well, it has now.

Battlegrounds today peaked at 1,349,584 players as of this writing – the highest any game has ever had on Steam. This is also higher than many popular games outside Steam, including Destiny 2, and yet another impressive milestone for the game’s popularity, and the game still has room to grow, as it’s still in Early Access. Next up on Battlegrounds’ hit list: Overwatch.

In other news, Steam also crossed the 15-million concurrent user threshold for the first time. This means Battlegrounds currently accounts for a little over 11 percent of Steam’s entire playerbase right now.

[Source: Steam]

Our Take
At this point, I can’t imagine Battlegrounds getting that big of a jump in players when it leaves Early Access, but you never know. This is whole thing is getting out of hand.

 the author Suriel Vazquez
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