With a peak concurrent player count of nearly 35,000.
www.pcgamer.com
I love this game. It's a great mix of lots of different ideas wrapped up in an addicting little game. Though I have to agree with the article, this game is great and is selling very well but I don't think it will hit Balatro or Vampire Survivors levels of fame. I can see the game being over with once you beat it, without that strong sense of replayability the other two games I mentioned have. Again, I agree with the authors last sentence: "I can't wait to see what Kenny Sun cooks up next with this kind of financial security behind them.". By my calculations the dev is raking in at least $1mil so I can't wait to see what their next game is.
Good news, but mass production is likely a way off.
www.pcgamer.com
"The wafer, made on TSMC's 5 nm process (an Nvidia-specific 4NP node), still needs to be chopped up and packaged, meaning the silicon substrate needs to be encased and affixed to surrounding components, including all those stacks of high bandwidth memory (HBM).
This packaging can't be done in the US right now, so the chips will have to be shipped back to Taiwan for those crucial final touches. In the future, packaging might be done in the US, though."
I wonder if this type of shipping back and forth is making them more expensive for the time being than if it were all to be done right in Taiwan. If that's the case, I'm sure Jensen is very happy to sell them at higher prices. We won't see consumer/gamer hardware manufactured here in the US for at least a few years.
"And it does mess with you. You really do start to see the morale go down, the little arguments starting to happen."
www.pcgamer.com
Out of this whole debacle, I was hoping that Everywhere could have done well. It was being developed alongside MindsEye, so there was not enough focus on either game to succeed. Everywhere was supposed to be a sandbox game focusing on user generated content and game modes just like Garry's Mod/S&box, Roblox and parts of Fortnite. I was invited to the very,
very early access alpha last summer, but back then I saw some potential in it.
One of the core ideas of the game was that upon launching the game, you joined a massive hub world modeled after a futuristic neon soaked city. The hub world has portals to go to many different game modes, and I’m sure they had lots of other plans to entice players to hang out there and explore in between games. Of course with it being that early in development, there was barely anyone there and the level itself was very empty.
I also enjoyed the level creator, it was super easy to use and you would have been able to pull assets from the games cloud, just like S&box is doing, without needing to have it downloaded before you entered the editor. You search a database full of assets, find what you want to use, then you can immediately drop it in your level. For context games like Roblox or Garry’s Mod require you to have all assets you want to use prior to entering the game or editor, so having the ability to add whatever you’d like on the fly is neat.
In the end the game went down just like MindsEye, though worse, because it suffered a horrible death and is no longer playable. All at the hands of an incompetent millionaire CEO who negatively affected the lives of hundreds of his employees. At least MindsEye is still up on Steam and devs are commited to fixing it, but who really knows what that means with everything else going on around the company. I'd be interested in trying it if it were $10 or less.