Onward (2020, Dan Scanlon)
23/05/2025
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Onward (2020, Dan Scanlon)
23/05/2025

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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What would it take to have a resurgence of physical games (for PC mostly)? I recall multiple times of digital only games being taken away by companies and there being an uproar about it. But it was never enough to create change.
Honestly, there's two major things that need to happen for physical media to be a bigger thing on PC. Think about things from a game publisher perspective and what kind of costs are associated with making physical media.
First, retail stores take a 20% cut of sales while digital doesn't. That's a big chunk of money that the retail stores need to sustain themselves, but that the game publisher also doesn't have to pay when they sell games digitally. This was the largest initial driver to go digital in the first place - digital games represented a significant rise in revenue for game publishers, so it was a new way to obtain sizable growth. Going back to physical media would require a similar kind of kickback.
Second, we need to do something about installation and used games. Digital games are easy to authenticate and difficult to pirate. You can't transfer or resell the game because it is attached to your account. Physical media doesn't have this restriction. This has moved forward more in recent years due to the prevalence and desire for ongoing content development - you need an internet connection and account in order to pay and obtain the DLC.
Overall, these two things would need to get ironed out before game publishers would be willing to push for physical media again. The authentication, DLC distribution, and ongoing development/live service game model helps push down the market for used games, but the largest obstacle remains the retailer cut.
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You know, I really hate how hard digital media distribution is being pushed as the “best” option. Most convenient? Sure, but best? No, not by a long shot.
You’re not buying an actual physical product with digital distribution. You’re buying a license to download said product.
Sure, it might not seem like much of a difference, but what about when that particular service is discontinued? If you can’t download the product anymore, then the money you spent on it was wasted.
And what about stuff that’s only available digitally? Remember this game?
It was a fun beat ‘em up released for Xbox Live Arcade and PlayStation Network to tie in with the 2010 film adaptation of Scott Pilgrim, and had both high quality spritework and a kick ass chiptune soundtrack.
It was pulled from both services in December 2014, due to Ubisoft deciding not to renew the Scott Pilgrim license. There was no announcement, no warning, the game was just removed from both storefronts and rendered permanently unavailable to anybody who hadn’t already purchased it.
And because it was digital only, there are no physical copies to purchase second hand. There is literally no legal way to obtain a copy of this game. Your only options are piracy or emulation, neither of which are really ideal.
Don’t get me wrong, digital distribution is convenient and accessible, and I don’t want it to go away. However, physical media still has it’s place, and I would rather we didn’t push to eliminate it. Digital distribution will never replace physical media.
Unearthed Distribution Playlist w/c 4th May 2018
All music available from all good stores right now to pre-order for release on Friday 4th May. Also available directly from http://www.unearthedsounds.co.uk

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I’m so glad that digital music distribution is a thing because my music-buying habits have mostly turned into ‘I like only this one song by this band’.
Valve behaviour
I recently found this chart on Reddit by u/Molotovn displaying the titles released by Valve since 2004 when Half Life 2 came out among the popularity of the FPS genre for PC games. Back in that period the publishing of the sequel to Half Life raised the bar for many other game developers not only in terms of aesthetics, but also for the experience the gameplay would offer.
Valve has a unique history that defies any other game developers in terms of name content but also on its major controversy of sequel spawn. Gamers have been waiting since 2007 for a Half Life 2 sequel in the shape of a episode installment or stand-alone title.
Meanwhile Valve has published other titles like Portal, Team Fortress 2, Left 4 Dead, Counter Strike: Global Offensive, and Dota 2. These titles all became international hits worldwide for their rich gameplay and extensive user-generated mods availability: you can play Half Life 2 or Left 4 Dead 2 with all the available perks to enjoy again a title coming out ten years ago.
Valve has been constantly criticized for its poor communication skills with their player base which left many people disappointed over the future of the Half Life destiny. The many rumors and leaks over the years condensed into an even more confusing direction Valve is secretly considering for this title: continuing or not continuing?
If we analyze the patterns of behavior Valve has taken in the last ten years we see they have slowly left the game developing practice in order to go towards the distribution side. Steam has become a significant yet unique publishing platform for all types of big and small games, followed by music and movie distribution.
Valve has been intensely working with the Virtual Reality platform for the past five years while the whole creative Half Life team has left the company. For many it was an omen of changing times while others remain faithful to a miraculous release of Half Life 3.
Steam has pioneered the online experience of a service providing game purchase at an advantageous price to fight piracy and the retail sector of hard copies. This system has become an OS within an OS and the SteamOS is available to users who want PC experience on the go with a console feel.
Valve has been smart managing its online identity ever since it became an official distributor of digital goods well before anybody else, including a personal interface for each player to manage with its content. Now it has become an empire of triple A titles as well as an important vault of indie games. Steam has given independent developers a voice for their products to be sold and admired, something the competition snubbed for lack of better foresight in game design.
I wouldn't be surprised if Valve transforms itself into a multimedia distribution platform in the shape of Youtube/Twitch store, including the sale of the products it will eventually broadcast if the company decides to push for streaming rights. It seems as a logical deduction in the wake of the many shifts of broadcasting and sales rights the net has witnessed until today.
One thing we have to wait for is for international distribution rights to be granted along with specific contracts for each continental region. Laws and copyright restrictions still limit some deals of titles and contents as well of platform spreading in the Western World; any further expansion towards the east like China and the rest of Asia will still be something to monitor.
We can speculate that from here to 2020 Valve will make their biggest decision whether to continue to develop titles of their own or to fully become an international distribution platform; something totally new that will defy the rules of digital share we have today.
The DRM Free version of UnDungeon will be available on the GOG platform
You ask us and we listen to you! We are extremely happy to announce that the DRM Free version of UnDungeon will be released on the GOG platform together with the Steam release.
https://www.kickstarter.com/projects/laughingmachines/undungeon-pixelart-action-rpg-with-roguelike-eleme/posts/1791667