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Escape simulator geforce now
Escape simulator geforce now













It looks like it’s attracting casual gamers who want to play, but don’t care about reviewing? This means the game sold something like 300k+ copies, but it only had 2,238 Steam reviews at the time. The game’s doing even better than we thought: it’s still difficult to estimate sales via reviews or CCUs, and we were surprised when Tom said “the game just passed $4M in gross sales”. How did this happen? Well, with the help of a Reddit ‘postmortem’ post from Pine Studio’s Tom, we can make a bunch of extra commentary on its road to success, as follows: And with 3,100 CCUs right this second, it’s clearly becoming a bit of a sleeper hit - we’ve been paying attention to it.

#Escape simulator geforce now plus#

That was #41 out of all games released that month on our Plus charts - not bad, and a 0.30 ‘Hype to Reality’ score, double the median.īut fast forward two and a half months, and the game is now averaging 260 Steam reviews per week, which is #17 out of all titles released on Steam in October 2021 (!) That’s a major jump-up in rank. It had 332 Steam reviews in its first week on sale. So, when Pine Studio’s first-person co-op escape room game Escape Simulator launched in October, it looked, well, medium popular to us. Escape Simulator - why is it a (semi)-surprise hit? Imagine if we all still marketed via infomercials? ( Devolver’s E3 press conferences are probably the closest concept nowadays. Semi-offtopic: musing on the weird viral ways that content gets discovered nowadays, I just discovered this bonkers 30-minute Philips CD-i TV infomercial from the early ‘90s. It’s a borderline giant newsletter this time out, so bear with us - we’ll take you through a cornucopia of relevant content.

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As you ease back into work, welcome to Wednesday’s newsletter, my friends in video game discovery.













Escape simulator geforce now