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Ready to play dirty?

<span class="bold">Gremlins, Inc.</span>, a fierce digital board game where you must outmanoeuvre other gremlin businessmen at every turn, is now available on GOG.com with a 50% launch discount.

This is a gremlin eat gremlin world of ruthless capitalism, political power struggles, and opportunistic moves. Use cunning, subterfuge, and your conveniently maladjusted moral compass to navigate a steampunk universe of cut-throat profiteering, both in single-player and multiplayer.

Expand your experience further with the <span class="bold">Digital Artbook</span> or <span class="bold">Soundtrack</span>, plus the <span class="bold">Uninvited Guests</span>, <span class="bold">Astral Gamblers</span>, and <span class="bold">Automated Competitors</span> DLC.

The 50% discount will last until May 18, 13:00 PM UTC.

NOTE: The game supports Galaxy/Steam crossplay, GOG Galaxy achievements, and a fully functional mod Workshop, among other things.

When you buy this game, you get 2 products in your GOG Library: Gremlins, Inc. – playable online in single-player and multiplayer modes, with item drops; and Gremlins vs Automatons – playable offline in single-player mode.

Tinker with the trailer.
Post edited May 12, 2017 by maladr0Id
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SergeiKlimov: I remember how years ago we spoke to Firaxis about DLCs for Civilization. The local publisher wanted to know, which DRM the game will use to protect the DLCs from pirates. Firaxis said: the amount of dev time spent to create DRM for DLCs, will yield maybe 5% extra sales due to less piracy; the same dev time spent on new DLC, will yield 100% extra sales from the loyal audience; so we prefer to create games, not protection.
This is extremely interesting.

By the way, thank you for taking the time to explain all the business side of the decisions that you chose to undertake for the direction of your studio, the creation of your games, plus a few things about the industry. I don't know why you've decided to do so (as most devs think gamers are "unfit" to hear these stuff), not to mention, GOG is the one responsible for answering questions, since they own the store and it's gates, but it's a genuinely kind and welcome gesture on your part.
Post edited May 15, 2017 by Nicole28
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SergeiKlimov: [...]
So right now, our focus is to release Spire, the next product, in 2018
[...]
hmm..... you might need to consider a name change. HItbox Team have been working for 4 years on a FP exploration game called Spire. It is set to be released later this year.

http://spiregame.com/
http://hitboxteam.com/mystery-and-mastery
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SergeiKlimov: [...]
So right now, our focus is to release Spire, the next product, in 2018
[...]
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amok: hmm..... you might need to consider a name change. HItbox Team have been working for 4 years on a FP exploration game called Spire. It is set to be released later this year.

http://spiregame.com/
http://hitboxteam.com/mystery-and-mastery
thanks, we saw it when we were discussing the title. our game's full name is Spire of Sorcery, and "Sorcery" is essential there, because you plan for a renegade mage who runs away from the Empire and Inquisition to build this spire/tower, based on his magical powers/sorcery, to then look for elixir of youth. we went through a bunch of possible titles and it seems like this one connects with the game's story the best.

(it also helps that unlike "Scrolls", no one has so far trademarked "Spire" in the games category, so we won't run a risk of having to change the name later on; which happened to Scrolls/Mojang and probably will happen to the Warband Bushido/M&B Warband situation).
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amok: hmm..... you might need to consider a name change. HItbox Team have been working for 4 years on a FP exploration game called Spire. It is set to be released later this year.

http://spiregame.com/
http://hitboxteam.com/mystery-and-mastery
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SergeiKlimov: thanks, we saw it when we were discussing the title. our game's full name is Spire of Sorcery, and "Sorcery" is essential there, because you plan for a renegade mage who runs away from the Empire and Inquisition to build this spire/tower, based on his magical powers/sorcery, to then look for elixir of youth. we went through a bunch of possible titles and it seems like this one connects with the game's story the best.

(it also helps that unlike "Scrolls", no one has so far trademarked "Spire" in the games category, so we won't run a risk of having to change the name later on; which happened to Scrolls/Mojang and probably will happen to the Warband Bushido/M&B Warband situation).
"Spire of Sorcery" should not be any problems. Good to have distinct enough names anyway, to avoid confusion (and trademark mess...)
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Nicole28: By the way, thank you for taking the time to explain all the business side of the decisions that you chose to undertake for the direction of your studio, the creation of your games, plus a few things about the industry.
You're welcome! We are lucky in the fact that our game generally has a very nice and "grown-up" community, being a digital board game and a niche enough product to attract only the people who are either (a) 30-40 years old or (b) have a ton of experience in playing both board games and video games, i.e. real enthusiasts.

From the days of Early Access we assumed that this is the case in general on Steam, however then we spoke to some friends who release action games, and boy oh boy, I don't think we'll survive those planets.

The feedback that we receive from our own community is very valuable because it brings up questions of balancing and UI that we often miss on our own side. From how much time people in general need to perform a certain action to how "invisible" our save button has been, once we added it (we had to make it blink to stop receiving comments "where is the Save option?").

We hope that it stays this way with our next game, and we're definitely counting on going first in Early Access to "road test" the product for 6-10 months prior to full release.
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SergeiKlimov: UPD

GOG kindly updated the DLC store pages to have the following text:

"This DLC requires Gremlins, Inc. in order to play. Please note that this DLC works only with Gremlins, Inc., and is not compatible with the companion product Gremlins vs Automatons."

And the store page of Gremlins, Inc. has been updated to feature the following text:

"PLEASE NOTE: An internet connection and GOG Galaxy are required in order to access the multiplayer and single-player modes of Gremlins, Inc. The companion product Gremlins vs Automatons that is included with Gremlins, Inc. does not require any internet connection in order to play."
Much better.
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blotunga: One thing I do wonder about is why do most devs omit to include direct TCP/IP multiplayer? That would please most of the whiners. And technically it's pretty easy.
This question has been completely ignored in every thread (including this one) by every dev several times which to me just shows that in truth it's about the usual nonsensical argument "protection against piracy" which can't be stated here of course since it would indirectly be diametrically opposed to the whole DRM-free principle of the site.
I'd be quite surprised when there'd ever be an honest answer to this once.

Even online play can be DRM-free as soon as players can directly connect via IP or make their own servers and don't need a client or some authenticity check from a central server which was the standard once.
Post edited May 15, 2017 by Klumpen0815
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blotunga: One thing I do wonder about is why do most devs omit to include direct TCP/IP multiplayer? That would please most of the whiners. And technically it's pretty easy.
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Klumpen0815: This question has been completely ignored in every thread (including this one) by every dev
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blotunga: One thing I do wonder about is why do most devs omit to include direct TCP/IP multiplayer? That would please most of the whiners. And technically it's pretty easy.
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SergeiKlimov: I'm not sure about the other teams but for us supporting a separate server tool is unfeasible as we do not have the bandwidth to provide the support/collect feedback on that. Our focus on the multiplayer side is on offering a lobby where you can find a new game in under 5 minutes. We had a peak of 1,000 players online at the same time and we normally peak at 200-300 players daily, which allows for a new ranked game in a few minutes = you log in, you start playing, no wait time.
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Qfasa: We already have sent a request to GOG to change this (and few others) description to more informative one.
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SergeiKlimov: UPD

GOG kindly updated the DLC store pages to have the following text:

"This DLC requires Gremlins, Inc. in order to play. Please note that this DLC works only with Gremlins, Inc., and is not compatible with the companion product Gremlins vs Automatons."

And the store page of Gremlins, Inc. has been updated to feature the following text:

"PLEASE NOTE: An internet connection and GOG Galaxy are required in order to access the multiplayer and single-player modes of Gremlins, Inc. The companion product Gremlins vs Automatons that is included with Gremlins, Inc. does not require any internet connection in order to play."
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blotunga: One thing I do wonder about is why do most devs omit to include direct TCP/IP multiplayer? That would please most of the whiners. And technically it's pretty easy.
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SergeiKlimov: I'm not sure about the other teams but for us supporting a separate server tool is unfeasible as we do not have the bandwidth to provide the support/collect feedback on that. Our focus on the multiplayer side is on offering a lobby where you can find a new game in under 5 minutes. We had a peak of 1,000 players online at the same time and we normally peak at 200-300 players daily, which allows for a new ranked game in a few minutes = you log in, you start playing, no wait time.

Some regions (Japan, China) tend to have a lot more invitation-only games between friends, and granted that China has a bit of a firewall issue, we would have loved to be able to offer those users their own servers to launch, but... if we are to do this, then we will never ship our next game in 2018, and it's a very high price to pay for us.

We're looking at everything from the perspective of our overall goal. Let me share my own perspective here: I believe that Alexey Bokulev is a super-gifted game designer, and my job as a producer is to let him ship as many games as he can. He shipped Eador. Genesis in 2009. His next game, Gremlins, Inc., we created from 2013 through 2016, and even right now, in 2017, we continue to improve it. That's 2 games from Alexey in the period of 2008-2017. That's very few, IMHO. He has a ton of great ideas in his head.

So right now, our focus is to release Spire, the next product, in 2018, making it 18 months from preproduction to Early Access. If we are able to do this, then I can see Alexey delivering 5-7 more awesome titles in the next 10 years. Spending 4 years on 1 game is really a pretty sad rhythm for a game designer whose head is full of ideas.
I understand your points and game design probably evolved a lot since I dabbled with it, thus the old direct connection client-server model isn't that popular anymore, yet as I said there wouldn't be much of a downside from my point of view. Let me exemplify with the game I've recently ported (mostly) from PC to Android, Birth of the Empires (4x TBS). The original was purely multiplayer oriented, everything built around that. However at the time I felt that the single player part is more important to me than the multiplayer, thus I reworked it to SP only. Now I'm mostly satisfied with the SP, I've even added a lot of features, so I plan writing MP in. In the hindsight it was a mistake to handle it like that, but it's not a biggie, when I have time (since it's a hobby project, and now I have a more important project), I'll write it in. In my case even though Google provides matchmaking etc., I face a difficult choice: 4x games take a lot of commitment from players so random matchmaking might just annoy people. So I decided that I will first implement TCP/IP direct connection where one player is sever and the others are client. When done, I will think about matchmaking. As you can see it's a different philosophy. Although as I said it wouldn't hurt if people would've first implemented the simple stuff (direct tcp/ip) and then extend it.
Sorry about the rambling.
Post edited May 15, 2017 by blotunga
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blotunga: When done, I will think about matchmaking. As you can see it's a different philosophy. Although as I said it wouldn't hurt if people would've first implemented the simple stuff (direct tcp/ip) and then extend it.
Multiplayer is so very specific on the game you're making! For example, for us, it was important not to depend on any single platform, so we built our own server – which allows us to have cross-play between GOG players and Steam players. For other devs I know, the simplicity of using Steam lobby outweighs the potential platform dependency. Two teams that I know quite well run multiplayer projects right now. One had a 6-month set-back when in Early Access they discovered that their choice of server tech does not scale. Another ran into €3K/month server costs because they used a simple solution that is not meant for premium games, but rather for F2P games where revenue is different. I'm not a programmer so I can't really tell what's the reason behind all of this, except that one thing I learned is: scalable multi-platform multiplayer tech is one of the hardest things to do properly in gamedev =).
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SergeiKlimov: Multiplayer is so very specific on the game you're making! For example, for us, it was important not to depend on any single platform, so we built our own server – which allows us to have cross-play between GOG players and Steam players. For other devs I know, the simplicity of using Steam lobby outweighs the potential platform dependency. Two teams that I know quite well run multiplayer projects right now. One had a 6-month set-back when in Early Access they discovered that their choice of server tech does not scale. Another ran into €3K/month server costs because they used a simple solution that is not meant for premium games, but rather for F2P games where revenue is different. I'm not a programmer so I can't really tell what's the reason behind all of this, except that one thing I learned is: scalable multi-platform multiplayer tech is one of the hardest things to do properly in gamedev =).
I've played Screencheat, Terraria, Hammerwatch, Scorched3D, Xonotic and others without problems cross-platform (Linux/Win) without any third party client or DRM.
BTW: Where's Linux support?
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SergeiKlimov: I'm not a programmer
Not? PR-person then?
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Qfasa: supporting a separate server tool is unfeasible as we do not have the bandwidth to provide the support/collect feedback on that
What does this have to do with TCP/IP?
Post edited May 15, 2017 by Klumpen0815
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SergeiKlimov: -words-
I'm sure those little obstacles would surely prevent your team from allowing players to set up TCP/IP or LAN connections.
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Klumpen0815: BTW: Where's Linux support?
Gremlins vs Automatons supports Win, Mac and Linux OS.

Gremlins, Inc. supports only the OS that are supported by GOG Galaxy: Win and Mac.
At first, I wanted to only say thanks for the reply and leave it at that. I just have a lot to say about DRM / online / multiplayer trends going on right now, and thought it'd be a novel for the ages... Then I simply decided to reply to what you said wherever I had anything to say. So here goes...

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SergeiKlimov: (1) there are games that depend on online servers; if the game is unsuccessful, the server cost is too high, and the game dies; you have played it for while it lasted but that's ultimately it.
The problem I have with that, is that I paid for a product to enjoy it at my own pace and for however many years I want (not talking about multiplayer here). I don't want a developer, a publisher or other players telling me the expiration date has come and I can't play it anymore. The enjoyment I get from it is personal, and I feel, shouldn't rest on other people's perceived necessity to move on to something new. Tetris in its original form is still fun to play, Mario is still fun to play , the classics available here are still fun to play. The fun doesn't expire because a company or the masses has move on to something else.

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SergeiKlimov: This risk is similar to supporting a game on Kickstarter, or in Early Access. What if the game is never shipped or finished? Some of my friends are now developing a remake of Pathologic. They are years late. I would imagine that some of their backers are quite frustrated.

Steam makes a choice to allow Early Access with some awesome results, and GOG now allows this too (ref. Factorio). I think (to me) this is a proof that the early access risk is worth it. Some games won't be finished but some will be great.
I have nothing against the Kickstarter route of funding a game. I wouldn't use it though. I prefer to use my money to buy a product, instead of investing it in the possibility of a game. I'm a consumer, not an investor. EA (IN DEV on GOG) has the possibility to mislead the gamers "investing" in it (from my point of view). It blurs the difference of investing in the making of a game and buying a finished product. Having games continually in EA, never truly stable and with teams that move on to other projects without finishing the one they started do not reflect well on the practice. I recognize there are people with the nerves to back those projects, and that some of the games I love come from Kickstarter / EA.

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SergeiKlimov: So if GOG made a step from "games finished years ago" to "games still in development" (curated), is it possible that a further step will be made towards "games that offer online experience"? Let's imagine FTL multiplayer with a persistent universe. Is this a product that does not belong to GOG, which has 2K+ positive reviews for the original game?
For me, we're talking about a game that's been made available as a standalone DRM-free offline product before, I wouldn't mind a multiplayer online product being added to Galaxy. But if the reality was that FTL did not release as a standalone offline product and the developers wanted to bring only a multiplayer online product on GOG, I would hope GOG would not accept it. I value offline with no DRM quality (subjective, I know) games.

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SergeiKlimov: (2) there are games that depend on the servers BUT they also offer an offline edition that's going to work regardless of the server side.

So what's the problem with offering these titles on GOG? You do have an offline version which is going to be there in 10 years from now, and you have the online experience.
I don't have a problem with it per se. The fear though is that we'll have "gimped", "bugged", "tacked on", not polished versions of the online mode. That fear might also come from the fact that GOG's updating process is less than stellar (so we already have outdated versions of games here) (an observation, not a judgement of GOG's process, which I know nothing of).

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SergeiKlimov: The problem I see here is actually emotional, not reasonable. There is a version of the game that is going to be safe form anyone paying or not paying for servers. And there's additional online content as a bonus. Why people are up in arms to remove that bonus content, then? And why any feature that exists in the online version "must" be in the offline version, no matter the dev time spent on this?
I won't speak to that, since I'm not one of the person you're referring to. I don't adore the DLC trend either. I always read carefully what the DLC includes, check the price to make sure it fits what I want to pay and buy it for games / developers I feel gave me a good base product. I did not buy your DLC and have no intention to.

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SergeiKlimov: If this were a barrier to jump over, then I see a lot of teams just not finding the time to launch on GOG. Would anyone be happier?

...snip, snap, snop...

Which is also the reason why we update both products when new content or s/p features ship.
As for all the rest that was said, I can't fault a developer for having a developer's perspective on all of it. But trends do change. You're (company) bound to follow them or not, just like we're (consumers) bound to follow them or not. Nothing says there won't be a backlash toward online-only in the future and things go back to something akin to what we knew in the past. You can say that's hopeful thinking, but I'd say the future is never set in stone and the future is not a technology or a trend, it's just tomorrow (you don't know what it'll bring anymore than I do, but hopefully I'll still be able to play the games I love). I think the more vocal DRM-free community on GOG just want a place to find what they want to buy / play. And that's getting rare... And part of us are ready to "fight for" / "defend" it.
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metricfun: The problem I have with that, is that I paid for a product to enjoy it at my own pace and for however many years I want (not talking about multiplayer here). I don't want a developer, a publisher or other players telling me the expiration date has come and I can't play it anymore. The enjoyment I get from it is personal, and I feel, shouldn't rest on other people's perceived necessity to move on to something new. Tetris in its original form is still fun to play, Mario is still fun to play , the classics available here are still fun to play. The fun doesn't expire because a company or the masses has move on to something else.
That's the difference between a theatre performance or a live band performance, and a CD/MP3.

My reaction to your comment is the same as of a music band: what we're designing, is a "live ops" experience, like a live performance of a band, or a theatre troupe. It is different from a collectible art form, it is meant to exist in the moment. Different people prefer different experiences.

When people get angry about developers not going to lengths to provide a collectible version of every product, it is like being angry at a music band that does not provide a recording of its every live performance. But the bands, like developers, normally just create one version that is permanent – an album AKA offline version – which is a part of their overall vision.