Rash Monster Games

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Rash Monster Games

Rash Monster Games

@RashMonstr

JunkLite, #videogame that reinvents crafting! Discover a post #cyberpunk world. Collect Junk fight enemies, infinite combinations of mods & weapons! #indiedev

Katılım Mayıs 2023
116 Takip Edilen15 Takipçiler
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電ファミニコゲーマー
電ファミニコゲーマー@denfaminicogame·
「初音ミク」の新ビジュアルが公開。手がけたのはイラストレーターのLAM氏 news.denfaminicogamer.jp/news/260309v 「風通しが良く現代的な雰囲気と、普遍的な初音ミクらしさが同居するデザインを作って頂きました」と「初音ミク」開発プロデューサー・佐々木渉氏もコメント。最新『初音ミク V6』は4月14日に発売
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ANNO: Mutationem
ANNO: Mutationem@AnnoMuta·
Absolute wealth of interviews with Japanese devs from the 80s/90s and so on translated to English, wonderful reads shmuplations.com
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ゆにまる
ゆにまる@YU2MARU·
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Kyle Anthony Miller
Kyle Anthony Miller@kyleanthony·
Neo Industrial Design
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シロス
シロス@shiros_shin·
FFドット絵まとめ! たくさんのコメント、RT、いいねありがとうございました!✨ #pixelart
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Joakim Achrén
Joakim Achrén@joakim_a·
Just read @ballmatthew new The State of Video Gaming in 2026 report. Top ten takeaways for me: 1. Game industry revenue hit $195.6 billion in 2025. That's a new all-time high. Operating profits have declined since 2019. 2. Almost all of the growth went to three parties: Chinese publishers, platform holders like Apple, Google, and Sony, and Roblox. Everyone else is fighting over a market that barely moved. 3. There isn't one video gaming industry. There are many. A Western AAA studio, a Roblox developer, and a Chinese mobile publisher are in completely different businesses, with different growth rates and different competitors. 4. Roblox had 150 million daily users in Q3 2025. Its quarterly engagement is now equal to Steam, PlayStation, and Fortnite combined. It monetizes at $0.05 per hour. PlayStation monetizes at $0.44. Roblox is winning on volume. 5. Mobile game advertising generated $67 billion in gross revenue in 2025. Most industry analysis doesn't count it. Including ads, the non-China market grew $35 billion since 2021. Excluding ads, it grew $6.8 billion. The two numbers describe completely different industries. 6. US gamer participation is down 2.5 to 4 percentage points since the pandemic. Most of the eight major Western markets are flat or declining in players and spend. 7. The Rest of World is growing at 11.7% annually. The Mature Market 8 is growing at 1.4%. Capturing that gap requires designing for low-end devices, building economics around $5 to $50 per year per player, and making games for local cultures, not Western ones. 8. Of $136 billion in non-China content sales, platform stores took $33.7 billion in fees. That's iOS, Android, console, and Steam combined. D2C channels bypass most of those fees. Roblox has saved $422 million in platform fees since Q1 2022 by routing spend through its own channels. 9. Online sports betting hit $17 billion in US gross revenue in 2025. That's 35x what it was in 2019. iGaming globally generated $54 billion. TikTok averages 102 million daily hours in the US alone. These aren't passive entertainment alternatives. They're interactive, real-time, and built for engagement in ways most games aren't. 10. In 2025, 35.5% of all game content investment was outsourced. That's a record. And 74% of that growth is upstream: art, engineering, game design, not QA or localization. Hollow Knight: Silksong has 3 internal credits and 94 external ones. That's the new normal. Early access version: matthewball.co/all/presentati…
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ANNO: Mutationem
ANNO: Mutationem@AnnoMuta·
Hi! The Chinese new year (year of the Horse, year of promise) is upon us and we want to thank everybody for the support we received and the nice comments we still get, and are working hard on our new project that we can hopefully share some of in the coming period!
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ANNO: Mutationem
ANNO: Mutationem@AnnoMuta·
😍😍😍😍😍😍😍
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TAKADA
TAKADA@takada_dot·
Caeruleum Zero
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Rino🚀
Rino🚀@RinoTheBouncer·
What will it be?🚀
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