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#ASX Announcements
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Added one year ago

Quarter highlights

  • Record revenue of 15.5m
  • Original IP 6.6m
  • Work for hire 8.9m  
  • Cash receipts of 12.4m
  • Net operating cash flow of 1.5m
  • Cash balance 31.7m

I thought this was a strong result, with key metrics trending in the direction we want to see. Perhaps most importantly, it was the third straight quarter they recorded positive cash flow. There were some notable wins too, including another publishing deal – Thrive: Heavy Lies the Crown (a medieval city builder for those wondering, not dissimilar to their first publishing deal which was an ancient Egyptian city builder). They also commenced the DWTD VR title for Meta and announced a new PC/console game in production (Project Pheonix). 

With Original IP continuing to hit record levels, Playside suggest the DWTD franchise is still generating lots of interest. Activity on social channels was at record levels during the quarter and downloads remain elevated. With the franchise being pushed into new platforms, with Meta and Netflix Games, there may be more to come by the way of interest/revenue generated.  

There was also a brief strategy update in the report – essentially Playside suggesting the advancements of Unreal Engine 5 has reduced the cost and time to create AAA content. Noting this, and the fact they currently fish in these waters on behalf of the AAA studios, Playside quite rightly want some of the action. They are exploring larger game concepts and opportunities as a result. With this, I expect to see increasing investment costs in the second half of FY24 and into FY25. 

Additionally, there was a brief update about the industry letting go of a lot of staff – Playside suggest they are comfortable with their staff numbers and may look to add talent opportunistically. 

Taking a step back, the last few quarters have been quite impressive for Playside, with Original IP continuing to shine (led by the DWTD franchise) and work for hire continuing to provide consistent, reliable and growing revenue streams.

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With cash receipts slightly lagging revenue (by a quarter based on my estimates) the next quarter should be the highest cash receipts on record. The business reaffirmed guidance of 50-55m revenue, which they should hit quite comfortably on their current trajectory, so hopefully a case of under promising and over delivering. 

I remain comfortable with my investment. Playside continue to grow and mature as a business, but are doing so in a way that is sustainable. While we are likely to see increased investment costs over the next 12 months, I am happy to back management. 

#Publishing signs first game
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Added 2 years ago

Good news this morning: Playside has announced that Rocket Flair Studios’ (RFS) Dynasty of the Sands is the first title to be signed to its publishing division.

The game is an Ancient Egypt-inspired survival city builder, teaser trailer here.

Playside will provide RFS with development advances relevant to agreed milestones, consistent with industry benchmark requirements for bringing the game to launch. Playside will be responsible for publishing and marketing, and will pay RFS a share of net revenue from the sale of the game as part of the agreement.

Playside has indicated it cannot predict likely revenues at this stage. This slide from H1 FY23 provides some clues around potential performance for indie games:

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It is difficult to make forecasts at this stage, but it is obviously good news for the division to have signed its first deal. Should Playside gain traction with its publishing division, there is real potential of this one day being the largest revenue contributor for the company.

#ASX Announcements
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Added 2 years ago

Q3 report

Good update from Playside this morning, mainly off the back of the success of the Dumb Ways to Die (DWTD) games during the quarter.

  • Revenue of 9.3m, just below Q2’s 10m
  • Original IP of 5m, up from Q2’s 3.1m. This is a new record for the company.
  • Cash receipts of 11.5m, significantly up from Q2’s 6.8m.
  • Cash flow positive, 1.72m in the green. Again a significant improvement from Q2 which saw operating cash outflow of 3.8m.
  • Cash balance improves from 29.8m to 31.2m.
  • Revenue guidance for the year expected to be in excess of 35m, which is a decent improvement (if they achieve it) vs FY22’s revenue of 29.24m.

We saw some excellent traction with DWTD – it was the #1 downloaded mobile game in the US for two months and achieved 15m downloads worldwide across the quarter. Playside is playing with the ‘big boys’ with these numbers and they have no doubt learnt some valuable lessons from seeing one of their games achieve significant popularity. DWTD 4 is now available for pre-order (interest has reportedly been strong), and work on the development of the new game in collaboration with Netflix is underway. We also saw improvement in the Godfather game, in addition to Legally Blonde. In short, mobile games performed strongly.

Playside anticipate DWTD revenues will remain elevated going into Q4, albeit to a lesser extent. Interestingly, its performance in the App Store has ‘opened up a number of opportunities to potentially collaborate with other leading free-to-play game brands’. This emphasises the importance of successful titles – it can open other doors as other companies are more readily exposed to the quality of Playside’s work. 

World Boss continues to progress, with mixed reviews of late. Another indie title is also in the works, with plans to commence development in the June quarter.

The other main development from the quarterly was the new VR partnership with Skydance Interactive – a video game studio that focuses on original and IP-based VR. This relates to a 30-month deal to co-develop a new VR title based on ‘highly recognisable IP’. Let’s see what eventuates from this. Playside will receive monthly payments for the development of the game (presumably not material given no standalone announcement before quarterly)

All in all, a good quarter in my view. With a market cap of 125m, and with FY23 revenue expected to be in excess of 35m, I think shares are attractively priced at 3.5x p/s – provided they continue to grow. Their balance sheet is strong and they have achieved cash flow positive quarters multiple times in the last 12 months. The future looks positive for Playside -- will continue to hold.

#Insider buying
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Added 2 years ago

Non-executive directors Mark Goulopoulos and Aaron Pasias both recently purchased shares on market -- spending 40k and 20k respectively.

Mark and Aaron are two of the three largest existing shareholders, each owning around 20% of the business. I am comforted that they also see value in the current price, noting the share price has taken a battering recently.

#Bull Case
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Added 2 years ago

Playside released an article this morning relating to its Dumb Ways to Die brand (and more specifically its mobile game). This made sense because it has been kicking some serious goals of late.

In short, it is currently:

  • #1 game on the iOS App Store in 34 countries
  • #1 trending TikTok hashtag globally
  • #6 most followed Tiktok gaming brand

Over a 30-day period, it has resulted in:

  • 1.2 billion+ total views of the trend
  • 115m views for PlaySide-owned Dumb Ways to Die channel content
  • 65,000 unique renditions of Dumb Ways to Die CapCut template
  • 1.2 million+ new followers
  • Global media coverage reaching over 219 million people worldwide

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Pocketgamer.biz highlight the following: 'The game has seen modest success over its history, with an average of 600 thousand downloads a month prior to becoming a meme in January, according to Appmagic data. However, the meme has driven a massive boost in awareness for the game, which has seen 3.5 million new downloads in the past thirty days.

February 11 and 12 were particularly successful, with the game breaking its previous records and surpassing 300 thousand downloads on each day.'

Since going viral, the ‘template’ has been used in over 400,000 new videos submitted by users, growing a collective 200 million views, while the official Dumb Ways to Die account has surpassed 76 million views and earned a million new followers.

As I write this post, the game continues to command the #1 iOS spot. Impressive stuff and great exposure for the business. Netflix will be rubbing their hands together following the recent partnership.

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#ASX Announcements
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Added 2 years ago

Per @thamno's announcement, Playside has signed a game licence and publishing agreement with Netflix.

Netflix has engaged Playside to bring its Dumb Ways to Die IP to the Netflix Games service. This will be done via the development of Dumb Ways to Survive – a survival-based game for mobile.

A few thoughts:

  • First and foremost, this is further endorsement for Playside, who already collaborate with some of the biggest companies on the planet: Meta, Activision Blizzard, and to a lesser extent, 2K games etc. We can now add Netflix to this list.  
  • There are no dollar figures in the announcement, only that Playside will receive a licence fee, a portion of which will be paid out over development of the game. Playside has historically released limited details of $$ figures (likely due to confidentiality agreements), but I assume this will have some sort of revenue sharing agreement pencilled into the deal. It is difficult to determine what impact this will have on Playside’s top line.
  • It is the first game Playside will not only develop, but act as the publisher, a significant milestone for the company.   
  • The previous acquisition of DWTD has already paid for itself many times over. It has now been used to work with Netflix. Hindsight suggests this acquisition was incredibly savvy business by Playside’s management team – props to them.  
  • Playside have likely opened up the door for further collaboration with Netflix, who is making significant investment into video games. Playside’s current and previous work with AAA gaming studios points to Playside being a solid and reliable company to work with; typically resulting in further agreements taking place.

This agreement follows Netflix’s recent plans to push into video games a presumably diversify their offering – perhaps an acknowledgement that streaming in isolation will be bloody tough business over the next decade. CNBN recently highlighted Netflix's plans to expand its video game catalog from 24 to 50 by years end, which points to the significant investment Netflix is making. How are they doing thus far? Well, research as of August 2022 suggests Netflix’s mobile games have been downloaded 23.3 million globally. An estimated average of 1.7 million people are engaging with Netflix’s games daily, less than 1% of Netflix’s 220+ million subscribers. This isn’t exactly excellent uptake from existing subscribers, but there is lots of blue sky for Netflix to cross-sell as it expands into video games.

Generally speaking, I am bullish on this announcement -- mainly for the endorsement and future opportunities it will likely create.

#Digital Games Tax Offset
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Added 2 years ago

The Digital Games Tax Offset (DGTO), which will provide a 30% tax rebate for game development projects that reach an expenditure threshold of AUD $500,000, has been introduced into Parliament to be implemented imminently. More here.

The Interactive Games and Entertainment Association thinks the DGTO is "one of the best game development incentives anywhere in the world", and when combined with Screen Australia's "Games: Expansion Pack" funding initiative and various state-based incentives, Australia will be "among the best places in the world to make video games". 

With Playside being one of the biggest developers in Australia, this offset represents a significant tailwind for the company.

#World Boss
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Added 2 years ago

Thanks @RobW. This was the reminder I needed to do some DD on World Boss. With early access expected to occur in Q2 FY23, it is probably a good time to open up some dialogue on Strawman.

First things first, World Boss is a collaboration with influencers LazarBeam and Fresh. Who are they?

LazarBeam

Lannan “LazarBeam” Eacott is an Australian YouTuber, who rose to fame at the height of Fortnite’s popularity boom in 2018. By 2019, Lazar had hit 10m subscribers and was the third-most-subscribed Fortnite content creator on YouTube.

He still streamed Fortnite separately on Twitch until Jan 2020, when he signed an exclusivity deal with YouTube. He currently has over 20m subscribers on this platform, with a few million on Twitter.

Fresh

Harley ‘Fresh’ is an Australian Twitch streamer and YouTube celebrity – and like Lazar, he is known for his Fortnite content. Fresh currently brings around 18 million followers and subscribers across his socials and his YouTube channels and has accumulated over 2.5 billion lifetime views throughout this career.

I mentioned this a few months ago – getting influencers on board can have a significant impact on the reach and subsequent revenues associated with a game. Playside has done one better here: they have collaborated with two significant gaming influencers that have millions of subscribers between them and an ability to reach gaming markets across the world, with minimal (paid) advertising required.

The game

World Boss is a first-person shooter with a roguelike progression system, where players will take on 15 other players in fast-paced arena combat. The game itself looks pretty appealing, with clear similarities to Fortnite and Apex Legends, although slightly more ‘Arcadey’ based on the snippets I have seen. Like these games, World Boss looks like it has the ingredients to be addictive.

Playside is the developer and publisher (unlike AOD, which Playside developed in conjunction with Team17).

The game will be free to play, with in-app purchases offered to allow for earning rewards and unlocking cosmetic options (again, similar to Fortnite). This makes forecasting the success of the game incredibly difficult, even when we are able to provide estimates around player numbers. Essentially, successful free to play models require an ability to reach people globally, so the collaboration with two prominent YouTube personalities is really important. Finding the balance is also really important -- on one hand you want as many people playing the game as possible, and this is easier when it is free to play; but on the other hand, there is a requirement to make money and keep the lights on. Fortnite nailed this, and many games are starting to shift towards this model (eg Counter Strike, Apex Legends), so it isn't exactly new. But this also results in World Boss relying heavily on in-game purchases to pay for servers and recoup game costs -- and then split any profits between the collaboration team and Playside. But announcements already suggest the game will feature a comprehensive progressive system, with unlockable perks and weapons, customisable builds and playstyles, and a rankings leaderboard. If they are able to foster a competitive landscape where players are actively involved in trying to 'progress', often helped by in-game purchases, a free to play model could work really well.

Both Lazar and Fresh have started to market the game, requesting that followers ‘Wishlist’ the game on Steam and join the new Discord group.

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For example, Fresh released a video in Jan 2022 discussing the game. It has received more than 1.3m views to date – link here. As we get closer to release, you can bet that both Lazar and Fresh will start to hammer their socials promoting the game. Additionally, post-release, Lazar (and probably Fresh) will start to stream the game. When you consider the audiences that will see what they are playing, it will peak curiosity and naturally start to draw people to the game. If it starts to gain popularity, it will attract other prominent streamers, and this is where the snowball effect can start to happen. As mentioned above, it looks like World Boss has lots of similarities with Fortnite. This is obviously the game where both Lazar and Fresh made a name for themselves. As you would expect, a good majority of their subs would be Fortnite fans and interested in watching/playing similar arena-based games like World Boss. This bodes well for the game's release.

#Industry/competitors
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Added 2 years ago

For those that missed it, there has been some interesting reporting about Mighty Kingdom of late -- another ASX-listed game developer based in Australia.

CNET recently published an article -- see here -- titled 'Australia's Biggest Independent Game Studio Is Teetering on the Edge of Ruin'.

The article mainly pertains to two game projects -- Kitty Keeper and Conan Chop Chop -- both of which bombed and resulted in lengthy legal issues for the company. It highlights the risks involved in what is still very much an industry in its infancy.

#ASX announcement
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Added 2 years ago

Playside and Meta Extend & Expand Work-for-Hire Agreement

In addition to @Learner’s comments, I think the key words in the announcement are ‘significantly expand’. The extension is one thing, but Meta doubling down and expanding what Playside were already offering is impressive. This provides further validation into their offering and some insight into what is increasingly becoming their competitive advantage – their brand. If Playside continue to set realistic goals – that are attractive to AAA counterparts – and meet their deadlines, their competitive advantage will only continue to grow. The gaming industry is full of ‘maybes’ and delays; Playside appear to be bucking this trend.  

The company signing a separate six-month contract to provide VR services is further evidence of this. If they do traditional WFH so well, why not give them a crack at the VR side of things too? Playside are investing lots of time and money into this capability – so its good they are attracting interest here – and there could be lots of blue sky ahead if they can capture even a fraction of that future market.

Lastly, while there is no reference to revenue in the announcement, my expectation is the expansion in services will have a material impact on FY23 receipts.

Disc: held

#Q3 results
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Added 3 years ago

Highlights

  • Cash flow positive, with 8.5m inflows and PLY’s second quarter of cash flow positive results.
  • Record quarterly revenue of 14m – up 403% on pcp and 157% on QoQ. That sort of growth requires no commentary…. bloody impressive. BEANS generated 8.4m alone – exclude this and PLY have experienced revenue growth of approximately 5.4m (vs 5.3m in Q2).
  • This takes revenue to 23m for the FY thus far. This blows my initial 2022 revenue projection out of the water (20m).
  • Generated a record 14.77m cash receipts from customers during the quarter, an increase of 642% pcp and 167% QoQ.
  • Over 40m in cash holdings, a stronger position than when they entered the quarter – plenty to fuel future growth without having to tap shareholders on the shoulder.
  • WFH agreement with Activision Blizzard, which similarly needs no introduction or commentary.
  • Signed the lease for a new studio on the Gold Coast, with a planned opening of early May.
  • PLY increased its workforce to 152, with a whopping 60 staff added during Q3. This includes producers, programmers, artists etc etc.

This was a cracking result, largely fuelled by PLY dipping their toes in the murky NFT waters. The business will launch additional products within the BEANS universe over the next 48 months, so that is something to keep an eye on – particularly due to this being key for PLY’s Metaverse and Web 3.0 strategy.

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Original IP was again impressive, with 11m in revenue (including 8.4m from BEANS). This figure also includes Age of Darkness development revenue in addition to revenue from its mobile games’ portfolio, but they don’t reveal how much. Of note, the Age of Darkness release is planned for global launch in Q2 FY23.

Work for hire revenue from the quarter came in at 2.78m. Nothing phenomenal, but the ongoing validation here – in addition to steady revenue inflows – provide PLY with brand benefits and cash to keep the lights on while they pursue original IP opportunities.

The business provided updates for their original IP titles in development. I won’t repeat them here, but there are 7 titles (not including Age of Darkness which I discuss above). The majority are planned for launch in early FY23.

The business will split original IP into three divisions – mobile, PC/console and Metaverse/Web 3.0 – with GMs appointed to each. This sounds pragmatic and will help the business align staff with relevant skills to the right division. The business has also hired a GM for WFH – lets hope this individual knows how to talk the talk because you would think the role is primarily outwards facing -- dealing with AAA developers/publishers.

Last thing from me – this quarter's cash flow statement reflects how efficiently gaming companies can generate cash when original IP titles start to gain success:

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When you compare this with PLY’s Q2 results, you will see that there is almost no difference to the business’ marketing, staff and corporate costs – so revenue earned will shift straight to PLY’s bottom line – an excellent example of operating leverage.

Disc: held 

#New WFH agreement
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Added 3 years ago

Wow. Some week it has been for PLY.

The minting exercise was akin to a circus, but the company responded in a way which was commendable. First and foremost, PLY should put revenue opportunities to the side, because reputation and brand are and will always be the most important thing in the gaming industry. The next 6-12 months are irrelevant in the scheme of things – PLY need to position themselves in a way that will act as a springboard for 5-10 years’ time. Companies NEED to know PLY are reliable, but more importantly legitimate - particularly with some of the fluff/risk associated with the NFT, Metaverse and crypto space. So, while the technical issue that occurred was disappointing – and marks for me the first significant error PLY has made in a very strong 12-month period – their reaction was transparent, honest and conceded that what occurred wasn’t good enough. To that extent I give them a ‘OK, fair enough, get back to what you guys do well’. The reaction from the community suggests much of the same (which was initially my biggest concern).

And on to this announcement. PLY has signed a material fixed price WFH co-development agreement with Activision – who need no introduction. This will involve PLY providing fixed-price co-development services for Activision for a 10-month period. Looking a little under the hood – it will involve PLY providing production, engineering and user interface services to Activision. In a nutshell, this is where PLY is really starting to develop subject-matter expertise. There is no mention of price, only that it is material and doesn’t involve revenue share.

That said, I honestly couldn’t care any less about the revenue. PLY should be focused on ensuring they continue to impress and align with the goals of these AAA partners, and provide a service that sets them apart from others. The gaming industry is an enormous but at the same time very small place – impress the leaders with your offering and they will keep coming back.

The agreement with Facebook, and their subsequent renewal, suggests PLY are currently doing this well. In addition, the agreement with Activision suggests they are turning the heads and attracting the attention of the world’s most significant gaming companies. This to me suggests they are doing something right.

Disc: held  

#Trading Halt
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Added 3 years ago

@shivrak, you were on the money mate. The trading halt is requested until the earlier of:

  • PlaySide releasing an announcement to the market regarding the result of its BEANS Web 3.0 NFT launch which commenced at 04.00 am Australian Eastern Standard Time this Friday morning; and;
  • The commencement of trade on Tuesday, 8th February 2022

Looks like the details are here:

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Correct me if I am wrong, but:  

  • 1.8k whitelisted members
  • Looks like approx. 3.4k NFTs have been whitelisted?

With each NFT worth 0.388 ETH, and ETH currently worth approximately $AU3,722 – 0.388 x approx. 3400 NFTs provides PLY with around 1319 ETH.

Provided both my research and math are on the money, and conversion occurs reasonably quickly, this equates to approximately AU4.9m. This figure is almost half of PLY's FY21 revenue, so its well and truly material.

#ASX Announcements
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Added 3 years ago

Q2 FY22 - quarterly activity and valuation thoughts

In addition to @shivrak and @thamno’s posts, a few thoughts of my own re: PLY’s Q2 results yesterday.

Pleased overall, particularly with the company achieving their first positive cash flow quarter. There was a decent uptick in staff and marketing – which makes sense as PLY is currently hiring/expanding pretty rapidly – so I think it's even more pleasing that the company has managed to achieve cashflow positive with all that is going on in the background.

Shivrak, I will disagree about your points relating to valuation. I actually don’t think they are trading far from fair value. Yes, probably overs, but nothing ludicrous in my opinion. My standard DCF returned a valuation of 90-95c, but I also think it’s important to consider PLY’s current trajectory (which is impressive) and the reputation they are establishing with AAA companies – in addition to the standard valuation.

If PLY continue maintain that reputation, and provided they continue to hire talented, innovative staff that fit in with their culture, I think the line for their services will only get bigger. Work-for-hire is important, but it’s not the golden ticket. It will however support them to focus on their IP and innovate and push boundaries elsewhere. What I really love about this industry is it only takes one clever, addictive idea to really get the ball rolling – and when/if that occurs the possibilities are endless. For now, I am really happy with how the company is ticking along.

Disc: held 

#Management
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Added 3 years ago

That is the third announcement in a number of weeks that management appear to have timed to perfection.

  1. The first was the signing of a material contract (with 2K games) closely followed by a well-timed capital raise.
  2. On the second occasion, they announced that over 1.5m securities were to be released from Escrow on the 8 Dec. This again was closely followed by the announcement of a new partnership with One True King.
  3. The third occurred today, the date securities were to be released. Again, on a day that was suspected to bring some sell pressure, they announce yet another work-for-hire deal - this time with Shiba Inu.

How many times before a coincidence becomes a pattern? Credit where credit is due, Gerry Sakkas and his team continue to demonstrate the qualities I like to see in a management team. Also, compare this to Damstra's recent capital raise when their backs were up against a wall - it makes one hell of a difference.

DISC: Held

#Age of Darkness revenue breakd
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Added 3 years ago

What we know

  • Team17 (publisher) and Playside (developer) recently signed a strategic long-term agreement. Under this, Team17 will provide a series of recoupable monthly payments over nine months (A$2.44m in total) in FY22 to fund continued development of Age of Darkness, in exchange for publishing rights. The payments are recoupable from Playside’s future revenue share.
  • Team17 and Playside will both take a portion of Age of Darkness future sales.  
  • Typically, Valve (Steam) takes around 30% of all game sales on Steam. This is currently relevant to Playside (and shareholders) now. Something to be aware of – when a game starts to enter 10m – 50m sales territory, Valve’s cut is reduced to 25%. For every sale after the initial $50 million in sales, Valve’s cut is further reduced to 20%. These changes were made in 2018 by Steam to benefit game developers and publishers.
  • Age of Darkness retails for A$31.95 on Steam. Following its release on Steam, the game was on sale for A$28.95, for approximately a week.

For those unaware, a game developer (Playside) makes the game. A publisher (in this case, Team17) – usually equipped with far more capital – typically fund the development and subsequent marketing of the game.

I reached out to Playside’s Investor Relations last week asking for a breakdown of the revenue split between them and Team17. Yes, this stuff is contract-bound and I wasn’t expecting the company to address it, but I wanted to test how the company might respond to my question. Up until this point, they are yet to respond. This is a little disappointing, but I will ask a similar question of Gerry at the next Strawman meeting (looking forward to this one!)

Given there are some unknowns here, we have to make some assumptions. Let’s assume that the split between Playside and Team17 is 25/75 – noting that we still have to include Steam’s cut on sales. We also know that Playside will provide 2.44m in total over nine months and that this is recoupable from Playside’s future revenue share. Based on the contract, it is possible that Playside will not earn a single cent from Age of Darkness until this 2.44m is repaid to Team17. Alternatively, its also possible that Playside will forgo a portion of their revenue payments to Team17, to ensure Team17 are able to recoup the 2.44m over time. Unfortunately we don’t know the answer to this, but poor negotiating by Playside would result in something like the former, whereas a more favourable contract would see a repayment like the latter. Either way, this is something to keep in mind as the strategic agreement between the two states that the payments provided to Playside are recoupable, based on future revenue share.  

At this stage, I estimate that there has been approximately 40,000 game sales to date. Given the game was on sale for a week, I will apply an average sale price of A$30.

40,000 sales x A$30 = 1.2m

  • Valve’s cut: A$360,000, subtract this from 1.2m = $A840,000
  • Playside’s cut (25%) of the $A840,000 = A$210,000
  • Team17’s cut (75%) of the $A840,000 = A$630,000

Let’s skip forward six months and assume that there has been 300,000 game sales. This would result in 9m in sales, or 6.3m after Valve takes their cut. Playside would take 1.5m, in contrast to Team17’s 4.7m.

If the contract isn’t favourable to Playside, and provided the estimates above are reasonably accurate, it’s possible the company will not receive a single cent in revenue until around 450,000 sales are made – by which point Team17 will have recouped their initial outlay of 2.44m.

Let me know if there are any errors/issues with the estimates above. 

#Age of Darkness Update
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Added 3 years ago

Launch update

At the time of this straw there were 658 steam reviews, with the overall/average ranking ‘very positive’.

  • 593 positive
  • 65 negative

460 of the reviews gave a ‘very positive’ review.  

The developers will be very happy with the initial reviews they are getting from the community, in addition to the traction the game is currently getting.

This is incredibly important for a new game – positive reviews help algorithms and trending patterns – this benefits the games overall launch.

70 steam ‘curators’* have reviewed the game (several have over 20,000 followers), the overwhelming majority of these ‘recommend’ Age of Darkness. Again, great for the game’s launch as curators help drive activity – it will pop up on their home page post-recommendation and their followers will see their review. 

The game is still ‘trending’, ranking at no. 22. Estimates suggest 50,000 – 100,000 already own the game.

Another analytical website suggests 2100 people are currently playing the game as I make this review, with the game’s all-time ‘peak’ at 3500. Average playing numbers is recorded at 2409 – this is the metric to watch over the next month or two to help determine traction over time. 

The first week is crucial for a new game. As it stands things are looking positive for Playside. 

*A Steam Curator is a singular individual or organisation that uses the Steam community platform to review and recommend games to people who follow them.