![]() ![]() At best EGS take 12% of that (and thanks to promotions like the above it works out as less than that), so their cut means $30.12m in revenue to EGS. not Fortnite) customer spend was just $251m of that, and further clarifies that this does not include promotions like EGS' "We'll pay $5 of that", so if a customer bought a $15 game that EGS paid $5 for, only $10 was counted.Īlso note, this is not even revenue but customer spend. ![]() That same infographic states the third-party (i.e. The $680m was all PC spend in 2019 including Fortnite. This number comes from an infographic [that Epic Games put out, though I'm afraid to say it's been slightly misquoted. Originally posted by Let's Go Champ™:think again and look for the numbers they make billions on fortnite alone and 680 million on the rest ![]() This obviously does not affect non-backers. If my read on the issue is correct the Steam issue should be a much quicker fix. EGS encountered similar issues with backer rewards (even worse, EGS didn't recognise many keys!) which took about 3 weeks to fix. For the most part our keys for the rewards activate on Steam but they appear not to be linked to the Shenmue III application so it seems the game can't tell we have them. Behind the scenes there are also other launcher-given benefits like native support for more non-standard controller types ( they're even getting into PS5 controller support).įor the moment the Steam version has a couple issues with some/all backers' pledge tier rewards. Most visibly, the game has achievements now. In terms of features, Steam is the clear winner. But since the pre-order's closure that is no longer the case and all purchase options and backer rewards have been the same content-wise across the two ecosystems. In terms of content it would have been better to pre-order it on EGS as that would have provided one outfit and one technique that has never been available on PC since. ![]()
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