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Flouryjarl081SS's News

Posted by Flouryjarl081SS - May 27th, 2022


Xbox Live Indie Games (XBLIG; previously called Xbox Live Community Games; XBLCG) are video games created by individual developers or small teams of developers released on Microsoft's Xbox Live Marketplace for the Xbox 360. The games were developed using Microsoft XNA, and developed by one or more independent developers that are registered with App Hub. Unlike Xbox Live Arcade titles, these were generally only tested within the local creator community, had much lower costs of production, and generally were less expensive to purchase. The service was released to widespread use alongside the New Xbox Experience, and as of November of 2014, over 3,300[1] games had been released on the service, many receiving media attention. All Indie Games currently require the user to be logged into their Xbox Live account to initiate the start-up of each game. Indie Games were not available in Australia, due to the requirement for all games to be rated by the Australian Classification Board, and the prohibitive expenses involved.


History


Initial tools for the development of games on the Xbox 360 platform were bundled in the XNA Game Studio Express 1.0, released in December of 2006, as a means of introducing newer programmers to the steps in game programming.[2] Additional releases of the XNA Game Studio added further features with the core software libraries, but the created games were limited to the developer's own console unit and could not be shared with others. During the Game Developers Conference in February of 2008, Microsoft announced that it would be bringing the Xbox Live Community Games service to Marketplace, allowing these games to be shared with others.[3] According to Microsoft's David Edery, portfolio planner for Xbox Live Arcade's, the company envisioned the Community Games as a way for programmers to bring niche experimental games to wider attention without justifying the cost of a full Arcade title with only a limited audience, while still potentially earning some money for the effort.[4] Edery also cited the Community Games as a potential differentiator from either of the PlayStation Store and WiiWare services.[4] A closed beta of Community Games was introduced on May 21, 2008, limited to Premium members of the XNA Creators' Club.[5] Community Games were introduced with the New Xbox Experience on November 19, 2008.[6] Upon the release of XNA 3.1, Microsoft changed the games to "Xbox Live Indie Games" with hopes that it will help increase the "understanding and discoverability" of user-created games.[7] After the fourth quarter Dashboard update in 2010, the Indie Games tab on the Marketplace was moved to the "Specialty Shops" section of the dashboard, away from where regular Xbox Live Arcade titles would be shown. Independent developers that published through the Indie Game service were concerned that this move reduced the visibility of the games, leading to lower sales and fewer incentives to develop for the series.[8] Microsoft stated that the move was designed to benefit independent game developers, highlighting such games through the Specialty Shop tab.[9][10] However within a week, Microsoft quietly reverted this change, moving the Indie Games tab back to the main "Game Marketplace" section.[9] Currently, the most successful game on XBLIG is DigitalDNA Games' CastleMiner Z, which was the first title on the service to reach one million paid downloads.[11]

Development

Xbox Live Indie Games were developed under certain distribution restrictions:

The binary distribution package must be no larger than 500 MB, upgraded from the original 150 MB, as of January 4, 2012.[12][13]
The games are priced at 80, 240, or 400 Microsoft Points (approximately US$1, $3, and $5, respectively). Games larger than 150 MB (previously larger than 50 MB) must be priced at least 240 Microsoft Points as of the January 4, 2012 update.[13] Prior to the August 2009 update, the pricing structure was set at 200, 400, or 800 Microsoft Points (approximately US$2.50, $5, and $10, respectively).[14]
An eight-minute trial period is enforced for Indie Games, after which, if the player has not yet purchased the game, the game will end and inform them they need to purchase the full version to keep playing. The developers have no control over this trial period.[14] This limit was initially four minutes but feedback from players and developers extended the trial period.[15]
XBLIG titles lack some of the features found in XBLA games. XBLIG games do not have achievements or leaderboards, nor are they listed on a player's "Gamer Card".[14] However, such games can be integrated with other parts of the Xbox Live Experience, including using multiplayer support, game invitations, and game information on friend lists.[16] XNA also includes support for party chat and Xbox Live Avatars.[17]
XBLIG developers were only allowed to publish up to eight titles, but as of January 4, 2012, the limit has been raised to twenty.[13]

Indie Games were created and added to the Xbox Live service by a four-step process:


Create – Games are written in C# or Visual Basic .NET using the XNA Game Studio framework, allowing the developers to debug and test their game internally before release. The final code is compiled into a single binary package.
Submission – The developer uploads their binary to the App Hub website, during which they can specify metadata for the game such as the target region for release, the cost they wish to offer the game, media for the game that can be displayed in the Marketplace screens, and suggested content ratings for the game.
Playtest – Initially not part of the beta program for Indie Games, the playtest phase allows for developers to allow the game to be played by Premium members of the App Hub for a week, giving them feedback which they can use to revise their submissions prior to the peer review process.
Peer Review – Indie Games must undergo peer review before they are released to the service. These are performed by other developers on the Indie Games service, who review the game for unacceptable content, game instability, and other factors that would be detrimental for wide release on the service, though these reviewers do not attempt to qualify the quality of the game itself. Reviewers also provided suggested content ratings for the games, similar to the submission phase. Games require multiple trusted reviews before they are released. Rejected games can be resubmitted using feedback provided by the reviewers. When the program moved out of beta phase, which was limited to the United States, and into wide distribution, covering both North America and Western Europe, the peer review process was amended to include additional review for games that support multiple languages.
Release – Games that pass the Peer Review are released onto the service. Developers receive 70% of sales of the game, with Microsoft retaining the right to an additional 10–30% of the sales if they have decided to market the game further.[18][19][20] However, until they have worked out how to factor in the benefits of the marketing efforts, Microsoft has promised to maintain the 70/30 split for all games.[21]
With an August 11, 2009, update to the Xbox Live system, Xbox Live Indie Games supported user ratings, a feature which was also applied to other content in the Xbox Live Marketplace.[17]

Most XBLIG games had been developed by students or hobbyist developers, who have invested a minimal amount of money, including the yearly fee for the App Hub membership, to develop their games.[22] However, at least one game has incurred much larger development costs: Biology Battle by Novaleaf, developed by Novaleaf Software, took eleven months to complete the game with development costs just under $100,000. The game was originally planned as a standard Xbox Live Arcade title, but was rejected by Microsoft about seven months into the project; Novaleaf decided to press forward and release the game as an Indie Game.[22] Another game, Techno Kitten Adventure, was developed by a smaller developer, XMONOX, who then partnered with design studio Elite Gudz to relaunch the game with gameplay improvements and ports to mobile devices.[23]

While distributing for XBLIG was relatively easy, games on the platform often made very small earnings, compared to other platforms, prompting many indie developers to move on from the Xbox 360 platform.[24] Zeboyd Games, who developed Breath of Death VII and Cthulhu Saves the World for XBLIG, ported the games to Microsoft Windows about a year and a half later; within six days of their release on the Steam platform, the Windows-version sales, roughly $100,000, had surpassed the previous year-and-a-half sales from XBLIG.[25]

Promoted



Developers had come together to promote Xbox Live Indie Games with community driven promotions featuring select games, called the Indie Games Uprising. There had been four "uprisings", the "Indie Games Winter Uprising", which took place during December of 2010, and the "Indie Games Summer Uprising" which took place during August of 2011, and the "Indie Games Uprising III" which took place during September of 2012.[26] On September 28, 2015, the Uprising returned with a tribute page showcasing developers that got their start on XBLIG and are now working on projects for Xbox One, PlayStation 4 and Wii U thanks to the platform.[27

Shutting Down

On September 9th, 2015 Chris Charla and Andy Dunn of ID@Xbox announced the beginning of the sunsetting process for the XNA Creator’s Club and the Xbox Live Indie Games marketplace on the XNA Studio Team Blog. As of September 9th, new memberships and renewals in the Creator’s Club were terminated and September of 2017 was targeted as the month that the marketplace would be shut down.

On September 11th, 2017 the ID@Xbox Twitter account posted that September 29th would be the final day to purchase new Xbox Live Indie Games but the date was later extended to October 7th, 2017.  According to a post by EuroGamer “due to the way the programme’s servers operate, some games may still be available for a day or two after this date.” We were able to confirm that as late as October 9th, many games remained available to purchase from the Xbox Live Indie Games marketplace on Xbox.com.
Legacy 
The XNA Creator’s Club and Xbox Live Indie Games programs were created to ease the burden of game development on small teams and foster original and innovative design. While it can be argued how successful they were, there is no denying that the platforms continue to require hosting, server, and support costs thirteen years after their unveiling.

With their focus turning to the Xbox One in 2013 it was only a matter of time before Microsoft sought to minimize these lingering expenses from the previous generation. In the original 2015 XNA Blog post the team mentioned working with creators and game preservationists over the next two years to “preserve the legacy of XBLIG content”. There was no further detail to announce at the time and a solution apparently has presented itself over the intervening two years. In EuroGamer’s post was an update from a Microsoft spokesperson on the situation who added:

“When we first announced sunsetting of XBLIG, we mentioned that we were working internally to see how these games could be archived for posterity, so that researchers and scholars could be playing them far in the future. We don’t have anything to announce here about that today, but ensuring these games take their rightful place in history is important to us and we are continuing to do research here.”

There are several hurdles that could have led to this uncertain outcome. Presumably, any game included in a free-to-play archive of the XBLIG program could be ineligible for sale elsewhere; as many of these games have gone on to be ported to other platforms they could potentially be excluded from an archive. Also, some developers who released XBLIG titles have gone out of business, possibly being excluded as no one remained to sign off on the archive. Another possibility is that the costs of storing and securing an archive of XBLIG titles is too large for current game preservation organizations.

Given all these situations, an archival collection could be missing several hundred titles making it rather incomplete to label it as an archive. It’s also possible negotiations are simply ongoing and news will be released in the coming months or years.


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Posted by Flouryjarl081SS - May 20th, 2022


Gotta Go Fast… and buy some old Sonic games before they’re delisted. With the Sonic Originscollection on its way June 26th, Sega has confirmed that the standalone digital versions of Sonic the Hedgehog, Sonic 2, Sonic 3 & Knuckles, and Sonic CD will be delisted on May 20th. Although we don’t have all the details, the statement shared by Twitter user @Tracker_TD does offer a few exceptions. The Sega Ages releases of Sonic 1 and Sonic 2 on Nintendo Switch will remain online as will the version of Sonic 2 included in the Nintendo Switch Online service.

Standalone digital releases of the games are spread across Steam, Nintendo 3DS, PlayStation 3, Xbox 360, and on mobile for Android and iOS. Of particular note are the 3D releases for Nintendo 3DS which offer a unique presentation and are a little harder to track down physically; 3D Sonic is included in Sega 3D Classics Collection but 3D Sonic 2 is only available on a cart with the Japanese release of Sega 3D Fukkoku Archives 3: Final Stage.

So without any more specifics to go on, here are links to all the standalone versions I could track down. I’ll probably be back to add some more in time:

Sonic the Hedgehog

Sonic the Hedgehog 2

Sonic the Hedgehog 3

  • Xbox 360 (interesting, the only non-Knuckles version)

Sonic 3 & Knuckles

Sonic CD

An and still hurry up get the digital version of the game before no later than May 20,2022.Rest of the game were Very Semi Active.


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Posted by Flouryjarl081SS - May 11th, 2022


Bethesda announced on February 22nd, 2022 that their PC games launcher and marketplace would be closing later in the year and that a migration process to move purchases to Steam would begin in “early April”. The same announcement page was updated on April 7th replacing the phrase “in early April” with simply “April”. The page was updated yet again on April 13th with more specific details; the migration process would begin on April 27th with the Bethesda Launcher becoming inaccessible to users on May 11th.

An updated FAQ also confirmed that some of Bethesda’s titles that had not been available on Steam would be coming to the platform in the future. Creation Kit for Fallout 4 and Skyrim Special Edition were released on Steam on April 25th, 2022. The Elder Scrolls Arena, The Elder Scrolls Daggerfall, and Wolfenstein: Enemy Territory were released on Steam on April 26th, 2022. All of these titles are available for free.

Bethesda’s announcement post from February 22nd, and updated FAQ from April 13th, follows below. Numerous support pages and a step-by-step guide provide other details about the process.

We’re saying goodbye to the Bethesda.net Launcher this year. We would like to thank you for your support and assure you that all of your games are safe. If you’re not playing PC games through the Bethesda.net launcher then your work is done here. Thanks for reading! If you do have games through the Bethesda.net launcher, don’t worry. Starting on April 27 you’ll be able to migrate your games and Wallet to your Steam account. For more details on what this process will look like, read on. You have plenty of time to plan and begin migrating your Bethesda.net library to your Steam account. The migration to Steam will include your game library and Wallet – meaning you will not lose anything from your Bethesda.net account. Many games will also have their saves migrated, with a few requiring some manual transfers. For games that require it, you will still use your Bethesda.net login to sign in to play. Your Bethesda.net account will not be lost and will still be accessible on our website and in-game, and we will continue supporting all Bethesda.net accounts with our future titles. NEXT STEPS On April 27, you will be able to initiate the migration process following detailed instructions we will have available to you then. We expect you to have a lot of questions and encourage you to take a look at our comprehensive FAQ below. For those of you looking for questions specific to Fallout 76, in addition to the below FAQ we also have a Fallout 76-specific FAQ on Fallout.com. Until May 11, you will still be able to access and play your games on the Bethesda.net Launcher, but we suggest that you start the migration process as soon as it’s available.
FAQ Q: How will I play my games? A: We encourage our Bethesda.net Launcher community to continue their experience on Steam. On April 27, you will be able to migrate your Bethesda.net library to your Steam account. Any title you own on the Bethesda.net Launcher will be available to you free on Steam. Your purchases will carry over to your Steam account. Many game saves will also transfer, however some may require manual copying. For more information on which games will require you to manually move your saves, please see our FAQ Entry “What happens to my game progression and saves?”. Q: What will happen to the Bethesda.net launcher? A: You will continue to have access to the Bethesda.net Launcher and access your games until May 11. Starting on May 11, you will no longer be able to play and access your games within the Bethesda.net Launcher. Q: Will I still need a Bethesda.net account if I no longer use the launcher after transferring to Steam? A: Yes. Many of our games and services still rely on you to have a Bethesda.net account. This will allow you to retain access to Bethesda.net services including game mods, in-game items like skins, and access to exclusive news and updates. Q: Will I have access to the games I own on the Bethesda.net launcher available to me on Steam? A: Yes. You will need to take the steps to transfer your Bethesda.net account info to your Steam account. Once the migration process to Steam is available, we will let everyone know and update this FAQ with the link on where and how to migrate. Please note, that you may begin this process at any time after it becomes available, but on May 11 you will no longer be able to play your purchased games on the Bethesda.net launcher. You will not lose access to your Library on Bethesda.net on May 11, only the ability to play them on the Launcher. Q: What happens to my game progression and saves? A: Should you choose to transfer your Bethesda.net library to your Steam account, we will provide instructions on how to migrate your game progression and saves over to your Steam account where possible, so you may continue playing where you left off. Some saves will automatically transfer, however some will require you to manually copy them to your Steam folder. We will have more information on manually transferring saves soon. At this time, we expect almost all save progress to be transferable automatically or manually with the exception of Wolfenstein: Youngblood, which currently is unable to transfer. Virtual currency balances and game add-ons such as DLC and in-game skins will automatically transfer. Q: Will my in-game virtual currency (Fallout 76 Atoms, Rage Tokens, Rage Coins, Wolfenstein: Youngblood Gold, etc.) be moved to Steam? A: Yes. Your Bethesda.net Wallet will transfer over to Steam once you have completed the transfer process. Q: Can I migrate to PlayStation or Xbox instead of Steam? A: No. We are only able to support transferring your Bethesda.net account information on PC. We cannot transfer PC account information to consoles. Q: May I migrate my account to another PC service instead of Steam? A: No. We are only able to support transferring account information from the Bethesda.net launcher to Steam. Q: Does the Launcher closing affect my Bethesda.net account? A: No. You will still need to login to your Bethesda.net account to play our live titles such as Fallout 76 and access other services offered. Our games will continue to use a Bethesda.net account in the future. Q: What about Fallout 76? A: We have updated our FAQ for Fallout 76 to provide further details in this FAQ on Fallout.com. Q: Are all the same languages supported? A: Yes. Q: Will friends lists be merged? Will I need to re-friend friends I added on Bethesda.net? A: Games that have the Bethesda.net Friends List will be merged after migration. This includes Fallout 76, DOOM Eternal, Wolfenstein: Youngblood, The Elder Scrolls: Legends, Rage 2, and DEATHLOOP. Q: Will the Bethesda.net Launcher sunset affect my ability to play The Elder Scrolls Online on PC? A: No. The Elder Scrolls Online is unaffected by this change. Q: What if I don’t complete the migration within given time? Will my games disappear forever? A: No. You will still retain access to your games and be able to migrate your Bethesda.net Library after the Launcher becomes inactive. Q: What happens to my Bethesda.net game code if I don’t redeem it before the deadline? A: Bethesda.net keycodes will be honored on Steam when migration becomes available. Q: What if the game I own on the Bethesda.net Launcher is not available on Steam? [Added April 13] A: With the sunsetting of the Bethesda.net Launcher, we will be making several of our titles available on Steam that were previously unavailable. This includes The Elder Scrolls Arena, The Elder Scrolls Daggerfall, Creation Kit for Fallout 4 and Skyrim Special Edition, and Wolfenstein: Enemy Territory. The Fallout 76 Public Test Server (PTS) is currently available on Steam as well. Q: What do I do if I own the game on Steam already? A: Your migration will still succeed, but you won’t be granted anything for the items you already owned on Steam. However, you can setup a separate Steam account that doesn’t own that copy and link it to that Bethesda.net account. This will allow you to migrate your multple Bethesda.net accounts to different Steam accounts via the migration process. Q: What can I do if I accidentally linked the wrong account? [Added April 13] A: Prior to migrating, you will be able to Unlink your Steam account from your Bethesda.net account a limited number of times, so that you can re-link to the correct one. If you realize after migrating that you’ve linked the wrong account, our Customer Support team will be happy to assist you. Head here to submit a Support ticket). Q: Will I need to redownload and install my game(s) through Steam? [Added April 13] A: Yes. If you do not currently have the game you are trying to run installed through Steam, you will need to download the latest version of the game before you can continue playing. Q: If I already own a game on Steam and Bethesda.net, how do I get the extra copy? A: You will need to setup a separate Steam account for each Bethesda.net account that you have, and then link each Bethesda.net account to a separate Steam account. This will allow you to migrate your multiple Bethesda.net accounts to different Steam accounts. Then, login to each of your Bethesda.net accounts in turn and go through the migration process. Please continue to visit Bethesda.net and follow our social channels for any updates. To our Bethesda.net PC Community, thank you for your years of support and we look forward to continuing to supply you with great games on Steam. Please continue to visit Bethesda.net and follow our social channels for any updates. To our Bethesda.net PC community, thank you for your years of support and we look forward to continuing to supply you with great games on Steam.

The table below displays the 101 games and pieces of content available from the Bethesda Launcher on March 2nd, 2022. An accompanying Google Sheet reflects the prices and platform availability for each title from the same date.

Call of Cthulhu: Dark Corners of the Earth

DEATHLOOP

Dishonored

Dishonored - Dunwall City Trials (DLC)

Dishonored - The Brigmore Witches (DLC)

Dishonored - The Knife Of Dunwall (DLC)

Dishonored - Void Walker's Arsenal (DLC)

Dishonored 2

Dishonored Definitive Edition

Dishonored: Death of the Outsider

DOOM

DOOM (2016)

DOOM 3

DOOM 3: BFG Edition

DOOM 64

DOOM Eternal

DOOM Eternal: Cosplay Slayer Master Collection Cosmetic Pack

DOOM Eternal: Series Five Cosmetic Pack

DOOM Eternal: Series Four Cosmetic Pack

DOOM Eternal: Series One Cosmetic Pack

DOOM Eternal: Series Seven Cosmetic Pack

DOOM Eternal: Series Six Cosmetic Pack

DOOM Eternal: Series Three Cosmetic Pack

DOOM Eternal: Series Two Cosmetic Pack

DOOM Eternal: The Ancient Gods - Part One

DOOM Eternal: The Ancient Gods - Part Two

DOOM Eternal: Year One Pass

DOOM II

DOOM II (DE)

DOOM VFR

DOOM® Eternal: Rip and Tear Pack

DOOMicorn Master Collection Cosmetic Pack

Fallout 1st (Bethesda.net)

Fallout 2

Fallout 3 Game of the Year Edition

Fallout 4

Fallout 4 - Automatron (DLC)

Fallout 4 - Contraptions Workshop (DLC)

Fallout 4 - Far Harbor (DLC)

Fallout 4 - Nuka-World (DLC)

Fallout 4 - Vault-Tec Workshop (DLC)

Fallout 4 - Wasteland Workshop (DLC)

Fallout 4 Season Pass

Fallout 4 VR

Fallout 76

Fallout 76 Atoms

Fallout 76: Steel Dawn Deluxe Edition

Fallout New Vegas Ultimate Edition

Fallout Shelter

Fallout Tactics

Fallout: A Post Nuclear Role Playing GameGhostWire: Tokyo

Heretic: Shadow of the Serpent Riders

HeXen II

HeXen: Beyond Heretic

HeXen: Deathkings of the Dark Citadel

Mullet Slayer Master Collection Cosmetic Pack

Prey

Prey®: Bethesda.net Edition

Prey®: Digital Deluxe Edition

Prey®: Mooncrash™

Quake

Quake Champions

Quake Champions Platinum

Quake Champions: Champions Pack

Quake II

Quake III Arena

RAGE

Rage 2

Rage Coins

Return to Castle Wolfenstein

The Elder Scrolls II: Daggerfall

The Elder Scrolls III: Morrowind Game of the Year Edition

The Elder Scrolls IV: Oblivion Game of the Year Edition

The Elder Scrolls Online Collection: Blackwood

The Elder Scrolls V: Skyrim Anniversary Edition

The Elder Scrolls V: Skyrim Anniversary Upgrade

The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim VR

The Elder Scrolls: Arena

The Elder Scrolls: Blades

The Elder Scrolls: Legends

The Elder Scrolls® Online

The Elder Scrolls® Online: Greymoor

The Evil Within 2

The Evil Within Digital Deluxe Bundle

The Evil Within: The Assignment

The Evil Within: The Consequence

The Evil Within: The Executioner

Wolfenstein 3D

Wolfenstein II: The New Colossus

Wolfenstein: Cyberpilot

Wolfenstein: Cyberpilot (Deutsche Version)

Wolfenstein: The New Order

Wolfenstein: The Old Blood

Wolfenstein: Youngblood

Wolfenstein: Youngblood (Deutsche Version)

Wolfenstein: Youngblood Deluxe Upgrade


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Posted by Flouryjarl081SS - May 9th, 2022


The team at Hoplon announced on Tuesday that Heavy Metal Machines will be shut down on all platforms on August 30th, 2022. While the game remains playable for existing owners it appears that it was removed from digital stores as early as this morning. The game has been on Steam through betas and Early Access as far back as 2015 but only launched on PlayStation and Xbox consoles in February of 2021. That’s just barely over a year and half on sale. The team’s announcement from May 3rd follows:

It is with heavy hearts that we announce the ending of Heavy Metal Machine’s life cycle. HMM’s dedicated servers will be shutting down on the 30th of August, 2022. This means the game and all its related features will no longer be available, including all game modes, and the in-game Store. This applies to all platforms, including Steam, Xbox, and PlayStation. Here’s a timeline of the planned server shutdown

30th of May, 2022: Virtual currency (Cash) packages removed from Heavy Metal Machines and will no longer be available for purchase. All other game features will be available normally, including the in-game Store where players will be able to spend their Virtual currency (Cash).

30th of August, 2022: Dedicated servers shut down, Heavy Metal Machines no longer available, in-game Store no longer available. 

Discontinuing HMM was a difficult decision. The Hoplon team has put a lot of work and passion into HMM, and we are very proud of what the game has become and the community we have nurtured. We feel we have accomplished our vision of bringing a really unique experience within the MOBA genre.

We would like to extend a big THANK YOU to all the Metal Gladiators that have been a part of the HMM family over the years. We truly appreciate all the love we have seen for this game. May HMM live on in our hearts and minds!

See you in the Arenas until August 30th!

The post contains several FAQ questions about in-game rewards and unlocks as well as confirming that after August 30th, Heavy Metal Machines will be fully offline and unplayable. As noted by TrueAchievements.com, this will make the game’s full set of Achievements/Trophies unobtainable. On the social side of things, the game’s Discord server will remain open for the time being and the team will host one final developer livestream on Thursday, May 5th.

Based on the game’s SteamDB charts, it’s easy to guess one reason behind their decision. Despite supporting Heavy Metal Machines for over seven years, the game saw its all-time peak of 442 players way back in 2017. Although it saw a bit of a resurgence in 2020, active player counts on Steam have been below 50 daily players for nearly the last year. For an exclusively multiplayer title it just wasn’t able to get the audience in needed.Hoplon outlined their plans for the future of the game in a post from December of 2021. They extended the current season “indefinitely”, returned all in-game items from previous seasons to the Store, reduced the price of real-money packages by 30% between January and February of 2022, and increased ‘Fame’ experience payouts by 500% to aid in unlocking extra content. Though unconfirmed, this change seems to imply that Hoplon was preparing in late 2021 to shut down the game soon.


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Posted by Flouryjarl081SS - April 2nd, 2022


I will Make Some of My VideoGame


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Posted by Flouryjarl081SS - April 1st, 2022



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Posted by Flouryjarl081SS - March 4th, 2022


If you haven’t support me go support me in patreon

https://www.patreon.com/user?u=55929660&fan_landing=true


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Posted by Flouryjarl081SS - February 11th, 2022


Turn 10 Principal Design Director, Andy Beaudoin, posted to the Forza Support site on January 10th to announce the upcoming end of service for Forza Street. The Android, iOS, and Windows 10 title has been running since 2019 on PC and only since May of 2020 on mobile. You can read the full announcement below but you may notice that there’s no mention of exactly when the game will be shut down. Unfortunately, the answer is a vague “Spring 2022” for most of the world, and only mentioned in the accompanying FAQ.

it said in the quote 

We have an important announcement. After careful consideration, we have made the difficult decision to close Forza Street as the team shifts its focus to new and exciting Forza experiences. We understand this is tough news for our players, however, we wanted to take this time to share our gratitude and thanks to all who joined us on our first journey into mobile.

The good news is there is still time to enjoy the game and celebrate our players with new content. As a thank you to our players, beginning today we are offering: 

– A new unreleased car – Rare & Epic Spotlights – Faster Energy Recharge and reduced wait times on car shows – Reduced prices on all items purchased with in-game currency

We want to ensure our dedicated players have an opportunity to finish off the collection goals we know so many have been working on for some time.

The game will continue to run through this spring when access will be ultimately discontinued and the product will no longer be available to play. 

With the closure of Forza Street happening soon, we will no longer be accepting in-app purchases. We will also be automatically refunding any purchases made by players within the past 30 days. These refunds will be executed automatically, according to the policies of the stores in which they were made, so please refer to the appropriate store for details. 

We would like to thank all the players who have given their time, feedback, and dedication to Forza Street. Our top goal for the Forza franchise is to foster a global community of players who love cars. Forza Street brought in a whole new set of players to Forza and we’ve learned a ton from you. While saying goodbye to Forza Street may be difficult, know that its DNA will live on in the next wave of products we create to excite, delight, and satisfy the automotive gaming passions of players across the world, where and how they like to play.

—Andy Beaudoin, Principal Design Director, Turn 10 Studios

But it Sad that The gaming was unplayable. They was started back in 2019. Spring can mean a few different things when it comes to business calendars but it would generally be between March and June. The best guess we have right now comes from TrueAchievements reader Joonas who points out that the current in-game event ends on April 10th, three months to the day from Turn 10’s announcement. A dedicated Japanese support page indicates that the game will be playable until April 11th in that territory. Although unconfirmed for the rest of the world, the end of the month seems like a reliable deadline to pencil in on your calendar until we know for certain.


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Posted by Flouryjarl081SS - February 6th, 2022


in Dec of 2020 343 Industries Comformed That The Game Got Shut Down On In 2021 But Yea It got halted In 2018 on December 2021 Now The new it halo infinite it's now coming to Xbox.on Jan 13 2022 the halo Xbox 360 game shut down.The affected video games are Halo: Reach, Halo 4, Halo 3, Halo 3: ODST, Halo: Combat Evolved Anniversary, Spartan Assault, and Halo Wars. Fortunately, all of these titles have been re-released on the Xbox One generation of consoles or Windows PC in one form or another over the years. Here’s an official chart released by 343 Industries that breaks down exactly what online services will be disabled in the Xbox 360 games in December 2021.



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