thats how the worlds going to end, rightThis post is a great example of the 5 stages of grief ... I believe the general mood is now between bargaining and depression ... love it.
thats how the worlds going to end, rightThis post is a great example of the 5 stages of grief ... I believe the general mood is now between bargaining and depression ... love it.
Hi BoraBora,We don't know how much people are still working at CO. They're probably only a few in which case the current stream of money may be enough to pay a couple of devs adding some touches on the final UE DLC and fixing a few bugs, mostly for the show. But definitely not enough to pay a 30 employee studio already working on the 2026 DLCs. CO/PDX have become secretive companies, anyway and the only communication we got for a year has been the marketing drivel. I'm pretty sure this won't change.
I do!Hi BoraBora,
so you mean that CO has encountered the 5/5 office bug as well?
Best regards,
sys
The lack of staff dedicated to community engagement and glacial development pace hint to this.We don't know how much people are still working at CO. They're probably only a few in which case the current stream of money may be enough to pay a couple of devs adding some touches on the final UE DLC and fixing a few bugs, mostly for the show. But definitely not enough to pay a 30 employee studio already working on the 2026 DLCs. CO/PDX have become secretive companies, anyway and the only communication we got for a year has been the marketing drivel. I'm pretty sure this won't change.
Skylines 1 sold between 10 and 15 million copies, and then had a few dozen DLC on top of that. If the average CS1 customer spent $50 on the game (base+whatever DLCs), that's $500 million in sales over the life of the game. Sure, steam takes 20-30%. Paradox also takes their cut. But if CO had 50 employees and paid them all $100k/year, that's only $5 million/year in expenses. And I don't think CO has ever had that many employees, and probably isn't paying them that amount beyond lead devs given that they're located in Finland.We don't know how much people are still working at CO. They're probably only a few in which case the current stream of money may be enough to pay a couple of devs adding some touches on the final UE DLC and fixing a few bugs, mostly for the show. But definitely not enough to pay a 30 employee studio already working on the 2026 DLCs. CO/PDX have become secretive companies, anyway and the only communication we got for a year has been the marketing drivel. I'm pretty sure this won't change.
I have an answer for you but unfortunately I can't share it here as I've been warned by the moderation on another thread:
Anywho, it was really just a hey, this exist for people that wants to make use of it as we are now far beyond what is reasonable.
The breakdown is more complicated than that, at least for a typical game studio. Out of the price of the game, the first thing usually siphoned is the platform cost (i.e. Steam). This is typically around 30% on each sale. Then you have the publisher cut, which normally is anywhere between 15-40% of the sale. Then you have taxes. Marketing takes its cut. The cost of renting out an office, equipment, utilities, software licenses is another cut. If the game uses any IP than it will have to pay royalties. Only then do you have the costs associated with hiring developers, artists, engineers, QA, etc. If there's anything left, then that is the profit and the expectation is it gets reinvested, saved, or distributed to shareholders, and so there may be pressure to have some level of profit available regardless.Skylines 1 sold between 10 and 15 million copies, and then had a few dozen DLC on top of that. If the average CS1 customer spent $50 on the game (base+whatever DLCs), that's $500 million in sales over the life of the game. Sure, steam takes 20-30%. Paradox also takes their cut. But if CO had 50 employees and paid them all $100k/year, that's only $5 million/year in expenses. And I don't think CO has ever had that many employees, and probably isn't paying them that amount beyond lead devs given that they're located in Finland.
There's also CS2, which sold between 1-2 million copies. It's $50 and hasn't been on sale too many times since release. That's another $50 million in sales.
Where did all the cash go that they would have to be running Skylines 2 on a shoestring budget? They made too much money for this to be the case, unless they've given up on CS2 and have already internally started on something else... like CS3 and moving away from Unity which is clearly being pushed beyond what it is capable of doing with CS2.
Yes and I noted most of those in my post... it's still pushing close to a billion in sales over all of their products (CIM 1&2, CS1, CS2). Even if they only get a small slice of that pie, 10% would be enough to fund their studio, rent space, and pay for things like a large unity license for a couple of decades.The breakdown is more complicated than that, at least for a typical game studio. Out of the price of the game, the first thing usually siphoned is the platform cost (i.e. Steam). This is typically around 30% on each sale. Then you have the publisher cut, which normally is anywhere between 15-40% of the sale. Then you have taxes. Marketing takes its cut. The cost of renting out an office, equipment, utilities, software licenses is another cut. If the game uses any IP than it will have to pay royalties. Only then do you have the costs associated with hiring developers, artists, engineers, QA, etc. If there's anything left, then that is the profit and the expectation is it gets reinvested, saved, or distributed to shareholders, and so there may be pressure to have some level of profit available regardless.
We have no idea how the profits from CS1 were spent along the years. Shareholders, investment in other games (including 5 years of development for CS II), purchase of intellectual properties (like Prison Architect), of whole studios (like Haemimont Games and Harebrained Schemes) or even of real estate properties for all we know.Yes and I noted most of those in my post... it's still pushing close to a billion in sales over all of their products (CIM 1&2, CS1, CS2). Even if they only get a small slice of that pie, 10% would be enough to fund their studio, rent space, and pay for things like a large unity license for a couple of decades.
There should be no possible way CS2 is running on a skeleton crew of a two devs which is what the post I was quoting claimed.
The game was developed by HBS, but they let themselves be bought-out by Paradox mid-development. Shortly thereafter, Paradox told them to release their beta game and patch it as needed, so they did. Then Paradox said, oh-by-the-way, since you're no longer actually developing any games, please reduce your staff by 50-90%. So HBS pumped out a last few patches to complete the game as best they could, and Paradox put this game on a shelf and used it for a tax write-off.
Could you private message me about the french forum where you posted, please ?I know it is and it's way more easier than most people imagine, I explained the process here (my post was deleted by the moderation) and on a french forum (where my post was welcomed by the moderation). Different forums, different rules.
Sure and I also PMed you my deleted post in english with its TL;DR. Anyway it's very easy to google your laws about delivery dates of paid products.Could you private message me about the french forum where you posted, please ?
So, how's the law suit going?Sure and I also PMed you my deleted post in english with its TL;DR. Anyway it's very easy to google your laws about delivery dates of paid products.
There's no need of a lawsuit to be refunded a product never delivered. We're not in a movie with Julia Roberts.So, how's the law suit going?
Considering all that's wrong in the game, I don't think for a minute the next patch will make a difference. Each new patch since more than a year has been heralded as the game's savior for a few days then we're back at square one. But if you're optimistic, then get your UE refunded and buy the base game for half the price. But buy it at least 2 weeks AFTER the patch, when you'll know exactly what has been fixed and which new bugs were introduced. As for me, I'll have no interest in CS II as long as the asset editor (complete and out of beta) won't be released, so I'll probably never play CS II again.Shouldn't you guys test the new free content before you go for the money grab?
Considering all that's wrong in the game, I don't think for a minute the next patch will make a difference. Each new patch since more than a year has been heralded as the game's savior for a few days then we're back at square one. But if you're optimistic, then get your UE refunded and buy the base game for half the price. But buy it at least 2 weeks AFTER the patch, when you'll know exactly what has been fixed and which new bugs were introduced. As for me, I'll have no interest in CS II as long as the asset editor (complete and out of beta) won't be released, so I'll probably never play CS II again.