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C74: DLC

Over the past week, I had several contacts with NetDragon and Tenghua.

The result of the conversation is Mixed, they have no interest. Each one seems to be delaying the other. Quite aloof...

They expressed their interest in acquiring Neon Games. Then we met with the representative they sent to discuss the deal. Based on their offer and conditions, I had a figure in my head. Although I was somewhat interested, I didn't take it too seriously.

After several discussions, they stopped further discussion, which looks to signal that they had shelved the idea for now. So, the acquisition talks have come to a halt.

In the meantime, we launched the DLC of Overcooked. We have plans regarding it in place. We executed it well with the DLC launch within Two weeks. The main highlight of this update was the introduction of the MOD feature, along with several new official maps, themes, and menu combinations.

When players noticed the new update for Overcooked, their reactions arrived fast. They were touched... Nevertheless.

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"Huh? There's actually an update for Overcooked?!"

"Is it free? New maps, new levels, and what's this Mod feature? Isn't this stuff usually a part of a paid DLC? How generous!"

"After this update, We can create our own levels and Maps!"

"Wow, this is bold. I need to check this out!"

_______________

Many players immediately updated and downloaded the new content. At the same time, discussions in the community started heating up. The update came as a surprise to many, as this kind of content is typically part of a paid DLC. Yet, here it was—all free.

Moreover, it had only been over half a month since Overcooked launched. Although some memes like Break Up Kitchen and Friendly Kitchen had slowed down in popularity, the game was still quite the buzz with the streams. There were plenty of new players jumping in, judging from the sales and active online numbers.

It's clear the game has a decent lifespan ahead of it, and this update took a lot of players by surprise. After the update, many more creative players immediately jumped into this new feature to design their own levels.

When designing the game, we considered how players would create their own levels later. So the creation mode is very intuitive and easy to use. In fact, I could have integrated all these features directly into the game itself, like a game called Mario Maker did in my previous life. Technically, it wouldn't have been an issue.

But ultimately, I chose not to go that route. My main goal was to use this feature to build a strong community around our platform.

How do we keep players engaged?

Building a solid gaming community is crucial.

After the latest update of Overcooked, more and more players have joined the community.

During this time, many players have already started creating and sharing custom levels.

However, these levels are still relatively simple, mainly consisting of basic terrain modifications.

They're not particularly impressive. The obvious lack of standout features is the cause.

But with more and more people jumping in some standout maps, features, and terrain are bound to come out.

In fact, the introduction of the Modification feature quickly sparked excitement among the player community.

Players are finding more diverse ways to enjoy the game.

For example, some players have created 'hellish' maps and then shared them with others to experience.

In the Neon Games workshop community, countless players have been buzzing around this update.

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"This update is amazing!"

"Yeah, I feel like there's a lot more content to explore now!"

"Have any of you noticed that some creators have made levels that can be enjoyed solo?"

"Yes! Finally, I can cook on my own!"

"Playing Overcooked Alone? I feel bad for you, man!"

"Honestly, I had a group, but I've started playing solo lately!"

_________________

As the Modification update for Overcooked was rolled out, I took a moment to check out what players were saying online.

Praise. Acknowledgment. No need to return a Girlfriend... Cough

That said, beyond the player community, this didn't generate much buzz.

After all, it's a DLC update. Not, a new game.

However, I know that the creative workshop will significantly extend the lifespan of Overcooked.

How long this will last is up to the market and the players — something that isn't in my control.

In the following period, I didn't have many tasks, mainly focusing on expanding and optimizing the company.

I asked the administrative team to negotiate and rent the entire floor upstairs, and now it's just a matter of decorating.

On the personnel front, we've received plenty of resumes for the vacancy.

We've also begun considering the next phase for the company.

User engagement and profitability are the two main areas we're focusing on.

But right now, users are the priority.

Overcooked has had a strong start.

Currently, Neon Games' platform has about 200,000 daily active users, all thanks to overcooked.

Thanks to the launch of the modification feature, we can expect to retain these users for a while.

But if we don't take action, we'll inevitably start losing them.

Multiplayer games are not well-suited for long development cycles. Plus, with the real big project about to kick off, we can't afford to lack experience.

Sitting near my computer, I already had a sound plan for the next game.

In the short term, the development cycle wouldn't be very long, and it would be a multiplayer game that could promote rapid platform growth and accumulate users.

Additionally, our team should begin accumulating experience for the eventual development of a true 3A masterpiece.

After all, when the time comes to expand the platform, we must at least have a 3A game that can serve as a flagship title.

Last year, We won the first prize in the expedition activity, and since then We've launched Escape and Overcooked, which have significantly bolstered our company's credibility and image.

Although Neon Games hasn't received an official letter regarding my rating as a game designer, We noticed that the available resources in the backend have increased by about 50%.

Developing a large-scale VR game would be a challenge for, our resources and funding. The PC platform is more feasible in that regard. Capital and resources for PC development are within an acceptable range, including the potential risks.

The main issue at this stage is the technical capability of the team. Escape was developed with this in mind.

This time, the recruitment of new team members is much more rigorous than before, with applicants required to have more than four years of relevant industry experience.

The goal is to ensure that the team can meet the necessary technical requirements, guided by this expertise, we can finally start with our flagship product.

As I was contemplating the next steps for Neon's game development, I heard a knock on my office door.

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