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described deadlock basically
The number of players is decreasing weekly, the potential player base ceiling from making it "exclusive" and the curiosity of the most interested part of the audience is over. They'll get a bump once they stop playing cute with the marketing and open it to everyone, and then the trend will happen even faster. People play, realise the game is fundamentally a non-working idea at the core, far beyond any issues such as balancing, and then they leave.
https://steamdb.info/app/1422450/charts/#3m
sur
Where does the number stop and why should Valve put resources into the game going forward? It is a massive failure.
Let's also take the game in a vacuum, even in this "failing" state, it has 60k+ CONCURRENT (Not daily) players. 60k concurrent players is -far- from a bad state.
Any number of massively successful games follow the same trend of losing 10 - 20% players week over week or month over month until they hit an equilibrium.
Note, I am not saying that Deadlock is a MASSIVE SUCCESS. It's an alpha. It's not monetized at all, it's unreleased. You literally cannot measure its "success" by any nominal metric at this time. Most games also see a blow up of users on major content drops or on "release" such as it is these days. This will inevitably happen on a Valve release as well.
Anyway, it's impossible to know if it's failing or not. I can only imagine the people who make these threads are simply vying for attention on the internet, not making real points.
163k
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Game on the biggest game platform, by the platform developers, free, and numbers are in freefall. How much would you bet the that next Sunday the number will be 5-10k lower and every week there after? That will lessen to 4-8k then 3-6k, before it stabilises as we both agree. Is a Valve game sitting with a even 30k concurrent peak for a free to play live service game a success given their industry position and talent? No. I expect we will be near there by year end, with a small upward bump from the holiday period.
tens of thousand got initially baited by the game being a valve game so supposedly high quality or by trying to make a quick bang off selling cards on the scm (we see literally the same behaviour with invites here) exploiting fomo
plus all those accounts being farmed to be sold as "deadlock prime matchmaker, rank 3 gold whatever"
honeymoon phase and fomo end and suddently the playercount halves, and then goes in free fall, core of actual players remains only to be completely snubbed by the developer that wants to move on to other "revolutionary projects" leaving the game in what is ultimately an unifnished state
game will probably get a wave of new players once goes in ea/free beta/whatever and then again on official release, but it's pretty obvious how the initial momentum has already been lost