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At it's core it is a game about creating and selling drugs.
It is also a fps tycoon/management title.
Has TONS of very satisfying "mini-games" that are very well crafted
It is aesthetically pleasing
It is SIMULATED ... nothing is faked here ... when i assign a customer to a dealer i can find that dealer and customer interacting on the map exactly as it would if it were me - that is impressive usually these games just run numbers and do it all "behind the scenes" this is not.
It is CO OP - very few games in this genre offer such.
It is very polished for it's development stage/EA product
It has a Casino with a card game I have never known until i experienced in the game called "Ride the Bus"
it has SLOT machines!!!
it has BLACKJACK!!!!
all those earnings and losses apply to your gameplay and business running (like a strategy/tycoon)
did i mention there is a Casino?
and CO-OP!!!
The presentation and way the drugs are "crafted" from a game design POV is genius and ties into the CO-OP .... customers have preferences in effects the drugs give BUT because this is CO-OP not only can you consume your own product - your friend can too .... you have your buddy come and "try this new mix" and get a huge laugh seeing the effects, in single player this is the same case when you supply NPC.
It just does SO much right, it is very well designed and executed ... employee management could benefit from some solid onboarding BUT once you understand it it "just works"
Why do you think it blew up? There's a reason Grand Theft Auto is one of the most successful game franchises of all time. People love crime sims, and we finally got a casual cozy game that's about crime instead of farming or running a town of anthropomorphic characters for once.
also its the better cuter funnier version of dds with the features everyone wanted in that game.
That is not true, I am paid to know ...
The reason this works is because of the above ... it taps so many play styles without actually saying "this is the game i am"
I identified friends who would love it who would NEVER buy DDS or Weed inc or any of them purely because some of the activities have nothing to do with the drug making which ties into the coop experience - you are building a drug empire while one friend is playing cards, another is playing a trashman sim and another is driving around and delivering "product" .... there are so many of the "XXX simulation" activities rolled into this.
The kicker is it is not superficial or arbitrary every single component plays into the broader gameplay and goals of the player.
It is very obvious why this game clicks you just have to be able to think like a designer and appreciate great design.
the marketing.
it had a really fleshed out demo with 4 player coop on steam next fest, so a lot of people downloaded the free demo, figured out you could play it with friends, got their friends to download and play the demo with them, who in turn also got THEIR friends to try the demo.
it also helps that the demo clearly communicated it's limits and differences to the full game, teasing thigns that are now ACTUALLY in the full game, and has a fairly low price for the amount of content it has.
this pushed the game in the algorithms as desirable, making the steam page show it to more people, who checked it out, saw that the game has a demo, played the demo, liked it, got the game, rinse and repeat.
it's literally a drug lol
DDS failed on so many front... and everywhere DDS failed this game picked up the slack..
no way to even defend yourself in DDS... in this game? have fun punching your way out.
as well as purchasing vehicles...
DDS2 is even a disappointment of a sequel if you ask me...
tried it for fun and they somehow managed to ruin the walking...
ITS A WALKING SIMULATOR AND YET YOUD STRUGGLE TO WALK ON A SLIGHT INCLINE....
no wonder DDS2 is marked as "mixed" reviews and schedule ! is overwhelmingly positive..
it seems to me tyler actually put the time and effort into his game mechanics.
but in all honesty... over 200k players... its insane for a drug game... DDS could only DREAM of having such popularity.
i really hope tyler grabs this opportunity and keeps working on this gem of a game.
pliz dev, dont take the money and run. keep working on this nice lil jewel of a game with all its fun mechanics.
add to that how this game does a lot of things that, quite apparently, a lot of players have been wanting to see in a game, and you are starting to see an answer to the question.
thats the shortest way i can think of explaining it.
So the steam next fest starts the snowball of people sinking hours into what is almost a full game (demo) it gets high on the charts, more people see it up there and try it cause its a free demo, rinse and repeat, now the game has a following even if small and silent (again every single successful nsfw game went this route, i mention this "category" because it has the most blatant review and copies sold difference of games in that category between those that did and didnt wish i could find the chart of it. some guy made one showing the success of games with and without demos and that was an easy category to analyse since it doesnt have to many "metrics" it has to hit per target audience, its gooner, nothing really to worry about then game play wise).
They now schedule release towards end of steam next fest, the following now all buys the game when it comes out (coupled with the fact that its on a release sale), it climbs charts again as a top selling released game, the snowball again continues.
Its honestly nothing crazy its actually more incredible how many other companies havent taken the most basic of a highschool level business class when it comes to timing, advertising, and marketing a product. In the digital world of video games and steam there are so many metrics that are free for you as a company to take advantage of and many just dont cause they dont understand the very basics of how people work.