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VG insights. You can check all titles available via Steam. Hard to argue against these facts, so the usual suspects seem to ♥♥♥♥♥♥ to their old ways :)
Good for you. I can't imagine being so blinded by your hate and your jihad that you don't see facts laid in front of you. Taken from 3rd party site which simply reports how the situation is. No opinions, just numbers. And that makes it impossible for people like you to argue, so you return to lowest form of "argument" and go personal. How awesome and genius person you are.
https://steamdb.info/charts/?compare=255710,949230
There are fewer players of C:S2 now than were playing the original game when C:S2 came out.
Yeah. C:S2 now has fewer players than the original game had the day the new game came out.
105K played the first day - 16K still play it just a month later.
By 2024 there will be about the same number of players of the original as the 'new' game. You can legitimately argue that is already true.
And in a very short time, there will be more playing the original than are playing 2.
105K played the first day - 16K still play it just a month later. Usually a game gets more popular after the first day as more people play it and others buy it - but not this one. From day one, it has lost massive players each and every day. I think I have never seen a game lose so many players so fast as C:S2 has. Not even close. there might have been, but I've never noticed, probably because I didn't buy them or play them.
Mostly true. In 3 months following its launch, C:S1 went from about 57k to 7.9k.
Similar numbers, around 8k now for C:S2. In percentage, larger drop.
Both lost players, didn't gain. Same with many other simulation games. That's the typical trend with single player games like these, especially when they are on the start of the lifespan. Comparing them to other genres and games without planned DLC future isn't that relevant.
Also, when you look at C:S1, you can see how after each DLC launch it gained players. Hence after all those DLCs it is where it is. Mods played a part, sure. But when you look at the mod user count vs total owner count, it's around 10% of the owners. So not the reason for 12.1 million sales.
Hence, as we know the history, we can see very similar path ahead for this title and thus all the speculation about it being dead etc. are just plain fiction and nonsense. Facts are 100% against it.
Looking at the numbers for C:S1, well C:S2 really should have sold more with the fan base they accumulated. I think if they released the game in a better state we'd be looking at bigger values for C:S2.
Do those sales figures counter balance with refunds or are they purely income sales alone?
A side note I'm not so sure a console release is going to do well. I know other city builders exist here but it really is awkward using a control pad. Even if you can plug in a mouse and keyboard, its a bit of a faf particularly if your set up in the lounge.
IE: not accurate at all!
VG insights data they balanced their model on, includes 2 Paradox games (CK3 and Stellaris). VG insights over estimated both. They also state quite clearly that the error of margin is much higher for smaller games, and games released recently. Of which CS2 currently falls into both categories.
https://vginsights.com/insights/article/steam-sales-estimation-methodology-and-accuracy
Yes yes, night and day differences.
But sure, they are estimates, with same error margin to all. For C:S1 PDX has confirmed over 12 million unit sales so hardly "not accurate at all".
But whatever you need to tell yourself.
... even though the games aren't that different... they both heavily used previously created assets and models as well as mechanics.