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Now reading: Chapter 231: Nebula Games Platform Transformation from Game Maker: Starting by Healing the Players, a Adventure novel by GustinaKamiya.

Lucas also announced the mobile and VR versions of "Minecraft" on the official blog in advance.

They would launch on March 31st. This was mainly because April 1st was a special day. That's why they set it for March 31st; otherwise, it would have been aningful to celebrate the two-month anniversary of "Minecraft's" release on April 1st.

As for the pricing, it also surprised many players. The VR version was priced at $29.99.

The mobile version would be automatically activated for anyone who purchased the PC or VR version. Of course, if players didn't want to buy the PC or VR versions and only wanted to play the mobile version, they could buy it separately for $4. However, players who purchased the mobile version could buy the PC or VR version later by paying the remaining balance.

This pricing strategy made countless players exclaim that it was a great deal. After announcing the VR and mobile versions, Lucas didn't pay too much attention.

After all, the PC version had been selling so well, and the VR version's sales were unlikely to be bad. Moreover, compared to other VR gas, "Minecraft" at $29.99 was very cheap. However, unlike Lucas's indifference, other designers and dia in the ga industry were closely monitoring the data.

The next day, Nebula Gas didn't release the VR and mobile sales numbers of "Minecraft" like they did for the PC version. But third-party statistics companies quickly compiled the data. The VR version of "Minecraft" sold 2.41 million copies . The mobile version of "Minecraft" sold 1.52 million copies.

April Fool's Day!?

Many designers and dia who were paying attention were a little confused. The numbers were a bit too unexpected. The VR version wasn't too surprising. According to Ga Division statistics, there were about 30 million VR devices in China. But the actual number was likely higher. The reason was that the data only counted activated VR ga pods.

That ant VR ga pods that were activated and used. But the problem was that not every player bought a ga pod. VR experience shops and similar places accounted for a large proportion. These shops had a fixed number of ga pods, but different players would play on them. So the actual number of potential players was much higher than the data suggested. The PC version of "Minecraft" had been selling like crazy, and it was still very popular. The VR version, which offered a better experience and wasn't expensive, selling so many copies wasn't surprising. But the mobile version was the real surprise.

This was the sales number, not the player count! This ant that over a million players had never bought the PC version before, and they were all new players.

...

Compared to the industry's self-doubt, Lucas at Nebula Gas was thinking about more important things. On the screen in front of Lucas were the gas under Nebula Gas: "Mirror" (crossed out), "Undertale," "To the Moon," "Overcooked," "Legends of the Three Kingdoms," "Fall Guys," "Outlast," "Dark Souls," "Valiant Hearts: The Great War," "It Takes Two," "Dark Souls: Age of Fire," and "Don't Starve" and "Minecraft"... well, that hamr-swinging ga was temporarily excluded by Lucas.

As of now, the Nebula Gas platform had twelve gas that they could show off.

At the sa ti, these gas were very well-known among players. For a ga store, Nebula Gas was already very successful, like Blizzard's Battle in his past life. But Lucas didn't want to stop there. Simply being a platform that only sold its own gas was never Lucas's goal. He had always aid for comprehensive digital platforms like Steam and GOG from his previous life.

102 million registered users, 23 million daily active users, 77 million monthly active users, and a peak of 8.17 million concurrent users. Mainly because "Minecraft" had been popular recently, it boosted Nebula Gas' active user data. But in any case, this data showed that Nebula Gas had beco a very influential ga store.

Now that it had grown up, and the launch of "Minecraft" was originally for this plan. Lucas had also discussed this with Ethan from the Marketing Departnt. Now, thanks to the influence of "Minecraft," Nebula Gas could finally take this step.

...

April 15th.

Although it was a Sunday, all the employees of Nebula Gas were at their posts. On major gaming dia websites and in gaming communities, the trending topic was still "Minecraft."

But soon, the top spot was taken by the term "Nebula Gas". Many players who opened the Nebula Gas platform to play "Minecraft" were stunned by the pop-up ssage:

"Effective imdiately, the Nebula Gas store will transform into a comprehensive digital ga platform, allowing all ga designers to publish gas in the store and providing corresponding promotion and services for the gas.

This includes cloud saves, user feedback, a workshop for user-created content, connection with store friends, etc., and giving ga designers on the platform sufficient autonomy, subject to the rules."

Of course, these gas must first undergo corresponding review and obtain publishing qualifications before they can be released.

In short, Nebula Gas was going to switch from an independent platform running its own gas to a comprehensive channel platform.

What excited ga industry designers even more was the Nebula Gas platform's sales terms.

In this parallel world, like most ga stores in his past life, official ga stores took 30%. But this was for official stores. For larger channels like SkyNova and NetDragon, it was a completely different story. Top ga designers and so powerful companies could naturally get 30% of the revenue.

What about the treatnt of ordinary ga designers and companies? Many people in his previous life complained that Steam, Google, and others taking 30% was too high. But so dostic mobile app store channels basically started at a 50/50 split.

Want a 30% revenue share? No problem, list your ga on my platform, but I won't promote it. That's 30%. But if I promote it and use my servers, that's 60%. Don't complain it's too high, because so even split it 70/30.

Developer gets 70%, channel gets 30%? What are you thinking? It's developer gets 30%, channel gets 70%! So even let the channel decide how to operate your ga. What? You say that's begging for food on your knees?

That's right! That's exactly what it is! And even like that, many people want to beg but don't have the chance! Compared to the major application channels in his previous life, the major channels in this parallel world were the sa.

So why were there still so many designers willing to go along? Because setting up their own platform and selling on their official website couldn't afford the cost of promotion. As for official ga stores, although they had a large user base, the algorithm for recomndation slots and rotations was quite outdated.

After all, since it involved the official side, they couldn't promote too much within the market. So unless it was a really popular ga, it was rare for gas to beco very popular on official platforms. Most gas didn't have the quality to beco very popular. Instead, they were able to satisfy part of the player base.

So even if the channel's commission was high, it still ensured exposure. The situation was stronger than people, so they had to gnaw on bones themselves and let the channels eat at and drink soup. After all, to make money, kneeling wasn't shaful.

But now, what shocked ga industry designers was that the revenue sharing that Lucas offered in the Nebula Gas store was 25%. Whether it was a large ga company or an individual ga designer, all took a flat 25% cut for the platform's daily operations.

This news instantly caused a huge earthquake in the ga industry.

(End of The Chapter)

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