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Why Entering the VR Market
Aleksei Shulga
Producer
cm.games
Earnings and learnings from
Into The Radius VR and new products
Bohdan Sereda
Head Of R&D / VR
Who We Are
And why we are talking about VR
● CM Games (ex-Creative Mobile)
● Into The Radius VR
● Alexey, perspective 1
● Bohdan, perspective 2
● Who’s in the audience?
What is Into The Radius
Single-player survival shooter.
Explore the Pechorsk zone filled with
surreal landscapes and dangerous
anomalies.
● Requires tactical thinking, spatial
and situational awareness
● Realistic handling of diverse classic
and modern weapons
Stores
Steam, Oculus Rift,,Viveport
Launch
July 2020
Steam Rating
4 150 very positive
reviews (92%)
Awards
Best VR Game of 2020, Indie DB
Playtime
25 hours campaign,
50+ hours total
Discord members
5 000+
What About Numbers
Steam copies
150 000+
Wishlists
180 000+
Total net revenue
(Steam)
$2,7M+
ITR Now / Then
Spring 2017
Prototype start
3 months
to 1st pitch
(failed)
May 2018
First full time
employee
March 2019
Project started
(team of 4)
Feb 2019
Steam Closed
Alpha
Nov 2019
Paid EA release
July 2020
Leaving EA
Nov 2021
2.0 update
Feb 2022
Best earnings
month
April 2022
MQ2 announced
ITR Team
Producer Game Designers Audio
Designer
Programmers Quality Assurance
Artists Community
Manager
Marketing
Manager
Why I Got Into VR
● Transition from F2P to Premium
● Content drought
● Pioneer’s interest
Why I Got Into VR
● Quest 1 as a product got close enough to the audience
● New market surviving autumn → earning opportunities
● Premium live games business model
● Personal ambitions regarding product quality
● R&D autonomy
Why Into The Radius
● Idea behind the concept
● It’s a deep, full-scale game
● Setting:
○ Fantasy – oversaturated,
○ Sci-fi – too art intensive,
○ Realism – too restrictive
● Wanted to do lots of things differently
How It Evolved
Single Player
Battle Royale
Hardcore Single
Player Shooter
Midcore Single Player
Survival Shooter 2.0
Why Into The Radius
● Applying relevant experience to the project
in a challenging situation
● The setting invokes lots of diverse fantasies
● The timing of the project was just right
● Enough resources to pull it off
Why Live Games
● Scalable game concept, first game for the team,
new medium and scarce funding = Early Access
to validate, iterate and promote
● Market situation can contribute
● When your customer loves what you do, that really
makes a difference
Why Live Games
● Market situation with the buy-to-
play business model
● Reverse The Stegosaurus Tail
● Hades (2018) paved the way
● Company context
What Can Happen If You Have Live Game
Story of a bug turned into a community meme
What’s Happening Now
● Business model: premium, free updates every
two months, 30% discount on every cooldown
● Reinvestment in team development and quality
● Porting to Quest 2
● Live Gaming continues to evolve
What’s Happening Now
Prototyping, publishing, hardware,
platform contacts
What’s Next
I WANT TO REST
What’s Next
● Expand to new platforms
● Bridge the gaps in the
team's expertise
● Use what we have learned
about the audience,
the product and the
technology in the sequel
● Franchise development
● Cultural development
● Success replication
What’s Next
What We Have Learned
What to do
Early and constant
feature scope control
What not to do
A prototype with
placeholder art and
open beta test it
What We Have Learned
What we will
keep doing
Looking for the right
people, self-identifying
What we want to
stop doing
Spreading ourselves thin,
following intuitive
predictions
What we want to do
differently
Develop skills, culture,
structure
Who Can Benefit from VR
● Small to medium teams, easier to be noticed
● People wanting to make exciting, immersive
and gameplay-driven games
● People wanting to make B2P games
Disclaimer: this is words on what could already happen
● What are teams and leaders' aspirations, composition, skills?
● Are you really motivated? Do you know someone who is
motivated?
● What’s your projected return on effort?
● Do you have enough funds and / or focus to bet on VR?
Who Can Benefit from VR
Who Can Benefit from VR
What We Think of VR Now
● VR is not a gimmick and not going anywhere
● The market is new, content-hungry and not overcrowded
with big players. Much fewer promotion budgets needed
● It's the closest we can get to pure gameplay
What We Think of VR Now
● Market impressions
● Production means (are you Valve?)
● Product landscape overview
● Intuitive and counterintuitive bets
● This is not an invitation
AlekseiShulga
aleksei.shulga@cm.games
Thank you! Any questions?
coauctor
bohdan.sereda@cm.games

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Why enter VR? Earnings and learnings from Into The Radius VR and new products / Aleksei Shulga, Bohdan Sereda (CM Games)

  • 1. Why Entering the VR Market Aleksei Shulga Producer cm.games Earnings and learnings from Into The Radius VR and new products Bohdan Sereda Head Of R&D / VR
  • 2. Who We Are And why we are talking about VR ● CM Games (ex-Creative Mobile) ● Into The Radius VR ● Alexey, perspective 1 ● Bohdan, perspective 2 ● Who’s in the audience?
  • 3. What is Into The Radius Single-player survival shooter. Explore the Pechorsk zone filled with surreal landscapes and dangerous anomalies. ● Requires tactical thinking, spatial and situational awareness ● Realistic handling of diverse classic and modern weapons
  • 4. Stores Steam, Oculus Rift,,Viveport Launch July 2020 Steam Rating 4 150 very positive reviews (92%) Awards Best VR Game of 2020, Indie DB Playtime 25 hours campaign, 50+ hours total Discord members 5 000+ What About Numbers Steam copies 150 000+ Wishlists 180 000+ Total net revenue (Steam) $2,7M+
  • 5. ITR Now / Then Spring 2017 Prototype start 3 months to 1st pitch (failed) May 2018 First full time employee March 2019 Project started (team of 4) Feb 2019 Steam Closed Alpha Nov 2019 Paid EA release July 2020 Leaving EA Nov 2021 2.0 update Feb 2022 Best earnings month April 2022 MQ2 announced
  • 6. ITR Team Producer Game Designers Audio Designer Programmers Quality Assurance Artists Community Manager Marketing Manager
  • 7. Why I Got Into VR ● Transition from F2P to Premium ● Content drought ● Pioneer’s interest
  • 8. Why I Got Into VR ● Quest 1 as a product got close enough to the audience ● New market surviving autumn → earning opportunities ● Premium live games business model ● Personal ambitions regarding product quality ● R&D autonomy
  • 9. Why Into The Radius ● Idea behind the concept ● It’s a deep, full-scale game ● Setting: ○ Fantasy – oversaturated, ○ Sci-fi – too art intensive, ○ Realism – too restrictive ● Wanted to do lots of things differently
  • 10. How It Evolved Single Player Battle Royale Hardcore Single Player Shooter Midcore Single Player Survival Shooter 2.0
  • 11. Why Into The Radius ● Applying relevant experience to the project in a challenging situation ● The setting invokes lots of diverse fantasies ● The timing of the project was just right ● Enough resources to pull it off
  • 12. Why Live Games ● Scalable game concept, first game for the team, new medium and scarce funding = Early Access to validate, iterate and promote ● Market situation can contribute ● When your customer loves what you do, that really makes a difference
  • 13. Why Live Games ● Market situation with the buy-to- play business model ● Reverse The Stegosaurus Tail ● Hades (2018) paved the way ● Company context
  • 14. What Can Happen If You Have Live Game Story of a bug turned into a community meme
  • 15. What’s Happening Now ● Business model: premium, free updates every two months, 30% discount on every cooldown ● Reinvestment in team development and quality ● Porting to Quest 2 ● Live Gaming continues to evolve
  • 16. What’s Happening Now Prototyping, publishing, hardware, platform contacts
  • 18. What’s Next ● Expand to new platforms ● Bridge the gaps in the team's expertise ● Use what we have learned about the audience, the product and the technology in the sequel
  • 19. ● Franchise development ● Cultural development ● Success replication What’s Next
  • 20. What We Have Learned What to do Early and constant feature scope control What not to do A prototype with placeholder art and open beta test it
  • 21. What We Have Learned What we will keep doing Looking for the right people, self-identifying What we want to stop doing Spreading ourselves thin, following intuitive predictions What we want to do differently Develop skills, culture, structure
  • 22. Who Can Benefit from VR ● Small to medium teams, easier to be noticed ● People wanting to make exciting, immersive and gameplay-driven games ● People wanting to make B2P games
  • 23. Disclaimer: this is words on what could already happen ● What are teams and leaders' aspirations, composition, skills? ● Are you really motivated? Do you know someone who is motivated? ● What’s your projected return on effort? ● Do you have enough funds and / or focus to bet on VR? Who Can Benefit from VR
  • 24. Who Can Benefit from VR
  • 25. What We Think of VR Now ● VR is not a gimmick and not going anywhere ● The market is new, content-hungry and not overcrowded with big players. Much fewer promotion budgets needed ● It's the closest we can get to pure gameplay
  • 26. What We Think of VR Now ● Market impressions ● Production means (are you Valve?) ● Product landscape overview ● Intuitive and counterintuitive bets ● This is not an invitation
  • 27. AlekseiShulga aleksei.shulga@cm.games Thank you! Any questions? coauctor bohdan.sereda@cm.games