Hello and Welcome, I’m your Code Monkey!
March is here! Hopefully that means spring with more sun and less cold.
The February Next Fest is about to end, I did a quick browse of the Top Games and it's insane how much creativity and just the sheer level of quality that these games have. I am particularly looking forward to Tabletop Tavern which is being made by a developer that started working on the game by following my DOTS RTS course, and then massively expanding upon it. I love it when students do that! I hope the game finds tons of success, so far it's looking likely! (60k wishlists)
Game Dev: 5 Year Flop; HDRP Dead
Gaming: Phil Spencer out
Fun: Skip the Tip!
Game Dev
What I DON'T want to happen to YOU!

I often give the advice of "make small games" for many reasons. One is how small games are excellent for learning quickly, you will learn a lot more by making 10 games than just one massive game. They are also great for finding success since the game idea itself is one of the biggest factors in a game's success, if you try 10 ideas you have better odds of hitting a home run as opposed to just one shot.
But most of all, I really don't want you to spend 5 years working on a game with hopes of finding success, only to then launch it and have that game sell a dozen copies, just like what happened with this developer.
The post is a very detailed breakdown of the game Sacred Earth - Reverie which launched in late November after 5 years in development, and currently sits at just 11 reviews, and about $1000 in revenue.
There is some very accurate self-reflection in the post about what caused this game to fail. The genre mix (JRPG + Visual Novel) which makes it insanely niche, the lack of unique compelling hook.
The dev mentions how they did everything in their power to do marketing but nothing worked, how it was a "slow crawl to build mild interest", that should have been a big warning sign to not spend such a long time on a game idea that was clearly not appealing to players.
The good news is that the developer only seems mildly disappointed the game did not sell, it does not seem like they're going to go bankrupt and homeless. So like I always say, you should make small games and pick a good marketable idea IF your goal is financial success, but if you're making things just for fun then there are no rules, make whatever you want to make! But don’t lie to yourself saying you’re making something just for fun while secretly hoping for a million copies sold.
However, in the "what's next" section of the post the developer does not mention the most important lesson: Don't spend 5 years working on your next game.

I constantly give that advice because I really don't want this to happen to you. Even if you're making games just for fun it is sad and frustrating to work so long on something you're really passionate about and in the end realize no one else cares. If you're really going to go down that road then at least do limit your scope, I imagine this release wouldn't hurt as much if it was a 6 month project.
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Game Dev
Unity HDRP is dead! (kinda)

Unity has just written a blog post talking about the future of Unity Render Pipelines in 2026, and in it they detail the next steps on their plan to merge the render pipelines (which they announced back at Unite) and those steps involve continuing to improve URP while only maintaining HDRP.
This does NOT mean HDRP is deprecated, if you're using it in your projects you can keep using it. You can even start new projects with it, it is still officially supported, it is just not getting any more new features in the future (other than Switch 2 support)
Whereas URP is continuing to improve, and now hopefully at a faster rate. Recently at Unite they showcased a really awesome looking Real Time Global Illumination tool coming in the future to URP, it looks really awesome! You can see it in action in this video at 55:27. It will also be getting Physical Light Units support, Physical Sky, Auto Exposure, Screen Space Reflections and more.
Another piece of news is how the Built-in Render Pipeline is finally being deprecated in 6.5 with a removal date sometime after that. However if you really like the BiRP and you use it, technically you can keep using it until 2028 with 6.7 LTS.
Many people have considered the splitting of the render pipelines to have been a mistake since it doubles the amount of work for so many people, so hopefully this direction is something people are excited about.

I hope this will end up being a positive thing for Unity, at least they will have all their graphical manpower working on just one render pipeline instead of being split across multiple projects. Hopefully that means faster feature development to bring URP to feature parity with HDRP very quickly.
Gaming
Big shake up of Xbox execs!

Phil Spencer has been in charge of Xbox since 2014, and now that time has come to an end as both he and Sarah Bond (ex-president of Xbox) have left the company.
The Xbox brand has certainly recovered after the failure of the Xbox One (TV, TV, TV!), they bought a ton of awesome studios and published some great games, however in more recent years it has gotten back to a downtrend with many game cancelations and massive price hikes to both Game Pass as well as the consoles themselves.
Replacing Spencer is Asha Sharma who was the president of Microsoft's CoreAI division having previously worked at Meta. Right away this concerned many people who fear/dislike AI, so she made a point to mention how "First, great games. Everything begins here. We must have great games beloved by players before we do anything" and speaking against soulless AI slop, but also continuing the plan to make Xbox "expand across PC, mobile, and cloud."
Summer Game Fest (previously E3) is happening in a few months, I guess that's the first place where we will see what this new direction for Xbox looks like.

I was pretty surprised to see this news, Phil Spencer has been synonymous with Xbox for over a decade at this point, he was one of the few recognizable execs that seemed more focused on gaming as a whole rather than just a business. But of course the business needs to make money which is why Game Pass had those drastic price hikes which really soured a lot of people, I wonder if that strategy will continue, or if they will flip somewhat and perhaps introduce a cheaper tier supported with ads. That would make it a lot more affordable for a lot more people.
Fun
Skip the tip!

Tipping culture in the US sounds insane to basically every other country. You buy something that costs $10 but at the end you're expected to pay $12. It seems crazy how it's legal for a business to pay below minimum wage to their employees, and have the customer pay the remaining 20%.
And if you don't want to tip, usually you have to get by a bunch of dark patterns to be able to skip it.
So here is a fun mini-game all about those dark patterns! You have moving buttons, pre-selected options, some require you to accept giant terms and conditions, others you have to do math, or just straight up psychological manipulation.
Try to see how many of those dark patterns you recognize (which are also widely used in many other places like canceling subscriptions or mobile games), I survived 26 rounds!

I am actually off the US next week for GDC, I will have to constantly remind myself that whatever is the price on the menu, isn't really the final price. I really wish they would pay people a living wage and just raise prices 20%, it's so annoying to think you're paying X amount but at the end you find out you're expected to pay X+20%.

I Started A Coding Habit & You Should Too...
You can code things just for fun!
Multicylinder Engine Simulation - Engine Simulator Devlog 6
This is just amazing, simulating an engine 100%
Get Rewards by Sending the Game Dev Report to a friend!
(please don’t try to cheat the system with temp emails, it won’t work, just makes it annoying for me to validate)

Thanks for reading!
Code Monkey







