No. It would be a tragedy. The lack of content in the game means it needs lots of DLCs to complete the game. So it's no doubt that we need to spend more money than the game itself. I could accept that the game has few paid DLCs, but I can't accept the fact that you need more money to buy all the DLCs than the game itself. I guess some players might think so. Well, they did in some areas last year. Back to the topic, With the Spike Stripe comes out, it would be possible that devs plan to improve the police chase system, especially the roadblock. The new roadblock may look like this:
I understand that that "3 weeks" is probably a joke, but I doubt that the update is three weeks away. That would be the 30th of September, which is: -A: Past the 20th of the month (which no update since 0.23 has released after) -B: Too close to the usual release date of the winter update (the 30th would be between 71-75 days before the three previous update release dates (the 13th, 14th, and 10th of December), and we haven't had a major update closer than 77 days since 0.24.1) And the longest wait between the last teaser and update post-0.21 has been 16 days (0.31), with 0.26 (13 days) coming in second. Every other time for the past five years, we've had to wait no longer than a week. Multiple times, we've had one last teaser a day before the update (0.25, 0.30, 0.33, 0.34). I think that the update will most likely drop no later than the 18th of September, but I feel like this is our eighth/ninth/tenth (and probably final) teaser right before 0.37 drops. It would make sense that it's a teaser of a previously-revealed piece of content that the devs would finish on. Considering that the dyno didn't work as well as hoped, it makes sense that the devs would be stoked for one of their wacky experiments to be released in a usable state. I'm curious how much effort went into making the spike strip work, and how its code can be re-used in various other props and/or vehicles.
Sorry for nothing about what I said in the moment let the devs be themselves and quit tryin to turn them greedy alright. Dont beg for them to make the game less accessible. I guess what set me off is I was BARELY able to afford beamNG on steam as it is. I got lucky. I'm sure there's others that are on the same boat regarding that. As for the next updates. Im looking forward to seeing what the bubbles do. Do they pop? Do they glitch out and expand into a shimmering siezure warning? Time will tell. There is one gif that comes to mind. This but with two semi trucks will probably cause it to collapse the game into a black hole if those bubbles arent stable lol. Honestly im looking forward to seeing how I can break it :3
That is fair enough. As for the discussions on raising the game price, I feel like that would be worse for the devs, since far fewer people would be interested in buying the game if it were to be $30 or $40. Early Access games have a bad rap for being abandoned before they're finished (which is understandable). Assetto Corza Competizione and Evo are $40, while Wreckfest 2 and Snowrunner are only $30. I feel like if BeamNG.drive were to be as expensive as any of those games, more people would want to buy those instead (among other offerings). For context on how much price can affect sales, Assetto Corsa (which is currently $20) has had a similar growth line to BeamNG.drive, regularly getting ~15,000 peak players per day (with an overall peak of 19.7K nine months ago). ACC ($40) has a lower overall peak player count (12.3K) and about a third of the average peak (~5K per day). Granted, there were other issues with ACC, but I feel like a similar thing would've happened to Beam had its price been raised to $40 in 2019. BeamNG.drive is one of the few games I know of that has had such consistent growth, which is rare in the gaming industry. Usually, games have one big peak in the weeks after release before sliding into the ether. Car Mechanic Sim 2021, with 22,561 players at its overall peak on 15 August 2021, averages 3K peak per day between major updates and 5-6K right after updates. Of course, practically every big "free-to-play" FPS or co-op shooter loses more than 90% of their peak playercount after a month or two. Meanwhile, Beam's had nine overall peak playercount increases of more than 1,000 players in the past six years (and at least seventeen peak increases in total in that time). It has around five times the average peak it did six years ago (~4.5K to ~22.5K). It has done ridiculously well, considering it's singleplayer, still in early access, has no licenced vehicles or tracks, and it's infamously hard to run at high graphics settings. However, I'm not sure how much more Beam can grow, at least with the current updates - 0.34 and 0.35 only moved the overall peak by ~800 players each, and 0.36 didn't move it at all. That's likely a big reason why this update is so "silly" - if serious content isn't moving the needle, perhaps bubbles can lift it.
All in good time we can try it for ourselves I have to admit this update has me confused lol, BUT i admit its got me very interested, Off topic ( kinda ) Time to refresh the page like mental. in the hopes its today it comes, BUT expecting it for next week Time to OVER think, NOT sure if anyone picked this up or not, BUT it is called final! SO maybe its the final version of that image before they posted it, OR last teaser before update
Maybe it's the final teaser before 0.37 but most likely this "final" refers to the final version of this image.
We got them late - which is unusual, but we still got a few mods on the days that 0.36 and 0.35 released, so, that doesn't remove the possibility of 0.37 dropping today. It's still before 14:00 UTC, as well, so...we'll see.
Since 0.27 (times in UTC): -0.28: 13:30 -0.29: 12:23 -0.30: 10:12 -0.31: 14:02 -0.32: 13:42 -0.33: 16:20 -0.34: 13:32 -0.35: 13:50 -0.36: 12:39 -Average: 13:21