![]() ![]() Many players were sick of it and extremely vocal about their displeasure. It was early 2015, and gaming forums and blogs were rife with conversations about developers overloading their titles with pricey downloadable content. When Turtle Rock released Evolve into the wild, it landed smack in the middle of a " DLC shitstorm," according to studio founders Chris Ashton and Phil Robb. "There was a ton of conversation in the community with regard to business models rather than discussion on the game itself," Yanez said. This flood of day-one DLC was one reason the game simply didn't hit, even though it received a ton of prerelease buzz from critics and players alike. They made the game free on PC.Įvolve originally cost $60, the standard price of an AAA video game, and it launched alongside a bevy of pricey downloadable extras. This didn't happen by accident: Developers at Turtle Rock knew they had to take drastic action to save Evolve and so, on July 7th, they did. And then, in July, Evolve's active player base shot up to an average of 15,400 at any given time on Steam, according to current lead designer Brandon Yanez. ![]() ![]() One and a half years after launch, it looked like Evolve was dying. That's not a lot of players in general, but this number is especially sad for a game billed as an online multiplayer extravaganza. Pick a random moment in June and you'd likely find about 100 people playing Turtle Rock Studios' Evolve on Steam. ![]()
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