So hätte ich die GTA VI Collection gestaltet.
1. Eine GTA VI Lampe
2. Jason und Lucia Figur
3. Den Tulip als Spielzeug
4. Anhänger + Flugticket mit Code für das Spiel
5. Aufkleber und Pins
6. Ein Shirt
@hndrk_schfr@KyleGuin Finer laser will be better
But from my experience I don’t prefer laser for PCBs .. CNC PCB milling is way better just make sure the it supports the finer drill bits on coppers with good results with small traces
I have really liked the messaging of Capcom games this year:
RE Requiem - Men are stronger than women
Pragmata - Being a father is awesome and people should have kids
Onimusha - Being demonphobic and cleansing the world of demons is a good thing, actually
From a strictly financial perspective, I can understand Sony’s decision to divest from Physint . In a vacuum, anyway. PR and optics still matter. And right now, quite a bit.
Death Stranding 2 has sold 2.5M copies, 1.8M on PlayStation and 700K on Steam (@alineaanalytics estimates). Across those platforms, DS2 has generated $170M.
On PlayStation, about 1M of those DS2 copies were sold by the first two months (722K in June 2025 and 381K in July 2025). This – of course – is the Kojima PlayStation core. In the months after, DS2 struggled to sell over 100K, and shifted under 30K in August, with price reductions to $40 doing little to move the needle.
Death Stranding 2 has made about $129M on PlayStation, with 65% of that coming in the first two months. On Steam, 550K copies sold in the first two months (80% of its Steam total). It’s had two discounts, which again did very little.
Meanwhile, the original Death Stranding has sold about 5M copies at this point in its lifecycle – though it did have some deep discounts down to $20 in that window. To date, Death Stranding 1 has generated about $243M, with 71% on PlayStation, 25% on Steam, and 4% on Xbox.
In other words, in the decade since Death Stranding was announced at E3 2016, the two Death Stranding games have generated about $413M in revenue for Sony across platforms – with Death Stranding 2 returning less than the first (so far).
Ballpark math: word on the street is that the first Death Stranding cost about $100M to make, and the second somewhere in the $150M–$200M ballpark (longer dev cycle, COVID, and all that). Depending on marketing overhead and the opportunity cost of pulling those Guerrilla developers onto DS1, the franchise has almost certainly broken even – but not by much.
That said, Death Stranding has been a real success in China via Steam (DS1 has 27% of its Steam user base in China, while DS2 has 44%). Also, Stellar Blade, another second-party PS game, has a 46% China Steam audience.
So by moving away from Steam, PlayStation loses this Trojan horse into China. It would prefer to lock Chinese players into its own ecosystem – but PlayStation barely has an official foothold in China, so Steam was its way in.
So while an estimated return on investment of 18% to 38% does amount to several tens of millions in margin, that’s not really a lot for a company like PlayStation – not for that kind of budget. And margins are the name of the game now. And opportunity cost is a thing.
We obviously don’t know the full story, either – maybe milestones were missed, maybe Kojima was difficult to work with, maybe any number of things. But that information isn’t public, and either way, this doesn’t look great for PlayStation among core gamers. Especially right now.
Wolverine is literally out this week (and isn't reviewing great), and the backlash to the death of physical has been louder than Sony would have expected.
From a financial and margins perspective, the Physint divestiture makes sense. But there's more to a brand than those things, especially when the competition is willing to swoop in for some good PR.
Sony missed out on FromSoftware after Demon's Souls. Could this end up being another one of those moments?