[HN Gopher] Bay 12 Games has made $7M from the Steam release of ...
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       Bay 12 Games has made $7M from the Steam release of Dwarf Fortress
        
       Author : sph
       Score  : 700 points
       Date   : 2023-02-02 10:34 UTC (12 hours ago)
        
 (HTM) web link (www.bay12forums.com)
 (TXT) w3m dump (www.bay12forums.com)
        
       | AcerbicZero wrote:
       | I'm a bit addicted to Rimworld when it comes to this genre, but I
       | bought DF just to support the OG's - plus I wasted 4 months on a
       | terrible contract job and the only thing that kept me sane was
       | playing Liberal crime squad in the background.
        
       | izzydata wrote:
       | What are they going to do next? Perhaps they will start a studio,
       | hire some more people and work on some new endeavors with this
       | money?
        
         | OkayPhysicist wrote:
         | They have a roadmap on their site. At the historical rate of
         | development, the game will continue to be developed by Toady
         | until his death, upon which (barring suspicious circumstances)
         | the game's source code will be released.
        
         | Arrath wrote:
         | They've already hired another developer to work on the game
         | with them.
         | 
         | I doubt they have any grander plans than continuing to work on
         | DF, its their life's work after all.
        
         | b4je7d7wb wrote:
         | I think they will just keep working on df the way they have so
         | far for another 20 years before retiring.
        
           | jtms wrote:
           | I really hope so, but I also hope they continue to work with
           | the UI team... the Steam version changes have really
           | impressed me!
        
             | azernik wrote:
             | They are absolutely continuing to work with the UI team
             | (who, as far as I understand, are just modders doing a
             | bunch of discounted/free design while Tarn still does the
             | coding). Getting the Steam version working with adventure
             | mode is what they're working on now.
             | 
             | (Their new developer seems to be more of an old-school low-
             | level hacker working on performance and systems.)
        
               | jtms wrote:
               | That's really great news! I am so happy for them and
               | everything they have accomplished and will continue to
               | accomplish. It's truly an inspiration to me.
        
       | shever73 wrote:
       | So happy for Tarn and Zach. DF is a truly special game, and I'm
       | happy that they've been able to secure both theirs and DF's
       | future.
       | 
       | I wish an easier Mac release was available, but I'll keep
       | checking.
        
       | xkcd1963 wrote:
       | If they could make this multiplayer, I'd pay goldnuggets
        
       | ismyrnow wrote:
       | > A little less than half will go to taxes...
       | 
       | :sad:
        
       | huhtenberg wrote:
       | That's post-Steam-fees and pre-taxes.
       | 
       | Irrespective of that - good for them, well-deserved IMO.
        
         | qwytw wrote:
         | I assume that's also post all the expenses incurred (and profit
         | share) by their publishers, who I believe also did quite a bit
         | of work on the Steam version. So total Steam revenue should be
         | a bit higher than $10mil.
        
         | moffkalast wrote:
         | I wonder if they had a different agreement than standard or
         | Steam just cashed out something north of $3 million from this
         | alone.
         | 
         | It's true what they say: Valve used to make games, now they
         | make money.
        
           | eatsyourtacos wrote:
           | >Valve used to make games, now they make money
           | 
           | You can say that, but really what they moved to is creating a
           | platform that saved PC gaming. I can't _imagine_ where we
           | would be at without Steam.
           | 
           | There would be 20 different platforms we would have to
           | install full of bloatware garbage and everything would be
           | horrific as all fuck. Indie games would be having a much
           | harder time, because sure there would be other things out
           | there but again it would be so split that it would be hard to
           | even hear of games to get traction. PC game prices are a damn
           | steal, which helps everyone because at $15-20 I will buy way
           | more than $50-$60 a pop. Every platform would have it's own
           | bullshit DRM that would make things a nightmare.
           | 
           | Steam allows offline play, family sharing.. it just freakin
           | works without being fancy bullshit.
           | 
           | So yeah, they certainly make money. But I can't thank them
           | enough for what they have done.
        
             | jtms wrote:
             | without Steam there might have been 20 different platforms,
             | but another possibility would have been Microsoft just
             | fully taking over the space and treating the PC like a very
             | expensive Xbox. Even with Steam's success this has always
             | been a possibility. I think Steam's massive investment in
             | game compatibility for Linux (ie: Steam Deck) has been an
             | amazing counterbalance to stave off the potential of MS
             | monopoly on the PC gaming space and I am so thankful for
             | their continued support of PC gaming culture and tech.
        
               | eatsyourtacos wrote:
               | Given the state of the "Microsoft Store" on windows...
               | dear lord we are lucky that is not the case.
               | 
               | I do love Microsoft to a large degree for a lot of
               | things.. but holy shit they suck ASS at things like store
               | fronts in their own ecosystem. I have barely ever been
               | forced to use it, but it literally did not work or gave
               | me random cryptic errors when I did.
        
             | TillE wrote:
             | The Steam app itself is also pretty great. I didn't fully
             | appreciate that until the Epic Games Store, which runs
             | about as well as a sloppy Javascript app from ten years
             | ago. It's been in the same dire state for years.
             | 
             | Meanwhile Steam is pretty quick, the interface is well
             | organized, and there are tons of useful features from
             | controller configuration to the mod workshops.
             | 
             | I definitely agree that there's an alternate Steam-less
             | timeline where major game publishers migrate entirely to
             | consoles, as they were threatening to do in the mid-2000s.
             | We'd never have all these PC ports from Japanese developers
             | (from Dark Souls to Persona 5) without Steam.
        
               | HDThoreaun wrote:
               | Steam demands I update every time I open it.
        
       | slackfan wrote:
       | Nice! Grats to Bay 12 for an excellent launch, and a successful
       | shoring up of their future.
        
       | andrei_says_ wrote:
       | Another overnight success preceded by decades of hard work.
        
       | sprkwd wrote:
       | Good for them.
        
       | ad404b8a372f2b9 wrote:
       | The drop-off after launch is pretty wild.
        
         | poulpy123 wrote:
         | there is no drop off visible yet, the first number is also
         | their latest (january but I guess it also cover the december
         | sales)
        
         | Taylor_OD wrote:
         | I was confused initially as well but you are reading it
         | backwards. They were getting ~15k a month before launch and
         | that jumped to 7 mill after launch. I am very interested to see
         | what it normalizes to. 100K a month? several hundred? 15K a
         | month again?
        
         | mouse_ wrote:
         | Yeah, I'm waiting for adventure mode. That's the only part of
         | this game that ever interested me; I wanna play it like a
         | roguelike/dungeon crawler.
        
         | ilyt wrote:
         | Those are preceding months and are not sales but donations
        
         | hrydgard wrote:
         | What dropoff? The newest number is on top.
         | 
         | (Though yeah, there will be a dropoff for sure, it's just not
         | visible here).
        
           | ad404b8a372f2b9 wrote:
           | Ha, I should really learn to read.
        
           | usrusr wrote:
           | There has been a discount.
        
           | [deleted]
        
         | sph wrote:
         | If you mean in player count, that's normal.
         | 
         | Peak is always during launch day, then there's a long tail, and
         | very successful games might slowly rise after a couple years
         | and surpass the launch peak.
         | 
         | While Dwarf Fortress has had a fantastic launch, it will never
         | be a wildly popular game to increase its player base by much
         | more than its release, especially in the oversaturated gaming
         | market of today.
        
           | smcl wrote:
           | Yeah there's always a fairly substantial drop-off. Dwarf
           | Fortress[0] dropping by half from 14k on average down to 7k
           | one month later is roughly the same as Elden Ring[1] (522k to
           | 211k) but on a slightly different scale
           | 
           | [0] - https://steamcharts.com/app/975370
           | 
           | [1] - https://steamcharts.com/app/1245620
        
           | Nzen wrote:
           | If you would like to hear an analysis of these two trends,
           | Jason Rohrer goes over launch day sales for a game he
           | released in 2014 and 2018 in this gdc talk [0].
           | 
           | [0] https://youtu.be/sIqz5xmQKnc?t=506 While the entire video
           | is 32 minutes, the relevant section is about 5 minutes.
        
         | officeplant wrote:
         | Still waiting to join the second wave of macOS buyers stuck on
         | the original game.
        
         | SXX wrote:
         | For normal commercial games there is a formula of how you can
         | estimate first year and lifetimes sales of specific title:
         | Sales in first 2 months * 2 = Sales in first year         Sales
         | in first year * 2 = Lifetime sales
         | 
         | Since DF is very special project it's will likely have much
         | longer tail of sales, but most likely math would be about the
         | same during first 3-5 years.
         | 
         | PS: I'm game developer and this is industry standard to
         | estimate sales.
        
           | usrusr wrote:
           | And that's for regular releases. I'd be surprised if the
           | initial drop wasn't much stronger for something that has
           | already been a living legend for many years. That initial
           | wave of "oh, I've heard so much of them, probably won't play
           | even with a graphical mode, but I still want it in my
           | library" is one of a kind. The long tail will probably be
           | much flatter, but only compare to regular releases once you
           | separate out everybody who bought in roughly the same way
           | those nice hardback Shakespeare collections are bought.
        
             | nivenkos wrote:
             | I'm a fan of the game but waiting for proper Linux support.
             | 
             | I also have a lot of other games to finish beforehand.
        
               | komali2 wrote:
               | What issues were you having? I run it on a steam deck
               | just fine all the time. I guess you mean you don't want
               | to run on a compatibility layer? I haven't noticed
               | performance issues if that's your concern.
        
           | somenameforme wrote:
           | Most games are developed, a bit of effort/money directed on
           | promotion/marketing, dropped, and then onto the next project.
           | So I think these numbers are more of a reflection of
           | developer than consumer trends. Games that are developed in a
           | different way often show [very] different trends. One of the
           | most extreme examples I can think of is Kenshi. Its SteamDB
           | [1] numbers are something else! It was made by one guy who
           | worked as a security guard to make ends meet while making it.
           | 
           | Of course making games has to be a labor of love though. I
           | mean the guy had double digit player counts for years, and
           | sales likely reflective of that (if not worse), while he
           | continued to keep developing a game that he was clearly
           | building for himself at least as much as for "the market."
           | 
           | And as for Dwarf Fortress, it's kind of in a mixed zone,
           | because it got the sort of big marketing/promotion push
           | that's usually reserved for "fire it and forget it" type
           | titles, and the consequent drop in players it entails as you
           | ended up doing things like attracting players who thought
           | they were buying 'The Sims - Ultra Detailed Dwarven Edition
           | With Retro Graphics' and quit after 30 minutes. But I really
           | don't think that's the developer's plan. So I suppose we'll
           | see!
        
             | SXX wrote:
             | As indie game dev myself I totally agree with you, but
             | while DF is special it still had usual marketing compaign
             | and that big release date. My guess it will likely perform
             | even worse than projection since a lot of people who played
             | DF for years bought it more like a donation. E.g more of
             | people who bought it wont actually play it much and game
             | will game less of natural social marketing out of these
             | sales.
             | 
             | Again I not saying that Toady gonna abandon the game, but
             | sales will go down in coming months and it's very unlikely
             | that in coming years they'll get another $7M of sales in
             | one month.
        
               | db48x wrote:
               | I can see them earning another $7M over the next 20 years
               | though.
        
               | SXX wrote:
               | No doubt about that. DF have very commited player base.
        
       | mouse_ wrote:
       | Awesome.
        
       | jmyeet wrote:
       | I'm super happy for these guys. They really have struggled with
       | donations for many years. It's nice to see them get the bag.
       | 
       | For those commenting on the sales drop off, it is a problem for
       | AAA titles that a half-finished product gets sold to the public
       | and then abandoned because it's easier to just move onto the next
       | thing.
       | 
       | But I want to counter that with the story of No Man's Sky. I
       | highly recommend the Internet Historian video on it [1]. The
       | short version is for various reasons the game over-promised and
       | under-delieved on launch but Sean and HelloGames have now spent
       | years continuing to develop the game with free and significant
       | updates. I can only imagine this still drives sales growth or it
       | wouldn't be sustainable. But it's really repaired HG's and NMS's
       | reputation. NMS has a real cult following now.
       | 
       | And then of course there's Minecraft whose long tail of sales is
       | truly mind-blowing.
       | 
       | [1]: https://www.youtube.com/watch?v=O5BJVO3PDeQ
        
       | pyrrhotech wrote:
       | Very well deserved, and something they should have done a long
       | time ago. Better late than never
        
       | ilaksh wrote:
       | A little less than half goes to taxes. Is that normal?
        
         | MagicMoonlight wrote:
         | They made 7m in personal income in one month, how would that
         | not be normal
        
           | alpaca128 wrote:
           | People are just used to wealthy people gaming the tax system
           | to a point it's shocking when someone actually pays them.
        
             | mrpopo wrote:
             | With this kind of money, you can absolutely get someone to
             | do all the work you need to make your tax mostly disappear.
             | Heck, they probably find your number and call you directly,
             | you would only have to say "Yes, I want to save a couple
             | million dollars".
             | 
             | I'm not saying it's good, but at the moment it's just so
             | easy, risk-free and completely legal.
        
               | tridentboy wrote:
               | The thing is that this is the first time they got this
               | kind of money. And it was unexpected, since Dwarf
               | Fortress sold their 8 month objective by the second week.
               | So they weren't in a position of knowing who and how to
               | call that someone.
        
               | [deleted]
        
               | PragmaticPulp wrote:
               | > With this kind of money, you can absolutely get someone
               | to do all the work you need to make your tax mostly
               | disappear.
               | 
               | Taxes can be deferred or distributed across a number of
               | years with various structures if you're willing to put
               | that money into a business structure and pay it out to
               | yourself over time (which they absolutely should)
               | 
               | But there is no magic wand someone can wave to get the
               | money into your bank account and make the tax bill
               | disappear without other consequences and/or breaking the
               | law.
               | 
               | Note that in these situations, people absolutely will
               | come out of the woodwork and try to talk you into various
               | schemes to dodge taxes, but that doesn't mean they're
               | legal. Plenty of stories about people using dubious
               | structures to avoid taxes and then getting crushed by the
               | IRS when they get around to auditing the situation.
        
           | komali2 wrote:
           | It implies a near 50% tax rate, anywhere in the usa, even
           | California, that seems really high.
        
             | Taylor_OD wrote:
             | Highest income tack bracket in the US is 37%. But it's
             | different for corporations.
        
             | mperham wrote:
             | If you add up all of the jurisdictional taxes, 50% is
             | typical for high earners. For instance I pay 38% fed and
             | 10% state here in Oregon.
             | 
             | Sketchy dudes will talk about various schemes to lower
             | taxes but call it what it is: unethical tax avoidance. The
             | real issue we should be talking about in the US is how
             | poorly we use that tax income. Our built environment is
             | absolutely dreadful because of our car dependency and we
             | have little to no social benefits despite having massive
             | tax income because our health care system is parasitic.
        
               | bombcar wrote:
               | Sketchy dudes talk about it but can't actually _provide_
               | solid examples and numbers that don 't involve things
               | like "invest all your profits in a failed startup so that
               | it's all a business expense".
               | 
               | Look at the actual income tax paid by professional
               | athletes; if anyone knew how to do it it would be them.
        
             | wongarsu wrote:
             | If they use the money to fund retirement they potentially
             | pay taxes twice: once on company profits, and once for the
             | natural person who gets the money.
        
             | db48x wrote:
             | As an estimate, it will do the job. It'll be wrong, but not
             | horribly wrong, and if you had a windfall like that then
             | planning based on a conservative estimate is a good idea.
             | If you estimate your taxes high, then you get a pleasant
             | surprise when your accountant actually crunches the
             | numbers.
        
         | [deleted]
        
         | atdrummond wrote:
         | Yes. There are ways they could have minimized that payment but
         | it doesn't seem that the team is primarily money motivated in
         | the first place, so may as well just make the process simple
         | and pay up.
        
           | curiousgal wrote:
           | It's funny how, if those tax dollars were spent properly
           | (helathcare instead of missiles), the brothers wouldn't have
           | needed to make the Steam version of the game.
        
             | swarnie wrote:
             | Please continue to buy missiles and aircraft, I enjoy being
             | able to afford food.
        
               | komali2 wrote:
               | I just had a delicious lunch that was 0.008% of the
               | average yearly salary in my country. We have socialized
               | healthcare.
               | 
               | Did you know Americans pay more for their healthcare than
               | almost anyone on earth?
               | 
               | So what are you talking about lol?
        
               | swarnie wrote:
               | My continued employment and ability to procure said lunch
               | depends on people buying various flavours of boom sticks.
        
               | komali2 wrote:
               | Presumably your skillset could be applied to things other
               | than making boom sticks?
        
               | swarnie wrote:
               | I could spend my time making increasing intrusive ad
               | platforms but that feels beneath me you know?
        
               | case0x00 wrote:
               | [flagged]
        
               | zajio1am wrote:
               | I think that people in Ukraine are glad for some boom
               | sticks right now.
        
               | db48x wrote:
               | Swarnie probably works in the defense industry. Buying
               | missiles pays his company who pay his salary. Of course,
               | the government takes some of that salary back as income
               | tax, at which point it starts to become complicated.
        
           | fragmede wrote:
           | What ways are you thinking of? They could have incorporated
           | and posted losses for 2? straight years before the IRS
           | started auditing; those losses could have been deducted
           | against this revenue. What other angles are there?
        
             | fastball wrote:
             | Fairly certain they already are incorporated. If you pay
             | yourself with dividends you're paying corp tax + long-term
             | capital gains, so 8.7% (for a delaware s-corp) + max 20%
             | (less if they pay themselves minimal salary I believe) for
             | a total of 28.7% (vs 50%).
             | 
             | IANAA.
        
               | projektfu wrote:
               | In the US, only if your corporation is a "C" corporation.
               | For an "S" corporation, the income, distributed or
               | undistributed, is treated as income on the individual tax
               | returns of the owners. So if you and a partner own an S
               | corporation, and you make $800k in net income and pay
               | yourselves $100,000 in salary each, you would pay
               | yourselves salaries (SS & Medicare tax on that portion)
               | and then income tax on the net income + salary, so you
               | would owe about $156,000 in income tax, plus whatever
               | your state charges, and you would owe about $8,000 in
               | SS+Medicare (because the company has already paid the
               | other half). Rough numbers, of course. This would
               | asymptotically approach 37% of income as your income
               | increases (plus state tax).
        
             | 2Gkashmiri wrote:
             | can't they book expenses? income taxes are to be paid on
             | "net profit" and not gross receipts, right?
             | 
             | how can you pay half of revenue as taxes? this assumes tax
             | rate is 50% and there are no expenses?
        
               | wongarsu wrote:
               | If we assume their previous income was covering their
               | expenses (a reasonable assumption for a 18 year old
               | company), the $7M from Steam would be pure profit.
               | 
               | Now I'm not sure about Washington (?) tax rates, but just
               | for comparison: in Germany you would have paid about 35%
               | taxes on company profits, and another 20% income/capital
               | gains taxes if you just pay it all out to the owners. Not
               | that this is the smartest choice, at that point you play
               | games like keeping money in the company to spend on a
               | company car. But if you don't care about optimizing your
               | taxes 50% doesn't seem unreasonable.
        
               | bombcar wrote:
               | IIRC some of the types of corps (S-corp, the one that is
               | NOT a corporate veil) lets you pass-through income and so
               | you get hit by only one "tax".
               | 
               | But you still have state taxes and other such things. I
               | assume they've retained a tax guy before this.
        
               | [deleted]
        
               | qwytw wrote:
               | Didn't Kitfox games did a lot of work on the Steam
               | version (I assumed art, UI etc. were not done by Bay 12
               | games)? They must have incurred some expenses.
        
               | Arrath wrote:
               | As I understand it, the figure quoted in the Bay 12
               | update is after Steam and Kitfox took their cut from the
               | sales.
        
             | wsc981 wrote:
             | Set up an offshore that owns the IP and pay a licensing fee
             | to the offshore? Licensing costs would then reduce net
             | profits and likely also taxes, right?
        
               | moneywoes wrote:
               | Well when they want to withdraw the money eventually
               | they'd get taxed right?
        
               | conradkay wrote:
               | If they withdraw 100k a year for 20 years (or more if
               | it's invested) they'll pay a lot less in taxes than 2mil
               | once.
        
               | azernik wrote:
               | Yes, but as income at a more reasonable tax bracket. By
               | default this kind of windfall is taxed the same as
               | someone who makes that much money every year for years;
               | all those shenanigans let you get taxed as someone making
               | a smaller income for a longer time.
               | 
               | Plus, over that longer time you can list a lot of dual-
               | use purchases as untaxed business expenses.
        
         | Aeolun wrote:
         | Corporate tax and personal income tax?
        
       | jeffwask wrote:
       | This is a triumph of indie game dev. Really happy for them.
        
       | masakreTech wrote:
       | And? - Cherry games with Hollow Knight have made more money and
       | it's just a team of three people.
        
         | dunefox wrote:
         | Hollow Knight is not even remotely close to the complexity and
         | effort of dwarf fortress.
        
         | kelvie wrote:
         | " Comparing accomplishments is a short-circuit pathway to
         | tearing others down."
         | 
         | This is from a comment that I read on HN a few days ago that
         | really stuck out to me, and applies here.
         | 
         | https://news.ycombinator.com/item?id=34581366
        
         | TheUndead96 wrote:
         | We can celebrate things separately. One good thing does not
         | detract from another.
        
           | hinkley wrote:
           | Jealous people don't think that way though, unfortunately.
        
       | TheRealPomax wrote:
       | Slowest start-up in history. Good for them.
        
       | IncRnd wrote:
       | Earlier this month:                 Dwarf Fortress has sold half
       | a million copies (bay12forums.com)
       | 
       | https://news.ycombinator.com/item?id=34275149
        
       | jliptzin wrote:
       | I haven't played it, and I have no doubt it is an amazing game I
       | would enjoy. But how do people have time for all these games?
       | There are so many compelling games out there, each demanding
       | hundreds or thousands of hours of time to fully enjoy.
        
         | Taylor_OD wrote:
         | Most people dont. Thus the ever-growing backlog. This applies
         | to movies, books, games... You enjoy what you can.
        
         | HDThoreaun wrote:
         | I think the main trick is not having kids, plus remote work has
         | given lots of people ~2 hours a day back.
        
         | capableweb wrote:
         | Every now and then you find some hours to play. I play games
         | maybe less than an hour per day, some free days I play more,
         | with my most played game being Factorio with 175 hours, and I'm
         | proficient in it + feel like I've spent a lot of time playing
         | it, but I also owned it since 2015 or something like that, so
         | 2922 hours available, 175 spent on Factorio so around 0.06
         | hours per day, calculated that way.
         | 
         | I tend to prefer "complicated" games that require some sort of
         | time investment to figure out (once figured out, they don't
         | remain as fun for me), but there is no game I've spent more
         | time on than Factorio, and it's "just" 175 hours over the
         | years, which is very low if I compare it to others.
         | 
         | Summary is, you don't have to spend 100s/1000s of hours in any
         | game in order to fully enjoy it.
        
           | WXLCKNO wrote:
           | I hate that I feel guilty for playing games which require a
           | time investment. Factorio is exactly the type of game I would
           | like to play.
           | 
           | However I'm "stuck" playing games with short matches and no
           | long single player games. It's easy to put 5 minutes into
           | Rocket League because it feels like just a burst of gaming
           | but then you can do 20 games in a row and still put in an
           | hour.
        
             | capableweb wrote:
             | Don't feel guilty! At this time of year I can only find 30
             | minutes free here and there, and I'm currently playing
             | Captain of Industry (similar to Factorio), the most
             | important thing is to keep a text document with what you
             | are doing, so you can iteratively get there across days,
             | rather than just in one day. Basically a backlog for your
             | own quests in the game :)
        
               | WXLCKNO wrote:
               | Thanks for the kind words :)
               | 
               | I don't even have kids and I have plenty of time so I
               | need to get my mindset under control lol.
               | 
               | TMI here but due to a feeling of wasted potential because
               | of inattentive ADHD (treated but still), I have guilt
               | when I procrastinate and am not productive and long games
               | don't allow me to lie to myself about it, if that makes
               | sense.
               | 
               | Gaming isn't procrastinating on other stuff necessarily,
               | it's just the way I feel often.
        
               | capableweb wrote:
               | I definitely (and many others, particularly here on HN)
               | feel you, I sometimes end up in feedback loops where I
               | start gaming, feel unproductive so I start working on
               | some side-project but feel like I should be relaxing
               | after some minutes so I start doing something else, and
               | the cycle begins again.
               | 
               | Sometimes that's OK :)
        
         | seanw444 wrote:
         | Play it little by little when you do have time. Play whichever
         | game captures your intrigue the most. Don't waste time on
         | deciding which one to play.
        
         | Semaphor wrote:
         | No children, or children who are old enough, probably helps. As
         | does not working more than 40h a week (or even less). In my
         | case, it's also home office (= no commute) that helps.
        
         | [deleted]
        
         | azernik wrote:
         | Work-life balance, and selectivity.
         | 
         | Personally, I don't buy games until they're old enough to be on
         | 50% sale and the reviews are in.
         | 
         | If you're interested in reviews and community based around
         | limited time, I'd highly recommend reddit.com/r/patientgamers.
        
         | jabroni_salad wrote:
         | As a general rule, people carving out hundreds to thousands of
         | hours for a game are not enjoying 'all these' games, they are
         | enjoying specifically that one and maybe one or two more if
         | they want a change of pace.
         | 
         | Also, I personally find that games like DF lend themselves well
         | to having a podcast, audiobook, or twitch stream open on the
         | side. It isn't like a big setpiece voice acted narrative game
         | that demands your full attention.
        
         | jtms wrote:
         | You should try "staying up late"! You wait for everyone else to
         | go to sleep and then you get a solid 2-4 hours to fully immerse
         | yourself in glorious escapism. The next day, in the midst of
         | suffering from sleep deprivation, you wonder why in the hell
         | you did that and that tonight you will be going to bed early!
         | (And then you don't)
        
       | Taylor_OD wrote:
       | Really interested to see what their revenue numbers will look
       | like when sales normalize. It will probably take a few months but
       | will they be at 100K a month mid year? Really interesting what
       | the staying power of DF will be now that it is more accessible.
        
       | otikik wrote:
       | Very happy for them and everyone involved
        
       | rav wrote:
       | That's incredible! Congratulations to the generous indeed. I
       | played the old game many years back and was once also a monthly
       | supporter, but these days I have less time to play, so I bought
       | the Steam version primarily to support Bay 12.
       | 
       | It's so nice to see such great support. I wonder what the monthly
       | level of income from Steam will be in the future.
        
         | jmorenoamor wrote:
         | Me too, I might try a fortress this summer on vacation, but for
         | now, I gave them my support for their love and dedication
        
       | japhib wrote:
       | Keep in mind that Steam takes about 30% of all sales. But good
       | for them! 20 years of work, and their game appearing in the
       | Museum of Modern Art, should definitely result in some financial
       | security!
        
         | 59nadir wrote:
         | This is after Steam's cut.
        
       | qrush wrote:
       | So very glad to see this as a long time DF player. The new
       | version on Steam is an incredible leap, and it's clear the only
       | way this would have happened is with a real partner that could
       | help them bring the game to a bigger market. Excited for the next
       | 20 years of building fortresses with my depressed dwarves.
        
         | jtms wrote:
         | Just spritz them with water mist and they'll be fine!
        
           | qrush wrote:
           | Working on that for my fortress now but I have managed to
           | flood the caverns with a river I've redirected...
        
             | jtms wrote:
             | Sounds like Fun was had! I'm guessing you were going for a
             | proper waterfall? In the future you could try a Dwarven
             | Mist Generator. I like to put them above high traffic areas
             | so everyone has to pass through it constantly.
             | 
             | https://dwarffortresswiki.org/index.php/DF2014:Mist#Ring_ge
             | n...
        
       | fortituded0002 wrote:
       | Are these sales numbers or how much they make after everyone else
       | gets their cut? Is that what they mean by "taxes"? Steam takes
       | 30%. The publisher can easily take 50%, but they may have
       | negotiated better terms due to the funds they put in on their own
       | and that it's an existing game.
        
       | ThrowawayTestr wrote:
       | Good for them. I'm so glad to see decades of hard work be
       | rewarded.
        
       | program_whiz wrote:
       | Glad to see this, because they have worked long and hard on this
       | game. For the optimistic, divide ~$4m (post-tax) by team of 2 for
       | ~20 years (they started work in 2002). They've made some money in
       | the meantime obviously, but seeing the final profit doesn't
       | accurately capture the overall investment. Just in case you were
       | thinking of quitting your day job to become an overnight
       | millionaire making indie games.
        
         | criley2 wrote:
         | This doesn't really make sense. They were a donations-run
         | "charity" shop making a free game. They only decided to put it
         | on Steam so they could fund a retirement as well as a future
         | for the game.
         | 
         | For any indie devs out there: don't give your game away for
         | free for 18 years if you want to make money. That's really the
         | lesson here.
         | 
         | Had DF monetized in 2006 instead of going free, and played the
         | industry game as others do, I would not be surprised to see DF
         | at $100M in 2023.
        
           | seanhunter wrote:
           | > Had DF monetized in 2006 instead of going free, and played
           | the industry game as others do, I would not be surprised to
           | see DF at $100M in 2023.
           | 
           | I didn't play DF in 2006 but I did play it first in about
           | 2011, and can categorically at that point it was so user-
           | hostile and batshit crazy there's no way the trajectory
           | you're talking about would have been possible. Even just the
           | normally-simple step of getting a copy of the game you could
           | run was a bizarro-world nightmare involving multiple trips to
           | the bay12 forum and searching for threads to find the
           | download link etc.
           | 
           | Eg if you look at this example Youtube tutorial series from
           | 2015, the first 2 episodes are all stuff before you actually
           | launch the game. https://www.youtube.com/playlist?list=PL0sBh
           | CMFBvPlF7wG7OH-N...
        
           | kilgnad wrote:
           | Nah. DF became popular because it's free. That is a huge part
           | of the allure.
        
             | bombcar wrote:
             | DF became popular because of the stories it created - and
             | being free helped that expand because people could try-
             | before-buy.
             | 
             | As it was, the risk would have been way too high for most
             | people to pay tenbux or whatever BEFORE playing it (many
             | have "donated" way more than that after playing).
        
               | pixl97 wrote:
               | Also being free let the developers work on whatever they
               | wanted to rather than the "I paid for this and this bug
               | happened therefore I'm going to yell about it on the
               | internet".
               | 
               | I work in enterprise software, the pressures from paying
               | customers are immense. Sales loves to short circuit
               | processes to get new features in front of the line. Large
               | customers love to short circuit the process. Eventually
               | your processes become customer driven rather than
               | creation driven. And that's fine if you want to make
               | money, but it ain't great if you want to create.
        
               | bombcar wrote:
               | And even so Tarn has been pretty responsive to major bugs
               | (and even minor ones) - but it is really nice to have the
               | expectations set.
        
               | kilgnad wrote:
               | The free part was super important because, if the buyer
               | doesn't know much about the game, those text graphics are
               | a huge deal breaker when combined with payment.
        
             | opportune wrote:
             | Highly agree, if DF just came out of nowhere and launched
             | their old versions before having enough cachet/community to
             | get studios to help them get it polished, it would at best
             | become a cult classic years later, but most likely just be
             | completely ignored. Without all the slowly increasing
             | cultural awareness and community building leading it to
             | becoming de facto "the most complicated game that is also a
             | simulation and art" it just looks like a really
             | complicated, technologically anachronistic game for
             | neckbeards. Which it still is, but it's had time to build
             | awareness that it's also exceptionally interesting, and
             | that that niche isn't necessarily a bad thing.
             | 
             | Also they wouldn't have been able to keep it a single-
             | person programming project focused almost entirely on
             | expanding the core games features and simulation aspects if
             | they released earlier. Way more time would have been spent
             | on productionization and getting it good-enough rather than
             | done, and more hands would be involved, making it less of a
             | passion/art project of an inventor, and just a regular old
             | commercial endeavor.
        
           | program_whiz wrote:
           | The major lesson is "don't make indie games if you want to
           | make money". There are 34 games released per day on steam.
           | Most will have revenue under $1000 (and probably most will
           | have revenue below $100).
           | 
           | Unless you have a talented team, marketing plan, and lots of
           | capital you can burn for a gamble; or are willing to just do
           | it for fun for years and don't care if it succeeds -- don't
           | quit your job to make indie games. Otherwise you're playing
           | Russian roulette. For every hollow knight, Dwarf Fortress,
           | Celeste, there are 1000s of other titles you've never heard
           | of.
        
             | bombcar wrote:
             | To be fair, you'd have to somehow account for what
             | percentage of those released each day are just shovelware
             | crap. The actual "indie games" to look at would be the ones
             | where talented people put time and effort into something. A
             | vast majority of those will still fail, but then you have
             | at least a true basis.
        
           | ineedasername wrote:
           | 2006 was pre-Minecraft territory. Monetizing DF at that point
           | in time would have been highly unlikely.
           | 
           | Also the game wasn't built yet. Maybe they could have
           | monetized earlier than this, but what does it matter? Maybe
           | trying to monetized earlier would have killed the project or
           | resulted in a game very different from today. Either way it
           | doesn't matter: there are different paths to success and not
           | every one of them is an option for every game. DF found one
           | though, and that's what matters.
        
           | rob74 wrote:
           | OTOH, if they would have asked money for it from the
           | beginning, it may never have gotten as far as it did. The
           | market for a commercial game with text graphics was pretty
           | small even back in 2006...
        
             | criley2 wrote:
             | Minecraft released in 2009 with a price of $13 a copy.
             | How'd that work out for them?
             | 
             | I am a bit older as a gamer so to hear that "2006 the
             | market was small" is crazy to me! I grew up playing MUDs
             | and believe me, the market for text games in 2006 was a lot
             | bigger than it is today! From my perspective, monetizing
             | the kids from the 80s/90s who loved text games with the
             | best text game of all time as they turn 20s and 30s in the
             | 2006... that's the best time in history to sell a text
             | game.
             | 
             | I think that as part of DF being monetized, the graphics
             | would be replaced, as it was for Steam, and potentially had
             | it been done in 2D back in the 2000s, they could have
             | envisioned and scaled into a 3D implementation by now. Who
             | knows!
        
               | poulpy123 wrote:
               | 1/ they obviously didn't do it for the money 2/ Minecraft
               | is an extreme outlier 3/ how many 2006 games with ASCII
               | interface and costing have been successful ?
        
               | ironSkillet wrote:
               | I get your argument about Bay12 potentially making more
               | money had they commercialized earlier, but I think the
               | comparison with Minecraft isn't so clean. DF is orders of
               | magnitude less approachable than Minecraft, so there is
               | not even a remote possibility of generating any kind of
               | mass appeal to gamers.
        
           | xavxav wrote:
           | > Had DF monetized in 2006 instead of going free, and played
           | the industry game as others do, I would not be surprised to
           | see DF at $100M in 2023.
           | 
           | I don't DF would have existed then, it would be hard to see
           | it gather the same community and the creators probably
           | wouldn't have felt as free to explore their own ideas if they
           | felt it needed to be commercially viable.
           | 
           | The thing that made DF's current commercial success _is_ it
           | 's previously un-commercial approach. It's a true labor of
           | love and that shows in every aspect of the game.
        
             | criley2 wrote:
             | We are in a post-Minecraft world, so I don't think your
             | criticism has any merit.
             | 
             | Minecraft was a sandbox single-dev game that broke every
             | mold and trope, and sold for $4 billion.
             | 
             | Me claiming that DF could be worth $100M in a world where
             | Minecraft was worth $4B and is likely worth much more
             | now... not a crazy take.
        
               | Agentlien wrote:
               | We may be in a post-Minecraft world but Dwarf Fortress
               | does not come from one. It predates, and was in fact a
               | major source of inspiration for, Minecraft.
               | 
               | If we're talking about whether the highly obtuse ASCII
               | version of DF should have monetized earlier we cannot
               | point to its highly accessible direct descendant from
               | seven years later.
        
               | mikrl wrote:
               | Minecraft is also stupidly accessible.
               | 
               | The only dwarf fortress players I know IRL are also
               | skilled with and interested in computers. Normies aren't
               | sinking 6 weeks (what it took me) to ramp up on DF, and
               | certainly wouldn't have in 2013
        
               | xipho wrote:
               | > stupidly accessible
               | 
               | Don't underestimate what tiles do for a game in terms of
               | (perceived) accessibility. Anecdotally my kids (under
               | 11), who will almost certainly abandon the game after
               | playing it, are demanding that we get it because they
               | like what they are seeing, they like drama (dwarfs into
               | zombies), they like building and crafting (infinite
               | possibilities vs. MC). Now it's true that I've been
               | talking about it, so they are feeding on my hype, but
               | they are also genuinely intrigued by it. I think the
               | viral potential of DF went way up with the recent
               | release, it might not be completely unheard of as common
               | amongst the broader gaming populace in the future.
        
               | croes wrote:
               | Minecraft was 2009 and had a graphical interface.
               | 
               | I doubt that in 2006 a game with an ASCII-Interface would
               | have been a great success if people had to pay for it.
        
               | AtlasBarfed wrote:
               | Ok, so how close is minecraft as a "toolkit" for
               | converting ascii games to graphical? I don't know how
               | minecraft servers/mods/etc work, I just have been
               | watching my kid's JJ/Mikey with him. I squarely missed
               | the minecraft crazy, I was post-college.
               | 
               | But DF could be (squints) converted to some minecraft
               | "world" couldn't it? How hard is it to do minecraft
               | worlds that would mirror/translate/active generate from
               | some complex sim process like DF?
        
               | croes wrote:
               | BTW the view on Minecraft is survivorship bias.
               | 
               | How many developers with better games failed?
        
               | tmtvl wrote:
               | I am still bummed out that Alien Software didn't manage
               | to finish Neophyte, it had so much promise.
        
               | LarryMullins wrote:
               | With better games than Minecraft? Not many. Not many at
               | all.
               | 
               | Any game that isn't a building game is immediately
               | disqualified from consideration, since most games focus
               | on you consuming level content made by others instead of
               | expressing your own creativity, and no such game can be
               | considered better than Minecraft. And Minecraft is simply
               | the best building game out there, I'm open to suggestions
               | but I've seen and played a lot of building / digital lego
               | games and none of the rest can hold a candle to Minecraft
               | balance of streamlined simplicity and creative
               | versatility.
               | 
               | If you're looking for a game that is specifically about
               | building and sailing battleships, or cars, or rockets, or
               | cities, then there are better games than Minecraft. But
               | minecraft is more generalist, you can build anything from
               | cute cottages to digital computers in minecraft, it has
               | the broadest general appeal of any building game I've
               | ever heard of.
               | 
               | It was pretty obvious to me from the start, from the beta
               | days in 2010 anyway, that Minecraft would be a massive
               | success. Even in that early state all the elements were
               | there to make it massively successful. And compared to
               | other digital lego games at that time, it was hands down
               | the best there was. I've seen Infiniminer, don't try to
               | tell me that it was pure luck that Minecraft succeeded
               | where Infiniminer languished in obscurity.
        
           | rkachowski wrote:
           | There are many games that monetised in 2006 and are not worth
           | $100M.
           | 
           | The indie gaming scene in 2006 was almost entirely freeware
           | with a few exceptions. Indie games as a steam category - let
           | alone industry - was unthinkable. Monetisation was
           | essentially building a flash game to sell to an ad network,
           | there's really no amount of industry game playing that could
           | have been done.
        
         | larsiusprime wrote:
         | Don't forget the publisher's cut!
        
         | someonewhocar3s wrote:
         | [dead]
        
         | napierzaza wrote:
         | [dead]
        
         | JoeAltmaier wrote:
         | Perhaps if they'd put it on steam 10 years ago the numbers
         | would look better.
        
         | miga wrote:
         | Question is whether they recorded investment in the Dwarf
         | Fortress over the years, so they could subtract it from the
         | base of the tax.
         | 
         | They spent more time on this game than on any other.
        
         | paulluuk wrote:
         | > divide ~$4m (post-tax) by team of 2 for ~20 years
         | 
         | So about $100k per year, per person (after taxes)
         | 
         | I know that this is nothing out in Silicon Valley, but for
         | reference, the median income in the US is $19k (net) per year,
         | and about $15k (net) per year in Europe (if you include eastern
         | Europe).
         | 
         | I can't tell from your comment whether you feel 100k is high
         | (hence the "optimistic") or low (hence the warning at the end).
        
           | enkid wrote:
           | Where are you getting $19k per year as the median income?
        
             | CydeWeys wrote:
             | They said median net income, i.e. post-tax.
        
               | selectodude wrote:
               | Which is also super wrong because median income for full
               | time employees is $54,000
        
               | CydeWeys wrote:
               | Many people are not employed though (or are children). I
               | wonder if this figure is for every single person. Or it
               | could just be wrong.
        
               | ch4s3 wrote:
               | As others pointed out, that just can't possibly be
               | correct given the median pre-tax number and actual US tax
               | rates. If you made the median individual income of $45k
               | and lived in a high tax state like California, your net
               | would be ~$37k.
        
           | sam0x17 wrote:
           | Imagine how much they could have made by now if they had
           | launched on steam 10 years ago
        
             | bombcar wrote:
             | Potentially less; the game may have a large amount of
             | "support purchases" but could end up with a relatively slow
             | tail afterwards.
        
           | vkou wrote:
           | They were only making 12k per month in the last few years.
           | For a long time, it was closer to 2-4k a month.
        
           | PragmaticPulp wrote:
           | > I know that this is nothing out in Silicon Valley, but for
           | reference, the median income in the US is $19k (net) per
           | year, and about $15k (net) per year in Europe (if you include
           | eastern Europe).
           | 
           | Your (net) number in the US is way too low.
           | 
           | The real (aka inflation adjusted) median earnings for US
           | workers is around $42K before taxes.
           | 
           | Tax rates at the lower end of the income spectrum in the US
           | are very low. Federal income tax is effectively 0% for the
           | bottom income brackets, though they'll have to pay some
           | payroll taxes, state taxes, sales taxes, and others along the
           | way. Even considering that, there's no way to go from the
           | >$40K median earnings to your $19K net income figure.
        
           | adventured wrote:
           | > the median income in the US is $19k (net) per year, and
           | about $15k (net) per year in Europe
           | 
           | That's off by close to half. The median income in the US is
           | around $37,000 [1], the median full-time income is around
           | $53,000 [2] and the median US household income is up over
           | $70,000 [3].
           | 
           | It's also worth noting that those median incomes are paying
           | low tax rates on that income (typically ~15%-20% including
           | federal + state + local + fica, depending on the location).
           | 
           | [1] https://fred.stlouisfed.org/series/MEPAINUSA672N
           | 
           | [2] https://www.bls.gov/news.release/wkyeng.t01.htm
           | 
           | [3] https://fred.stlouisfed.org/series/MEHOINUSA672N
        
           | axus wrote:
           | They've also been receiving donations since early on. Last
           | time I checked they were up to 100k per year, but it started
           | much smaller. I donated $20 back in the days when they'd send
           | back an ASCII art scene in email or crayon drawing.
        
             | bombcar wrote:
             | And those early numbers are Tarn _only_ with Zach still
             | having a  "real job" (Tarn quit his teaching job relatively
             | early on).
        
               | selimthegrim wrote:
               | I believe he had a research post doc
        
           | davedx wrote:
           | > the median income in the US is $19k (net) per year
           | 
           | It's way higher, between $50-70k https://www.census.gov/libra
           | ry/publications/2022/demo/p60-27...
        
             | rtkwe wrote:
             | You're looking at the median HOUSEHOLD income. So on
             | average the wages of two people, median income is a bit
             | below half of that at 31k (pre tax I think).
        
               | omni wrote:
               | If you look at Table C-1 in parent's source, it has
               | median post-tax household income at 65K which is a much
               | more reasonable number. We're incredibly wealthy, a per-
               | person median income of 19K doesn't pass the sniff test.
               | Keep in mind taxes are much lower at the lower end of the
               | income spectrum as well. If you're married and making the
               | median income, your overall federal tax rate is only
               | going to be about 15%.
        
           | HEmanZ wrote:
           | So much depends on how you measure it. But median individual
           | income in the US is quite a bit higher than 19k no matter how
           | you measure it.
           | 
           | Real, adjusted, individual including non working and part-
           | time population above 15yo: $38k/yr
           | 
           | Including only full-time workers: $57k
           | 
           | Median household income: $71k
           | 
           | The US has enough problems, no need to make up much smaller
           | income numbers than the reality.
           | 
           | https://fred.stlouisfed.org/
        
             | account42 wrote:
             | Pretty sure GP is talking about _net_ income.
        
               | PragmaticPulp wrote:
               | That would require greater than 50% taxation, which isn't
               | realistic at all in the United States.
               | 
               | The federal income tax rates for lower income brackets
               | reach 0%. State, sales, payroll, and other taxes aren't
               | going to come anywhere near 50%.
               | 
               | The real, net, median income in the United States is
               | significantly higher than what the OP quoted.
        
               | sempron64 wrote:
               | The top federal income tax bracket is 37% and the top
               | California tax bracket is 12.2%. This is for income
               | exceeding 500k. So disregarding local taxes and property
               | taxes, in California most of this income would be taxed
               | at 49.2%.
        
               | lsaferite wrote:
               | Federal taxes are marginal. You don't pay 37% on the full
               | 500k, you pay 37% on anything below that bracket start
               | point, you pay the lower rates. For instance, if you're
               | single and declare $1M in income your effective tax rate
               | is more like 33.5% and not 37%.
        
               | azernik wrote:
               | This is a subthread about the median income that we would
               | compare the $7M payout to, not the $7M payout itself. It
               | certainly falsifies the graph paulluuk linked to, and
               | using high CA taxes on the Bay 12 payout only further
               | undermines paulluuk's comparison.
        
               | sempron64 wrote:
               | Apologies for the lack of clarity, I was addressing just
               | this sentence in the parent
               | 
               | > That would require greater than 50% taxation, which
               | isn't realistic at all in the United States.
               | 
               | My point is that higher than 50% total taxation on a
               | large single-year income (considering local and corporate
               | taxes) is entirely possible in the United States, though
               | it may be less in some states than other. I'm not saying
               | that the estimate is correct as the Tarn Brothers don't
               | live in California. But if they took the income to a
               | corporation, paid corporate income tax, and then took the
               | whole income or a large part of it as dividends in a high
               | tax state, then >50% is quite possible. On a pass-through
               | entity, close to 50% is the standard and unavoidable in
               | high tax states.
        
               | HEmanZ wrote:
               | Does it seem at all realistic that someone at the median
               | is paying 50% income tax in the US?
        
             | mort96 wrote:
             | I found this figure: https://upload.wikimedia.org/wikipedia
             | /commons/b/bc/Median_p... (from https://en.wikipedia.org/wi
             | ki/Personal_income_in_the_United_...). The individual
             | median net income was $19k around 2005-2006, maybe they
             | were just using outdated numbers? Or it could've been a
             | typo or misreading, as the current median net income is
             | $29k. In any case, their point still stands with the $29k
             | figure.
        
               | endominus wrote:
               | The first paragraph of that Wikipedia page: "Personal
               | income is an individual's total earnings from wages,
               | investment interest, and other sources. The Bureau of
               | Labor Statistics reported a median weekly personal income
               | of $1,037 for full-time workers in Q1 2022. For the year
               | 2020, the U.S. Census Bureau estimates that the median
               | annual earnings for all workers (aged 15 and over) was
               | $41,535; and more specifically estimates that median
               | annual earnings for those who worked full-time, year
               | round, was $56,287."
               | 
               | That graph seems to be just incorrect. All three of the
               | links it's supposedly sourced from don't have it on their
               | pages. There is a remark of "own work," so I think a
               | Wikipedian assembled it themself. Given that it frankly
               | contradicts the article it's in, I would assume that it's
               | in error.
        
               | mort96 wrote:
               | The graph would be consistent with the part you quoted if
               | the median earners were paying 33.5% tax: 41535 - (41535
               | * 0.335) is roughly the 27598 figure it shows for 2020.
               | The figure only shows state and federal income tax, which
               | adds up to 13% tax; I don't know enough about the US to
               | now if there are other taxes which would add up to 33.5%.
        
               | endominus wrote:
               | The graph includes state, federal, and payroll tax.
               | They're stacked above the income after tax. They do not
               | add up to $41,535.
        
               | mort96 wrote:
               | I ignored the payroll tax, because I assumed that's not
               | counted as part of the employee's gross income?
               | 
               | And I agree that neither income tax nor income + payroll
               | tax adds up to the 33.5%. I don't know if there are more
               | taxes which need to be considered. 13% total tax seems
               | low.
        
               | dragonwriter wrote:
               | > I ignored the payroll tax, because I assumed that's not
               | counted as part of the employee's gross income
               | 
               | Employee share of payroll tax is, employer share (which
               | is shown reaching down from the bottom) is not.
               | 
               | > 13% total tax seems low.
               | 
               | Given what I've actually paid with a far above median
               | income, 13% soubds reasonable. Its low as a _nominal_
               | rate, but there are lots of credits and deductions
               | available, and the before-tax median personal income is
               | well below the cutoff for EITC, which can be a huge one.
               | Heck, a large minority of the population pays _zero or
               | negative_ net income tax.
        
               | mlyle wrote:
               | > In any case, their point still stands with the $29k
               | figure.
               | 
               | Comparing comp for two people who are working really
               | hard, doesn't really work when you're comparing to a
               | median income that includes lots of people who don't work
               | or don't _really_ work.
               | 
               | Similarly, comparing median net income (which includes
               | taxation) with a pre-tax windfall doesn't really make
               | sense, either.
               | 
               | Further, we're not adjusting for time value of money...
        
               | weknowbetter wrote:
               | Anecdotally I know a lot of people who work full time in
               | the US and make well under 30k a year.
        
               | mlyle wrote:
               | Yup... half the people will be below the median.
        
           | paulluuk wrote:
           | I quickly grabbed the numbers from https://en.wikipedia.org/w
           | iki/Personal_income_in_the_United_..., where I just copied
           | the number from the "W-2 Median Wages" graph, however I have
           | no idea what W-2 is so that might explain why so many people
           | are saying I'm wrong. Also I used "real wages" which seems to
           | be corrected for inflation rather than the actual numbers.
        
         | hnthrowaway0328 wrote:
         | Yeah it is pretty good, but not as good if someone really wants
         | to take the risk. There are people, e.g. fund managers and
         | corporate CXOs that talk about they get the big bucks because
         | they take the risk, but TBH what risks do they experience? If
         | something fucked up they can simply walk away, usually with fat
         | profits for their own. On the other hand, a couple of indie
         | developers risked getting nothing from a full-time job, that's
         | what real risk-taking sounds like.
        
           | efields wrote:
           | Just let it be good. It doesn't need to be more. It doesn't
           | need to be such high risk all the time.
        
           | warent wrote:
           | You're thinking this in a very capitalist way which seems
           | completely unrelated to these two gentlemen. These guys are
           | now profiting off the game out of necessity, not because
           | they're finally "cashing in" on all their "risk". From the
           | beginning, this was a passion project and an expression of
           | themselves. Not an investment.
        
         | christkv wrote:
         | If they are smart the money will be taken out as dividend and
         | thus only pay capital gains tax.
        
           | ethbr0 wrote:
           | Out of curiosity, are there tax options (specifically,
           | retroactive ones) for this situation?
           | 
           | As near as I know: (1) they formed a company at some point in
           | the past (S-corp?), (2) they did constant work per year, (3)
           | they had some donations per year, (4) they suddenly had a
           | large amount of revenue in 2022
           | 
           | I'm guessing they didn't _fully_ account for their time
           | /expenses in prior years.
           | 
           | If they didn't, are there options to go back and amend
           | previous returns in amounts that would be meaningful?
           | (Assuming they have proof, etc.)
        
             | jermaustin1 wrote:
             | IANAA, but I pay one every year.
             | 
             | S-Corp is not an efficient entity type for a windfall like
             | this. It is a pass through entity, and cannot retain
             | earnings year over year, for that you need a C-Corp.
             | 
             | That said, had they already had a C-Corp set up, then this
             | income would be taxed at 21%, so after Steam fees and
             | taxes, they would be sitting on around $3.3M (not counting
             | publisher fees and any expenses that might arise). If they
             | hold that money for 120 days, they can then do regular
             | monthly dividend distributions of around $7k, and it would
             | be considered tax free to their person (assuming married,
             | and no other source of income), but keep in mind they
             | already paid 21% taxes on it. Any amount above that would
             | be taxed at 15% (then 20% at top tax bracket), so if they
             | wanted $200k/yr, that would be a monthly dividend of around
             | $17k, 7k of that is "tax free" then the other 10k would be
             | taxed at 15%. But again, they pre-paid 21% taxes at the
             | c-corp level, so 15% would actually be 36%, which is nearly
             | top tax bracket already, and it was hit MUCH sooner than if
             | you took a higher paid salary.
        
             | s1artibartfast wrote:
             | I think this would be difficult to do without tax fraud.
             | You cant retroactively increase your salary to show you
             | were owed more money for unpaid salary.
             | 
             | If they had money in a C-corp to start with, you could run
             | it at a loss (actually paying the salary), and then carry
             | forward those losses to offset the windfall.
             | 
             | With an S-corp, Each year the company ran a loss, they
             | would receive a negative dividend which would adjust their
             | annual earnings down.
        
           | elil17 wrote:
           | They'd also likely pay the corporate tax rate in that case,
           | which is 21%. Tack on 20% for the highest cap gains bracket,
           | and you're at 41% federal unless you can work your way out of
           | it with some loophole (e.g. carried losses on the cap gains
           | side, idk what on the corporate side). FICA caps at something
           | like $150k, so they'd actually be paying more than the
           | highest income bracket of 37%.
           | 
           | The really smart move (or evil move, depending how you see
           | it) would have been to start the business within a Roth IRA.
           | Then you'd just pay the 21% corporate tax rate.
        
           | gizmo wrote:
           | They are smart which is why they are spending their lives
           | working on something they love instead of worrying about tax
           | optimization nonsense.
        
             | tverbeure wrote:
             | There's a major contradiction in here.
             | 
             | I'm sure you'll agree that it'd be mindblowingly dumb to
             | not set some kind of company for a bunch of reasons? (Eg
             | limited liability)
             | 
             | And that you best leave accounting and tax filings to
             | professionals so that you can spend your precious time on
             | something you love instead?
             | 
             | OP's suggestion automatically flows from that...
        
               | eatsyourtacos wrote:
               | >There's a major contradiction in here.
               | 
               | I don't think there is. I wholeheartedly agree with the
               | prior sentiment. Way too much of peoples lives are spent
               | on shit _that does not really matter_. As a people we
               | have overcomplicated the shit out of everything to such a
               | degree it 's disgusting. And it's all based on greed.
               | Optimize this structure to pay the least tax, optimize
               | your income into this and that so it magically makes more
               | money. Meanwhile those without any real money can't take
               | advantage of any of that kind of stuff. Yeah, really
               | fair!
               | 
               | Not everyone subscribes to the financial bullshit the
               | wealth class has created.
        
               | tverbeure wrote:
               | This particular case isn't like that all.
               | 
               | Do you agree with the premise that it would be incredible
               | dumb and dangerous not to structure their business into a
               | legal limited liability company?
               | 
               | Do you agree that the accounting and tax handling is best
               | left to professionals because it can be complicated _and
               | because you trade a little bit of money for the peace of
               | mind that you're following the rules and more free time_?
               | 
               | If you agree with those two points, then the act of
               | paying out the profits as a dividend instead of a salary
               | rolls out pretty much for free. Because it's not some
               | hard to set up tax avoidance construction, it's the norm.
        
               | eatsyourtacos wrote:
               | The fact of the matter is I'm not saying "don't use a
               | professional". I'm against the very concept of how
               | convoluted everything is in this world- and nearly
               | everything is created in ways that benefit people who
               | make up let's say the top 15% of earners.
               | 
               | I'm not oblivious to any of these things, I have an econ,
               | accounting & M.S. finance degree. I have a CPA (never
               | practiced).
               | 
               | And you know what? I see this shit all the time in my
               | line of work. I've been lucky enough to do more of the
               | technology/programming side of the industry I'm in so I
               | don't kill myself on the meaningless garbage that the
               | people I'm creating stuff for actually do.. but I see
               | this shit _all the time_.
               | 
               | Structures or laws being set up constantly to avoid tax
               | that your normal person has absolutely no way to use.
               | Self employed people setting up S-Corps so they don't
               | have to pay into social security because they will be
               | rich enough they don't need it themselves so why pay into
               | the system to help others. People in other countries
               | setting up US structures so they can pay a lower tax rate
               | here than their home country while they get to reap all
               | the benefits. LLCs being set up in delaware so you don't
               | have to pay state taxes when one could easily argue you
               | operate there if anyone checked. People throwing money
               | into dividend paying stocks just because of a low tax.
               | Reducing long term capital gains to stupidly low tax
               | levels.
               | 
               | I mean I can go on and on. Your average person GETS
               | ALMOST NONE OF THESE BENEFITS.
               | 
               | I'm not saying _all_ of the stuff is bad or not needed.
               | But the vast majority is set up so people who already
               | make way more than the average person don 't have to pay
               | their fair share.
               | 
               | So look- I'm more being general here. I'm not
               | specifically talking about this case as much as I'm just
               | bitching about how the world works. It just disgusts me
               | at this point. What one calls "optimization", at this
               | point in my life I call it taking advantage.
               | 
               | /rant off
        
               | dcow wrote:
               | The tax code is structured the way it is for a reason.
               | It's not there to be exploited. It's there to be
               | followed. DF is a business and labor of love for the two
               | owners. One which generates revenue and is clearly above
               | board. There is nothing wrong with taking dividends as
               | the business becomes more valuable rather than increasing
               | salary. And it's not some mega tax loophole for the
               | wealthy. By any measure these two aren't wealthy. It
               | takes 30 min with an accountant it doesn't consume your
               | life and waste time and sap energy to be on top of your
               | books...
        
               | eatsyourtacos wrote:
               | You can see my other reply above if you care. But I do
               | take issue with this
               | 
               | >By any measure these two aren't wealthy
               | 
               | That's objectively so wrong. They are basically set for
               | life on money or will be before too long with more sales
               | rolling in over time.
               | 
               | The vast majority of people will never see anywhere near
               | that amount of money.. yet we don't want to call it
               | wealthy. Ludicrous.
        
             | lukas099 wrote:
             | They don't need to worry about it if they hire people to
             | worry about it for them, which would save them time to work
             | on what they love anyways.
        
           | jermaustin1 wrote:
           | Dividends are not automatically treated as capital gains, but
           | in this situation, its possible they would be considered
           | "qualified". The company being formed in the US, the
           | dividends being paid out to US share holders, and the
           | shareholders holding the stock for at least 60 days (120 days
           | in some circumstances).
           | 
           | This really only applies to C-Corps as well, and then you run
           | into the Double Taxation of C-Corp income and pay a 21% tax
           | rate at the corporation, then additional capital gains on the
           | dividend income.
           | 
           | BUT dividends would be tax free up to around $80k of income
           | (any income (salaries, 1099, etc., also assuming married),
           | then they would be taxed at 15% - 25% above that, but do not
           | forget, the corporation has already paid 21%.
           | 
           | So optimizing for qualified-dividend-only income requires a
           | LOT of forethought, and either accepting a lower income
           | (since the benefit maxes out at $80k total income), or paying
           | 15-25% + 21% for a 36-46% tax rate on your dividends.
        
           | ivalm wrote:
           | I think for this amount an llc+pass through is still likely
           | less tax.
        
         | eps wrote:
         | They were also making 14-15K per month before that (it's
         | mentioned in the post), so they were already extraordinarily
         | successful as far as 2-person indie gamedev teams go.
        
           | dmarchand90 wrote:
           | Yeah but they were not making that much the whole time. If
           | you look back some years they were just scraping by.
        
             | TomK32 wrote:
             | Looking at the numbers and releases I must say: If they had
             | streamlined their release process to put out releases more
             | often then the revenue might have been more even and
             | better.
        
               | Taylor_OD wrote:
               | Maybe. Factorio does a great job of putting out releases
               | and sharing details about what they are working on and
               | you would have thought they were evil incarnate after
               | they recently said they had to raise their price by $5 to
               | keep up with inflation.
               | 
               | People are fickle and hindsight isnt always so clear.
        
               | thebigspacefuck wrote:
               | Wow, they raised their price? I thought their whole thing
               | was $30 forever because they were never going on sale.
        
               | pdpi wrote:
               | The point is that they don't go on sale, not that it's
               | $30 forever.
        
               | Akronymus wrote:
               | Yeah, because of having inflation close to 20% in the
               | past year where they live.
        
               | thebigspacefuck wrote:
               | I'm guessing they're multi-millionaires by now. Poor
               | guys.
        
               | Akronymus wrote:
               | Maybe a the founders. But definitely not employees, which
               | is where a good chunknof the money is bound to be going
               | towards.
        
               | oblio wrote:
               | Do you know this for sure? How big is their company?
        
               | thebigspacefuck wrote:
               | I don't know for sure but 3.5M lifetime sales times 30 is
               | $105M*70% is $73.5M, they have around 30 employees, maybe
               | they pay $200K a year, so that's $36M over 6 years,
               | netting them $37.5M. I could be way off though.
        
               | bierjunge wrote:
               | The game wasn't always at $30. I saw it for $20 a few
               | years ago (regular price) and I believe it was even lower
               | before, like $15, but I'm not sure.
               | 
               | There is also a Nintendo Switch release, so they will
               | have to pay for the Dev-Kit's and licenses which are not
               | cheap. Not as expensive as in the 80's, 90's, early
               | 2000's where a single Dev-Kit could be six figures, but
               | still a significant expense for a indie studio.
               | 
               | So we are already a little bit off from the numbers you
               | posted. I assume, the 30% you cut off is for taxes. Good
               | idea, but Steam and all other platforms where the game is
               | sold also want a piece of the cake. I don't know the
               | numbers for other platforms, but Steam takes 30% of the
               | listed price.
               | 
               | So even with a $30 price tag on Steam, they get $21 after
               | commission. An that is pre-tax... They need to buy
               | hardware for their developers, rent an office, pay
               | developers and so on. So even the founders are not
               | getting rich. A "boring" job in business software can
               | make you more.
        
               | capableweb wrote:
               | Hard to say, working faster/harder doesn't usually mean
               | the quality will remain unchanged, and their user base
               | probably care more about the quality of releases rather
               | than how fast they put out releases.
        
               | TomK32 wrote:
               | I'm not talking about working harder or faster, barely
               | anyone could keep up with their attention and dedication
               | to detail, I mean the release process that appears (from
               | the outside in the eye of a webdev who merely does a git
               | push and clicks a button some time later) to be rather
               | crude shipping of the game. They didn't even use version
               | control software 9 years back
               | https://news.ycombinator.com/item?id=19381634
        
               | dmarchand90 wrote:
               | Yes and no. Possibly. Personally, I think their
               | dedication to work on it in an artistic 'passion project'
               | style is what made the game what it is. I suspect if they
               | had followed a more regular schedule they would have
               | gotten a more ordinary, and forgettable, indie game.
        
           | genocidicbunny wrote:
           | As far as indie devs, yes, but in the greater scheme of
           | things that is still fairly pittance money. $180k pre-tax
           | split two ways, and then eaten into heartily by health
           | insurance (Tarn and his brother have mentioned that medical
           | issues are what pushed them to do the Steam release) doesn't
           | leave a whole lot.
           | 
           | But that also means that as long as they don't significantly
           | increase the cost of their lifestyle, that $7m pre-tax will
           | go a very long way.
        
             | fragsworth wrote:
             | It sucks that their tax burden is going to be higher on
             | account of making all this money in a single year, putting
             | almost all of it in the highest brackets. Unless they did
             | some clever accounting tricks throughout the 20 years to
             | prepare for this situation, which I highly doubt they did.
             | 
             | I don't know where he lives, but in California it could
             | easily add up to close to 50% since he's "rich".
        
               | filoleg wrote:
               | As far as I know, they live in Washington state. Which
               | should help with the tax on income at least a little bit,
               | given the state has no income tax.
               | 
               | Still, yeah, having the entire amount being dropped on
               | them in a single year will probably have pretty major
               | federal income tax consequences. Hopefully, they will
               | figure it out, and the sales of Dwarf Fortress on steam
               | won't dwindle. I find that it is a pretty good timing for
               | the release, given that Rimworld (the spiritual
               | competitor) has gone extremely mainstream, so people are
               | definitely more open these days to that type of games.
        
               | thegjp210 wrote:
               | You're confusing income tax liabilities with corporate
               | taxes
        
               | chaostheory wrote:
               | You're assuming that sales will dwindle very quickly. I
               | doubt it given its legendary, cult status.
        
             | yCombLinks wrote:
             | That's January sales. Sure, they'll fall off, but it's not
             | suddenly zero additional money
        
           | RektBoy wrote:
           | From what?
        
             | Slippery_John wrote:
             | Donations. They have a patreon and have had paypal
             | donations long before that with the occasional donation
             | drive to pump up numbers.
        
               | bombcar wrote:
               | Yeah they used to have a PO Box you could mail checks/etc
               | to. I still have it in my billpay. The only gaming value
               | that has come even close for me has been Factorio.
        
               | Akronymus wrote:
               | Maybe aurora 4x could be to your liking.
        
             | autophagian wrote:
             | Probably from their Patreon:
             | https://www.patreon.com/bay12games
        
             | TomK32 wrote:
             | In my days we were sending them money via Paypal and if it
             | was above a certain amout, then they'd kindly ask for your
             | postal address, draw you a sketch (I have three, one of
             | them with two dwarves in minecart jumping over a ravine,
             | one of them has a beer in his hand) along with a button.
        
         | nevi-me wrote:
         | The tax should be post-expenses
        
           | throwaway41213d wrote:
           | [flagged]
        
             | flumpcakes wrote:
             | They weren't asking for new "loopholes" they were simply
             | stating how basic tax works.
        
           | kybernetyk wrote:
           | What expenses would they have realistically? 2 PCs? if you
           | mean their salary that still would be taxable at their
           | personal income tax rate.
        
             | nevi-me wrote:
             | Yes, I'm merely saying that one can't derive the tax from
             | the $7m without considering expenses. Salaries being
             | taxable at the employees' rate doesn't make it invalid.
        
               | aliqot wrote:
               | plus Steam's cut I'd imagine.
        
               | bongobingo1 wrote:
               | Plus kitfox games, the "steam version" publisher, who
               | AFAIK also brought on artists etc, non-nil contributions.
        
               | kryptiskt wrote:
               | I think this is their cut after Steam and Kitfox have had
               | their share. The gross from half a million sold is $15M.
        
             | [deleted]
        
       | [deleted]
        
       | ixtli wrote:
       | I'm so happy for them. This really made my day.
        
       | dschuetz wrote:
       | Well, yes. Charging 30$ will generate those numbers for such an
       | anticipated game.
        
         | flohofwoe wrote:
         | It could also have completely flopped though, since the classic
         | version is free and for die hard DF fans who know all hotkeys
         | inside out there's little actual reason to switch to the Steam
         | version.
         | 
         | But they did a really good job making the game approachable to
         | newcomers.
        
           | lelanthran wrote:
           | > It could also have completely flopped though, since the
           | classic version is free and for die hard DF fans who know all
           | hotkeys inside out there's little actual reason to switch to
           | the Steam version.
           | 
           | For diehard DF fans "supporting the creator" is a large
           | enough reason, even if they never intend to play the steam
           | version.
        
           | Slippery_John wrote:
           | > for die hard DF fans who know all hotkeys inside out
           | there's little actual reason to switch to the Steam version
           | 
           | They made the game so much more playable it's hard to
           | understate. We're not even talking mouse vs keyboard here.
           | They made one of the core mechanics (labor assignment) go
           | from something that essentially required a third party tool
           | to manage to something that is trivial to manage in its
           | vanilla state. Sure it took some adjustment for long-time
           | players and some prefer the algorithms used by those custom
           | tools, but those tools are being made available.
        
           | somenameforme wrote:
           | Many of the other big classic style roguelikes on Steam, like
           | ADoM and ToME, also have free versions available. And those
           | games also do excellently (though nowhere near as well as DF
           | is doing).
           | 
           | Games are still such a refreshing change from the MBA driven
           | coercion in much of other business, and especially tech. Make
           | a good product, and people will buy it. And appealing to a
           | micro-niche is still enough to make one a multi millionaire.
        
             | komali2 wrote:
             | I've been thinking about this a great deal lately, but in
             | other areas of content creation like YouTube.
             | 
             | I'm so tired of the YouTube thumbnail and clickbait
             | headlines and predicable content on YouTube. Every once in
             | a while I'll stumble on a niche that rejects this with very
             | clear explanatory titles, super long play times, and
             | informative or relaxing content. "walking through a city
             | without narration" is one genre that features this, or the
             | whole sleepy-time sounds genre. Unarrated full game
             | playthroughs as well.
             | 
             | I'm dipping my toes into video content creation and I'm
             | curious about taking a different approach than the one
             | designed to play on the algorithm and get huge view
             | numbers. I remember Tim Ferris writing that niche products
             | is what people should target. Back in 2013 he was writing
             | that indie entrepreneurs should never sell something for
             | less than 100$ because you can't compete on economics of
             | scale and thin margin. I wonder if that's what a lot of
             | YouTube is doing, and whether a niche angle could be
             | possible.
             | 
             | Basically, is it possible to make content that's very niche
             | but wouldn't do well in the YouTube algo because it lacks
             | clickbait headline and someone making the :O face in the
             | thumbnail, and rather than try to monetize through huge
             | view numbers and ads, instead using YouTube as a sort of
             | side channel towards whatever other services or products
             | you provide? I'm not interested in monetization but for me
             | I make motorcycle videos, perhaps a shop I run or a tourist
             | service I provide: what could possibly be more niche than
             | "hire me if you're interested in a full service motorcycle
             | tour in Taiwan" lol.
             | 
             | Coming back to games I have similar ideas about that, a lot
             | of us are sick of AAA and refuse to touch phone games. I'm
             | not interested in gambling or psychological head games. I
             | used to be an avid battlefield fan and haven't touched the
             | last two. I probably am done with Bethesda. Now I only play
             | indie games. So is there a market for people like us that
             | indie developers can target? I'd happily have paid a
             | hundred dollars or even more for a game like dwarf
             | fortress. Given the hours of enjoyment I get, compared to
             | the cost of a vacation or something, by some algorithms DF
             | to me could be worth thousands!
        
           | badpun wrote:
           | Plenty of people wanted to try out DF, but didn't want to
           | invest into learning the obscure interface.
        
         | [deleted]
        
       | Mengkudulangsat wrote:
       | Please incorporate ChatGPT into this game! Imagine the
       | storylines!
        
         | AnIdiotOnTheNet wrote:
         | Actually I think this might be a very useful addition to
         | Legends mode. Right now it is pretty tedious and difficult to
         | extract meaningful narrative from what is essentially a log
         | dump, but if there were a LLM trained to weave those dry tomes
         | into wild stories that would be pretty neat.
        
         | danuker wrote:
         | Imagine the OpenAI bill.
        
           | Mercury55 wrote:
           | Imagine developing the tech be usable in any game.
        
         | bovermyer wrote:
         | I disagree vehemently and violently with this suggestion. Dwarf
         | Fortress's charm results from human-crafted procedures
         | interacting in unexpected and fascinating ways.
         | 
         | If ChatGPT (or other AI bullshit generators) were used instead,
         | it would change the experience entirely.
        
           | Reimersholme wrote:
           | [dead]
        
           | skjoldr wrote:
           | What do you mean "instead"? A custom GPT would have to be
           | crafted for this game by humans anyway, and used to augment
           | the human-written content. Much of this game's gameplay is
           | emergent and hard to predict using deterministic algorithms.
        
             | [deleted]
        
           | Mengkudulangsat wrote:
           | You gotta admit DFs name / description generation is just
           | gobbledygook most of the time. Tastefully applied, AI
           | bullshit generators will do wonders to readability.
        
             | bovermyer wrote:
             | Yes, it's janky - but I _like_ the jankiness.
             | 
             | Not everything needs to be perfectly formatted with ideal
             | flow and Hemingway-esque readability.
        
             | jtms wrote:
             | The gobbledygook is absolutely the point! It's charming,
             | fun, and gives the game a constant stream of interesting
             | interactions.
        
           | Kiro wrote:
           | Why are you so aggressively dismissing ChatGPT? Maybe it has
           | no place in this game but it's a technological marvel
           | nonetheless.
        
           | jtms wrote:
           | I violently AGREE with you! <the severed comment flies off in
           | an arc!>
        
         | MagicMoonlight wrote:
         | Once we get that kind of generation into games it will be
         | incredible.
        
         | sph wrote:
         | "Please add ChatGPT" is the new "please rewrite it in Rust."
        
           | poulpy123 wrote:
           | Please rewrite it in rust with chatGPT !
        
         | sveeeeeene wrote:
         | I would like AI generated images of monsters, heroes, items and
         | events
        
           | hoseja wrote:
           | It's such an obvious usecase. Can't wait for a workable
           | implementation somewhere.
        
           | b800h wrote:
           | ...based entirely on the images from Moraff's Dungeon please.
        
         | cabirum wrote:
         | ...and NFT item store with prices in dwarfcoins?
        
           | Kiro wrote:
           | What does NFT has to do with anything? What's with people on
           | this site thinking one of the biggest tech revolution of our
           | lifetime is the same as a scam that has no utility
           | whatsoever?
        
       | xkcd1963 wrote:
       | Exciting times lay ahead
        
       | Archelaos wrote:
       | > The fairytale ending is reality, but you didn't kiss the toad.
       | 
       | Some philological pedantery: In the canonical Brothers Grimm
       | version of The Frog Prince, the frog does not turn into a prince
       | when kissed but when smashed against a wall.
        
         | caporaltito wrote:
         | From now on, I will switch to this version for my child's story
         | before sleep
        
         | mijoharas wrote:
         | Sounds like polymorph from DND to me.
         | 
         | > The transformation lasts for the duration, or until the
         | target drops to 0 hit points or dies.
         | 
         | https://roll20.net/compendium/dnd5e/Polymorph#content
         | 
         | [Edit] trimmed quote
        
           | FeepingCreature wrote:
           | But as he fell, he was changed from a frog into a handsome
           | prince, who then had to make death saving throws for a few
           | rounds but luckily the princess had Lay On Hands, and so they
           | lived happily ever after.
        
         | qcic wrote:
         | Which is much more gruesome and makes a lot more sense. I
         | expect more hesitancy in potentially killing the prince than
         | kissing a frog.
        
         | mlindner wrote:
         | I'm not sure if you can call Brothers Grimm version "canonical"
         | as from my understanding all they did was document in writing
         | single versions of already well known folk tales that were
         | carried through generations by oral memory. Many of which had
         | many different versions depending on who told the story. So I'm
         | not sure you can use the word "canonical" in this case.
        
           | kilgnad wrote:
           | Its possible it still fits the word. The bible is canonical
           | too even though it's basically a pieces of disparate texts.
           | 
           | Basically if it's the first and earliest record and the one
           | that everyone looks to as the most accurate source it's
           | canonical.
        
             | Dudeman112 wrote:
             | The whole idea of caring about "canon" is fundamentally
             | bollocks anyway when it comes to stories
        
               | kilgnad wrote:
               | The word has meaning imo. It's used to seperate the fan
               | fiction and maintain consistency during world building.
               | It's quite important for the popular stories of our time,
               | Star wars and the Marvel cinematic universe.
               | 
               | I know some people hate those franchises but like it or
               | not, they are some of the biggest mythologies that came
               | out in our time.
        
               | xbar wrote:
               | Reference?
        
               | pixl97 wrote:
               | History? In the days before books were common stories
               | were not told from written pages but memory. This allowed
               | stories to change and adapt on the storytellers whims (or
               | forgetfulness). Eventually they were ossified in books,
               | of which many people think they are the 'canon'.
        
               | xbar wrote:
               | Perhaps "canon" means something other than "you can't
               | change a story."
        
             | azernik wrote:
             | That's relevant to the Bible, or Shakespeare, or the MCU,
             | because those works' authors have authority in a way the
             | Brothers Grimm do not have authority over folklore.
        
         | IncRnd wrote:
         | Followed by: But, as he fell, he was changed from a frog into a
         | handsome Prince with beautiful eyes, and after a little while
         | he became, with her father's consent, her dear companion and
         | playmate. [1]
         | 
         | [1] https://www.pookpress.co.uk/the-frog-prince-story-a-tale-
         | by-...
        
         | BiteCode_dev wrote:
         | I was expecting this threads to turn into a fire dumpster, and
         | instead it turned into exactly the kind of debate I read HN
         | for.
        
         | kirushik wrote:
         | Grimmsc version is a bit weird then, because there is a
         | plausibly-sounding "freundian" interpretation of the most
         | common folklore version, in which a frog turning into a prince
         | after being kissed is a thinly veiled metaphor for fellatio.
         | 
         | That said, in the most common Russian folk version it's
         | *Princess* Frog (Tsarevna Liagushka), and the metaphor is not
         | working that well once again.
        
           | poulpy123 wrote:
           | How is it even remotely plausible ?
        
       | tiffanyh wrote:
       | Why did they wait so long to charge for the game?
       | 
       | (I've never played it, so forgive my ignorance)
        
         | jy1 wrote:
         | This is a new version of the game with a GUI on steam.
         | previously it was text only, and not very accessible.
        
       | zexodus wrote:
       | I was about to throw some money down their way, but apparently
       | the steam version does not work on Mac M1/M2. I'm too
       | young/uninitiated/whatever/visually_oriented to play the older
       | version.
        
         | aequitas wrote:
         | I bought the Steam version and run it in Wine on both an Intel
         | and M1 Mac. I ended up refunding the Steam version and bought
         | it on itch.io so I could just directly download the game files
         | and updates instead of having to mess with Steam inside Wine
         | (the Mac Steam does not allow you to download Windows files).
         | Also you get a Steam key with itch.io, so when they release a
         | proper Mac version I can add it to my library still.
         | 
         | There are (where?) some issues with missed mouse presses
         | (double click issue) which make it really annoying to play, but
         | there is a workaround for that which worked fine for me:
         | https://steamcommunity.com/sharedfiles/filedetails/?id=28983...
        
           | poisonarena wrote:
           | >(the Mac Steam does not allow you to download Windows
           | files).
           | 
           | you can !
           | 
           | https://www.reddit.com/r/Steam/comments/ej1sid/download_wind.
           | ..
        
         | haunter wrote:
         | It works https://re-actor.net/dwarf-fortress-how-to-run-the-
         | game-on-m...
         | 
         | But you need the actual files downloaded obviously. So you
         | either have to have a PC where you can download the game files
         | from Steam (Windows VM works too) and then copy over to your
         | Mac. Or you can buy the game from itch.io (it's the same but
         | you also get self-extracting archive + you get a Steam key as
         | well) https://kitfoxgames.itch.io/dwarf-fortress
        
           | tinyhitman wrote:
           | With steamcmd (the steam client CLI) one can download
           | whatever version of their owned games they want.
        
             | junon wrote:
             | In theory. In practice, it's a headache getting that thing
             | to work.
        
         | detaro wrote:
         | People apparently have gotten the windows version to work
         | through wine, there's some guides in the steam forums for the
         | game.
        
       | student2k wrote:
       | Good for them, hope they keep working on DF, as there are many
       | things in the roadmap,
        
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