There’s also a subreddit dedicated to the game and an unofficial Discord group, each of which were started by members of the community. If you take a tour through his YouTube channel, it records the complete evolution of the game from its origins in that first video embedded above. Instead, the developers focused on constant experimentation in VR and they put that in front of a community drawn in through the Steam page and forum, or Hand’s constant videos on YouTube. It is unavailable on what is arguably the largest VR platform - PSVR - and they didn’t buy ads or write press releases for its PC-based VR game launch. The path H3VR took to selling 100,000 copies of a VR game priced at $20 is remarkable for the absence of traditional marketing. “Because they want them in the game, and functional so they can play with them.” “We’ve had people just show up the past two years and just straight up donate to us AAA-quality firearm models,” Hand wrote. The gun models in the game come from a variety of sources, including licensed, commissioned and donated. is Hand (CTO) with Lucas Miller (CEO), Luke Noonan (President), Adam Sulzdorf-Liszkiewicz (COO) working with a “network of friends, colleagues, contractors who have worked with us on past contract work and projects,” according to Hand. That’s roughly $1 million in gross sales per year, with Valve taking an estimated 30 percent cut. At the current rate they’ll clear 100,000 copies not long after the game turns two years old. It has never been on sale and never been bundled with headsets, so when Hand tells me they’ve sold more than 95,000 copies of the game through Steam - the math is neat. When the Vive launched two months later, RUST LTD. put the first version of Hot Dogs, Horseshoes & Hand Grenades (H3VR) up on Valve’s Steam for $19.99.
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