Outspoken Polish video game designer Adrian Chmielarz last year came up with the goods. After an epiphany sent him away from the Bulletstorms of his past, towards deeper no-combat experiences, he came up with The Vanishing of Ethan Carter, and it was a gem - a compact evening of entertainment that lingered in memory far longer; a mirror prompting introspective exploration. "Peerless mystery storytelling in an engaging, open world," we declared.
Ethan Carter sold 60,000 copies in a month and now, more than half-a-year later, it has crossed the 250,000 mark. "I stopped counting after 250,000 copies," Chmielarz tells me over a beer at Polish games conference Digital Dragons. "Considering that it's a PC platform where it's very easy to get a non-Steam torrent version then it's really good."
He stopped counting because at that point the studio's future was relatively secure. "I mean we invested everything we had, and I mean literally - and I mean literally literally! - we invested everything to the last penny. From that point of view we have got our money back and we are able to sustain the studio and make a new game so it's OK."
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Ethan Carter sold 60,000 copies in a month and now, more than half-a-year later, it has crossed the 250,000 mark. "I stopped counting after 250,000 copies," Chmielarz tells me over a beer at Polish games conference Digital Dragons. "Considering that it's a PC platform where it's very easy to get a non-Steam torrent version then it's really good."
He stopped counting because at that point the studio's future was relatively secure. "I mean we invested everything we had, and I mean literally - and I mean literally literally! - we invested everything to the last penny. From that point of view we have got our money back and we are able to sustain the studio and make a new game so it's OK."
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