Funcom Launches 27Th Update for Conan Exiles

Total Page:16

File Type:pdf, Size:1020Kb

Funcom Launches 27Th Update for Conan Exiles Jun 02, 2017 11:40 UTC NEW VIDEO: Funcom launches 27th update for Conan Exiles –Developers bring avatar defense, drawbridges, elevators, explosive orbs, siege cauldrons, and more to the Early Access open-world survival game – Oslo, Norway – June 2nd, 2017 – Funcom just released the 27th update to its Early Access open-world survival game Conan Exiles. The update takes aim at giving players more options to defend themselves, including shielding their bases from the towering and destructive avatars of the gods – a feature request popular among players. The update also introduces drawbridges, siege cauldrons, crenelated walls, explosive orbs, and elevators. Check out the Update #27 Highlights video to see the latest update in action: Download from the Funcom FTP | Embed directly from YouTube Since launching into Early Access on January 31st 2017, the development team has been working tirelessly to introduce new content, improve mechanics, and eradicate bugs and exploits. The team has added siege weapons, a new dungeon, a dye system, new armor and weapons, new decorations, avatar defenses, new building pieces, and much more. The team continues to push hard to further develop the game as it heads towards full launch. The game will also be released onto Xbox One as part of the Game Preview program in Q3 2017, followed by full launch on PC, Xbox One, and PlayStation 4 in Q1 2018. Conan Exiles quickly became a smash hit with the open-world survival audience, selling almost half a million units in the first month. Since it was released, the development team has worked hard on adding new content and features, as well as eliminating bugs and improving the game based on player feedback. Conan Exiles is an online survival game where players get to build anything from small homes to entire cities, explore a huge open world, team up with other players, or seek to dominate their enemies through brutal player vs. player combat. You can learn more about Conan Exiles and see the latest updates from the developers on www.conanexiles.com. For more information about Funcom, please visit www.funcom.com. ABOUT FUNCOM - Funcom is an independent developer and publisher of online games for PC and consoles. Funcom has provided outstanding entertainment since 1993 and continues to expand its track-record of more than twenty released games. Titles include ‘CONAN EXILES‘, ‘The Secret World’, 'LEGO® Minifigures Online', ‘Age of Conan: Hyborian Adventures’, ‘The Longest Journey', 'Anarchy Online', 'The Park', and 'Dreamfall: The Longest Journey'. For corporate information please visit www.funcom.com. For information about Funcom games visit www.conanexiles.com, www.thesecretworld.com, www.anarchy-online.com, www.dreamfall.com, www.theparkgame.com, www.conanexiles.com, or www.ageofconan.com. Funcom is listed on the Oslo Stock Exchange under the ticker FUNCOM. About Conan Properties - Conan Properties International LLC owns and manages the "Conan the Barbarian" brand through all forms of media, including motion picture, television, gaming, publishing and toy industries. One of the most universally recognizable iconic figures in modern popular culture, Conan was born from the creative genius of pulp fiction author Robert E. Howard. The company is part of the Cabinet Entertainment group. Contacts Erling Ellingsen Press Contact Chief Marketing Officer [email protected] Natascha Röösli Press Contact Community Director Influencer and Community Contact [email protected] Tor Egil Andersen Press Contact Communications Manager [email protected] Eirik Leganger Nergård Press Contact PR Manager [email protected].
Recommended publications
  • The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
    THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr.
    [Show full text]
  • Funcom Secures €5 Million in Financing from Nordic Venture Partners
    Funcom secures €5 million in financing from Nordic Venture Partners Durham, USA – August 25, 2005 – Funcom, a world leading developer and publisher of subscription-based online games like ‘Anarchy Online’ and ‘Age of Conan – Hyborian Adventures’, has secured a €5 million equity investment from Nordic Venture Partners (NVP). The investment is a further testament to Funcom being a world-class developer and publisher of online games, and will further aid the company in developing and publishing online games. “This is another great recognition of Funcom as Europe’s premier developer of MMOG’s (Massively Multiplayer Online Games), and serves as a tribute to the company and the quality of our games and technology” said Torleif Ahlsand, Chairman of the Board of Directors in Funcom and Partner in Northzone Ventures. ”There is a considerable market potential for subscription- based online games, and Funcom is a leader in technology and quality within the segment. We are very glad to have NVP on board to further develop one of the most exciting creative environments in the Nordic region, and we feel confident they will aid us in becoming even better at creating world-class online products.” “Being one of the leading information and communication technology investments funds in the Nordic region we are only looking for the very best technology companies, and we feel confident Funcom fits great in our portfolio” said Claus Højbjerg Andersen, Partner in NVP and new Boardmember of Funcom. “We are convinced of Funcom’s unique quality and their world-class staff and technology. Our aim is to improve the business side of Funcom even further, thus supporting the company in realizing their creative visions.
    [Show full text]
  • Funcom Celebrates 25 Years!
    Mar 15, 2018 14:22 UTC Funcom Celebrates 25 Years! Can you believe it? It’s been twenty-five years! We’ve been making games for a quarter of a century. To celebrate this special anniversary we’ve put together a video giving you some highlights of our twenty-five year journey. Download from Funcom’s FTP | Embed from YouTube We’ve done pixel platformers on the Super Nintendo and SEGA Genesis (including Pocahontas, Casper, and Winter Gold). We’ve done racing games such as Speed Freaks for the PlayStation 1 and Racing Impact for the SEGA Saturn. We’ve made three major PC massively multiplayer online games where we’ve pioneered new gameplay mechanics such as auto-generated dungeons (Anarchy Online), dynamic combat (Age of Conan), and investigation missions (Secret World Legends). We’ve done The Longest Journey, one of the most critically acclaimed adventure games of all time. These days we’re finishing up Conan Exiles for the PC, Xbox One, and PlayStation, and we just announced that we are publishing Mutant Year Zero: Road to Eden and will be demoing it for the first time ever at GDC in San Francisco next week (you can still secure a spot for a demo: https://meetme.so/funcom2018gdc). Since those humble beginnings back in March of 1993, we’ve released over twenty-five games across a wide range of platforms. We’ve survived major shifts in the gaming industry and we’ve had to adapt to an ever-changing market. We’ve had our ups and we’ve had our downs.
    [Show full text]
  • Measuring Player Perceptions of Advertising in Online Games Ben Lewis Louisiana State University and Agricultural and Mechanical College, [email protected]
    Louisiana State University LSU Digital Commons LSU Master's Theses Graduate School 2006 Measuring player perceptions of advertising in online games Ben Lewis Louisiana State University and Agricultural and Mechanical College, [email protected] Follow this and additional works at: https://digitalcommons.lsu.edu/gradschool_theses Part of the Mass Communication Commons Recommended Citation Lewis, Ben, "Measuring player perceptions of advertising in online games" (2006). LSU Master's Theses. 793. https://digitalcommons.lsu.edu/gradschool_theses/793 This Thesis is brought to you for free and open access by the Graduate School at LSU Digital Commons. It has been accepted for inclusion in LSU Master's Theses by an authorized graduate school editor of LSU Digital Commons. For more information, please contact [email protected]. MEASURING PLAYER PERCEPTIONS OF ADVERTISING IN ONLINE GAMES A Thesis Submitted to the Graduate Faculty of the Louisiana State University and Agricultural and Mechanical College in partial fulfillment of the requirements for the degree of Master of Mass Communication in The Manship School of Mass Communication by Ben Lewis B.A., Louisiana State University, 2003 December 2006 ACKNOWLEDGMENTS I must thank Dr. Lance Porter for his outstanding guidance, vast experience, and fantastic sense of humor throughout the past year. Without his supervision, I may never have made it past the research phase of this project. Credit also goes to my other committee members: Dr. Anne Osborne for her helpful insight and suggestions along the way, and Dr. Margaret DeFleur for her willingness to join my committee on such short notice. I must express my gratitude to Dr.
    [Show full text]
  • PROPHET Without Honour Anarchy Online Book One
    PROPHET Without Honour Anarchy Online Book One Ragnar Tørnquist Prophet Without Honour Anarchy Online Book One by Ragnar Tørnquist Prophet Without Honour © FUNCOM 2001 Prophet Without Honour Anarchy Online original storyline created by Gaute Godager, Tommy Strand, and Ragnar Tørnquist Prophet Without Honour: Anarchy Online Book One written by Ragnar Tørnquist www.ragnartornquist.com Play the game www.anarchy-online.com Prophet Without Honour “And he dreamed, and behold a ladder set up on the earth, and the top of it reached to heaven: and behold the angels of God ascending and descending on it.” - Genesis 28:12 “All that we see or seem Is but a dream within a dream.” - Edgar Allan Poe Prophet Without Honour Prologue Rubi-Ka, 29475 AD The gleaming towers of Omni-1 reflected the fiery maroon light of twin suns succumbing to distant sandstorms, red dust stirred up by incessant winds along the arched horizon hundreds of miles due north. Large flotillas of ships passed north and west, rising slowly like grey whales drifting to the ocean surface, seeking to avoid the storms by crossing over them. To the east, there was the faint silvery gleam of another flotilla returning from the mines. While the storms were still much too remote to be heard – even with the most sensitive of implants – Philip Ross felt them. Rubi-Ka was, after all, his world. Not a sparrow would fall to the ground without him knowing. Figuratively speaking, of course. There were no sparrows on this planet. Ross focused. The windows darkened, and the panorama before him grew dim, leaving his office in a comfortable gloom.
    [Show full text]
  • Downloaded Directly to the Computer and Some Are Even F2P [Free to Play]) and Begin My Entry in the Virtual World
    FANTASTIC REALITIES: SOLID AND VIRTUAL RESONANCE IN MMORPGS by ZEK CYPRESS VALKYRIE B.A., University of Colorado at Colorado Springs, 2004 M.A., University of Colorado at Colorado Springs, 2005 A thesis submitted to the Faculty of the Graduate School of the University of Colorado in partial fulfillment of the requirement for the degree of Doctor of Philosophy Department of Sociology 2011 This thesis entitled: Fantastic Realities: Solid and Virtual Resonance in MMORPGs Written by Zek Cypress Valkyrie has been approved for the Department of Sociology ____________________________________________ Joanne Belknap, Ph.D. Chair, Dissertation Committee ____________________________________________ Jane Menken, Ph.D. Member, Dissertation Committee ________________________________________________ Heather Albanesi, Ph.D. Member, Dissertation Committee _________________________________________________ Matthew C. Brown, Ph.D. Member, Dissertation Committee ____________________________________________ Scott Bruce, Ph.D. Member, Dissertation Committee _________________________________________________ Stefanie Mollborn, Ph.D. Member, Dissertation Committee Date: __________ The final copy of this thesis has been examined by the signatories, and we find that both the content and the form meet acceptable presentation standards of scholarly work in the above mentioned discipline. HRC Protocol # 1007.4 Valkyrie, Zek Cypress (Ph.D., Sociology) Fantastic Realities: Solid and Virtual Resonance in MMORPGs Thesis directed by Professor Joanne Belknap This dissertation is a qualitative study that examines how game worlds and positive game experiences are neither equally accessible nor equally enjoyable to many who wish to participate in them. Newer research on games argues that those who master them are fulfilled socially, are highly productive, are motivated, and are invigorated by participation in grand narratives. Using a mixed methods approach, I drew on seventy in-depth interviews with gamers coupled with observational data from my membership role in several virtual worlds.
    [Show full text]
  • Advertising: Video Games
    Advertising: Video Games Recent Articles on Ads and Video games October 2008 Advertising Strategists Target Video Games April 21, 2006 10:33AM Visa isn’t the only brand getting into the virtual action. In-game advertising is expected to double to nearly $350 million by next year, and hit well over $700 million by 2010, according to a report released this week by research firm the Yankee Group. Advertisers are getting into the game — the video game. Increasingly, big-name marketers are turning to game developers to woo consumers more interested in the game controller than the remote control. “The fact is you aren’t able to reach consumers the same way you could 20 years ago, 10 years ago or maybe even five years ago,” said Jon Raj, vice president of advertising and emerging media platform for Visa USA. Visa ingrained itself into Ubisoft’s PC title “CSI 3” by making the credit card company’s identity theft protection part of the game’s plot. “We didn’t just want to throw our billboard or put our Visa logo out there,” Raj said. Visa isn’t the only brand getting into the virtual action. In-game advertising is expected to double to nearly $350 million by next year, and hit well over $700 million by 2010, according to a report released this week by research firm the Yankee Group. Bay State game creators are already reporting an uptick in interest from marketers wanting to roll real-life ads into fantasy worlds. “I’ve seen increased interest here and throughout the industry,” said Joe Brisbois, vice president of business development for Cambridge-based Harmonix Music Systems.
    [Show full text]
  • Live Games Privacy
    Privacy Policy Effective date: 28 January 2020 Funcom Oslo AS and its subsidiaries and affiliates including Funcom Inc ("us", "we", or "our") operates the https://www.funcom.com/privacy-policy/ website (hereinafter referred to as the "Service") as well as the following websites: funcom.com secretworldlegends.com anarchy-online.com ageofconan.com theparkgame.com longestjourney.com mutantyearzero.com conanexiles.com hideandshriekgame.com moonsofmadness.com conanchopchop.com https://www.metalhellsinger.com/ and services for the following “live” games: Age of Conan Unchained,Conan Exiles, Anarchy Online and Secret World Legends This page informs you of our policies regarding the collection, use and disclosure of personal data when you use our Service and the choices you have associated with that data. We use your data to provide and improve the Service. By using the Service, you agree to the collection and use of information in accordance with this policy. Definitions Service Service is the website operated by Funcom Oslo AS and the “live games” as listed above. Personal Data Personal Data means data about a living individual who can be identified from those data (or from those and other information either in our possession or likely to come into our possession). Usage Data Usage Data is data collected automatically either generated by the use of the Service or from the Service infrastructure itself (for example, the duration of a page visit). Cookies Cookies are small files stored on your device (computer or mobile device). Data Controller Data Controller means the natural or legal person who (either alone or jointly or in common with other persons) determines the purposes for which and the manner in which any personal information are, or are to be, processed.
    [Show full text]
  • 2Q 2018 Report
    2018 Third Quarter Financial Report The Funcom® Group Funcom N.V. and subsidiaries “We’re happy to report that the Third Quarter of 2018 has the highest quarterly EBITDA margin in the Company’s history, and after this quarter we have already beaten last year’s profitability record. So, while there are always stronger and weaker quarters throughout a year, this is one of the stronger ones. Conan Exiles was the main driver of the results, with a very successful release on PlayStation 4 in Japan together with our partner Spike Chunsoft, the inclusion of the game in the Humble Monthly subscription service and the release of paid DLCs (Downloadable Content). Our pipeline of games is also very promising with six projects in various stages of production, the first to launch being “Mutant Year Zero: Road to Eden”, to be released 4 December on multiple platforms and has had very positive press reception.” - Rui Casais, CEO 1 Highlights • 3Q18 revenues were USD 7.5 million (+25% vs 3Q17) and EBITDA was USD 4.6 million (+160% vs 3Q17). The EBITDA margin of 62% is the highest in Funcom’s history • The year to date EBITDA, EBIT and cash flow from operations all beat last year’s full year numbers which were the best in Funcom’s history. YTD EBITDA was USD 13.0 million (+38% vs YTD 3Q17), EBIT was USD 8.7 million (+23%) and cash flow from operations was USD 14.2 million (+72%) • The Company is free of any interest-bearing debt as of 4 October 2018, for the first time since 2009.
    [Show full text]
  • THE DUCK HAS ARRIVED! Mutant Year Zero Is out Now on PC, Xbox One, and Playstation 4
    Dec 04, 2018 11:59 UTC THE DUCK HAS ARRIVED! Mutant Year Zero is out now on PC, Xbox One, and PlayStation 4 Combining XCOM-like tactical turn-based combat with real-time stealth and exploration, Mutant Year Zero: Road to Eden is now available on PC and consoles including Xbox Game Pass OSLO, Norway – December 4th, 2018 – Publisher Funcom and the developers at The Bearded Ladies are thrilled to announce that Mutant Year Zero: Road to Eden today released onto PC, PlayStation 4, and Xbox One. The game is also available to all Xbox Game Pass subscribers starting today. Mutant Year Zero: Road to Eden is a tactical adventure game featuring a cast of unlikely, anthropomorphic characters such as Bormin and Dux, the badass boar and waterfowl that is synonymous with the game thanks to the cinematic reveal trailer. Funcom today also released a brand new LAUNCH TRAILER: Download from the FTP | Embed from YouTube Download the latest screenshots and key art from Funcom’s press FTP Mutant Year Zero: Road to Eden combines XCOM-like tactical, turn-based combat with real-time stealth and exploration of a post-human Earth. It is developed by The Bearded Ladies, a team made up of former HITMAN and PAYDAY developers among others. The game is part of a broader Mutant IP which includes the 80’s pen and paper RPG Mutant that has a loyal following across the world and is frequently seeing new releases. The game has received several “Best of Show” awards at both E3 and GamesCom. “We are very excited to be launching Mutant Year Zero: Road to Eden today and it has been great working with the talented team at The Bearded Ladies,” says Funcom CEO Rui Casais.
    [Show full text]
  • Funcom's Secret World Legendstm to Launch 26 June, New Video Out
    TM FUNCOM’S SECRET WORLD LEGENDS TO LAUNCH 26 JUNE, NEW VIDEO OUT NOW - Funcom’s supernatural MMO The Secret World sheds its skin and emerges as the free-to-play, shared-world RPG Secret World LegendsTM on June 26, 2017 – OSLO, Norway – May 9, 2017 – Mark your calendars: Funcom’s shared world RPG Secret World LegendsTM will hit Steam on 26 June this year. Going from buy-to-play to fully free-to-play, Secret World Legends is a reboot of Funcom’s conspiracy-themed massively multiplayer game The Secret World. Now reimagined as a shared-world role-playing game, Secret World Legends puts more focus on the player’s experience uncovering the vast storyline and their journey through locations that spans the real, modern-day world. Funcom also released a video today that gives a brief overview of what Secret World Legends is all about. Download the new “What is Secret World Legends?” video released today: Download from Funcom’s FTP | Embed from YouTube Download a brand-new batch of screenshots Secret World Legends features a revamped combat system, newly designed progression system, updated visuals, and more. You can choose to explore and uncover the story by yourself, or you can team up with other players. In the game’s central hub, Agartha, you can meet and socialize with hundreds of other players, while player population in the adventure areas beyond will be tightly controlled to make sure that the experience is as immersive as possible and that the focus remains on you and your journey. Secret World Legends plunges players into a shadowy war against the supernatural in an adventure that crosses our world with the realms of ancient myth and legend.
    [Show full text]
  • Voice in Virtual Worlds
    i Voice in virtual worlds Gregory Robert Wadley Submitted in total fulfilment of the requirements of the degree of Doctor of Philosophy. December, 2011 Department of Information Systems, Faculty of Science, The University of Melbourne ii Abstract Virtual worlds are simulated online spaces through which large numbers of people connect in order to work, play and socialize. Examples include massively multiplayer online games like World of Warcraft and open-ended worlds like Second Life . Virtual worlds are differentiated from other systems by their simulation of a persistent three-dimensional landscape, in which users are usually represented as avatars. Virtual worlds host large numbers of users and support a variety of recreational and instrumental uses. A critical aspect of any collaborative system is communication. In virtual worlds this is especially complex. Most users encounter people who are unknown to them offline. Most maintain a presence in the world over many months or even years, yet may prefer to be pseudonymous or engage in identity-play. Users must simultaneously manage both physical and virtual contexts. Synchronous as well as asynchronous communication is required. Virtual worlds initially offered only text as a medium for user-to-user communication. More recently, vendors have introduced facilities for communicating by voice. This has made the experience of virtual worlds more convivial for some, and has enabled forms of collaboration that were previously only possible in small experimental systems. But the introduction of voice provoked controversy, with some protesting that it projects too clearly the personal characteristics of speakers, damaging pseudonymity. Some are more sensitive about speaking with strangers than they are typing, and may become less communicative when adopting voice, or more easily dominated by extroverted collaborators.
    [Show full text]