Star Vault Q2 Finances: Sales Down, Profits Down


q22013

Star Vault has released their second quarter finances for 2013. Following a rise in the first quarter, net sales dropped approximately 15% to $811,263 USD while net profit fell further into the red at $-937,168 USD. According to the quarterly report, the number of active subscriptions in Q2 2013 is in line with Q1 2013. Earlier in the second quarter, Star Vault sold approximately one million shares to two investors from the UK and USA, allowing for “accelerated development” as the report describes.

Star Vault CEO Henrik Nystrom’s statement:

Just like in the beginning of 2013, we have in the second quarter could see a slightly positive trend as the number of registered members of the Forum of Mortal Online has increased slightly compared to the first quarter, which is obviously pleasing.

Through the private placement we completed in May 2013 was Star Vault capital to advance the development moving forward and deliver new features to the game. At present, we use external services to mass produce content for Dominion (territory control) and the new continent. Before that we delivered in April a ‘mount package, which could be completed with the help of playing donations. Mount package has been received with great joy by our players and brings to my mind a new dimension in Mortal Online.

Henrik Nystrom
CEO, Star Vault AB

The information above was pulled directly from the AktieTorget stock exchange and all monetary values converted from SEK into USD based on international conversion rates provided by Citibank NA. The graph uses the original SEK figures presented in the document, and the statement from CEO Henrik Nystrom was translated into English from its original Swedish via Google’s translation service.

Star Vault's Q1 2013 Shows Growth


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Star Vault has released their Q1 2013 reports and things are looking up, somewhat. The Swedish developer notes a combination of increased subscriptions since last quarter as well as the introduction of the ability to donate money for development, as contributing to the company’s revenue growth in 2013. Star Vault’s net sales for Q1 2013 amounted to slightly over $100 thousand USD, or a 45% rise since Q4 2012. Net profit has come closer to reaching profitability with a similar 47% rise to just over seventy grand in the red.

Henrik Nystrom commented on Star Vault’s outlook:

We are cautiously optimistic about 2013, and we may for the first time in a long time see that the increase in player activity begins to appear in our quarterly report. Revenues from our movement has grown and we have achieved a positive cash flow. I would add that the figure includes a bridge loan 394 000 SEK, which in turn is related to a private placement.

Star Vault is still aiming to get Mortal Online approved via Steam Greenlight.

As for game development in the first quarter of 2013, we have mainly focused on fixing bugs and polishing the Mortal Online since we are high listed on STEAM Greenlight, called the list for the U.S. distribution channel STEAM, which we plan to release our game in the near future. Before this game release is done, we need to prepare for increased traffic both game code-wise but probably also the size of the physical game area. We continue to make the first gameplay in Mortal Online as well and smooth as possible for the players can more easily get into the game and quickly start developing their characters.

(Source: Star Vault Q1 2013 Finance Report)

Star Vault’s Q1 2013 Shows Growth


starvault

Star Vault has released their Q1 2013 reports and things are looking up, somewhat. The Swedish developer notes a combination of increased subscriptions since last quarter as well as the introduction of the ability to donate money for development, as contributing to the company’s revenue growth in 2013. Star Vault’s net sales for Q1 2013 amounted to slightly over $100 thousand USD, or a 45% rise since Q4 2012. Net profit has come closer to reaching profitability with a similar 47% rise to just over seventy grand in the red.

Henrik Nystrom commented on Star Vault’s outlook:

We are cautiously optimistic about 2013, and we may for the first time in a long time see that the increase in player activity begins to appear in our quarterly report. Revenues from our movement has grown and we have achieved a positive cash flow. I would add that the figure includes a bridge loan 394 000 SEK, which in turn is related to a private placement.

Star Vault is still aiming to get Mortal Online approved via Steam Greenlight.

As for game development in the first quarter of 2013, we have mainly focused on fixing bugs and polishing the Mortal Online since we are high listed on STEAM Greenlight, called the list for the U.S. distribution channel STEAM, which we plan to release our game in the near future. Before this game release is done, we need to prepare for increased traffic both game code-wise but probably also the size of the physical game area. We continue to make the first gameplay in Mortal Online as well and smooth as possible for the players can more easily get into the game and quickly start developing their characters.

(Source: Star Vault Q1 2013 Finance Report)

Star Vault Releases Q4 Income


Screen shot 2013-02-21 at 4.03.46 PM

Star Vault has released their fourth quarter releases for 2012, and the news isn’t all bad. Net sales lowered to 463,307 Krona ($72 thousand, approximately) from 501,252 Krona ($78 thousand) in the third quarter. Net profits continued deeper into the red at -895,699 ($140 thousand, approximately) from 706,844 in the third quarter ($110 thousand).

The fourth quarter saw the release of both Mortal Online’s free to play as well as the the launch of a donation system. Overall, according to the report, the model has compensated for the loss of license sales and Star Vault has seen positive development in all areas.

The number of subscriptions in the fourth quarter was approximately the same as in the third, with a slight increase following free to play. Sale of licenses will no longer be reported due to the new business model, as they have been discontinued.

In Henrik Nystrom’s notes, he discusses that the expansion Awakening went well, but did not increase sales as expected. Nystrom references 2012 as a transitional year, noting donations as important to continued development. The company is still working to be listed on Steam, and while the new cash flow has been positive, it has had no effect on the fourth quarter. Star Vault expects to break even in 2013.

(Source: Aktie Torget Press Release)

Mortal Online Shows Higher Resolution Textures


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There is no denying that the citizens of Nave have faces only a mother could love, and in many cases a body of hair that even Robin Williams would be impressed by. Not too long ago, Star Vault set up a donation system where players are able to throw a little extra into the coffers. The idea, of course, is that while Star Vault does not receive 100% of revenue from subscriptions (I’m guessing much of it goes to licensing), they are able to keep 100% of the donations, which they put toward extra development goals.

The latest goal to be announced comes in the form of $6,000 toward the “character build” update, aiming to bring a brand new look to Nave’s player folk, both in the face and armor departments. The update will also allow several other features to be put into place, including general optimizations and a few other graphical improvements. The whole list of improvements is as follows:

  • Much better looking player characters (rebuild of all races and genders).
  • Better looking character face customization; more support for scars, tattoos etc.
  • Rebuild of all armor meshes/materials/shaders parts making them look much better.
  • Allowing us to add more and new armor parts in the game.
  • Almost all resource material gets its real and unique look.
  • Much better control over the dye system.
  • Better performance on player characters, no more 1-2s freeze lags when loading a bunch of players.
  • Removal of the texture merges system which means a big memory optimization on the client and better overall performance.
  • More players on the screen will not add cost on the client as it did in the old system.
  • A full new armor set will be included in this package; new types will arrive in the future now since the new system will allow it.

The donation system has drawn some controversy, although from outside the Mortal Online community rather than inside of it. The concept may seem surprising to players outside of the game, but the community hasn’t just embraced the donation system, they are the ones who demanded it be put in place to begin with.

(Source: Mortal Online)

Mortal Online Is Free To Play


Count this one under “who could have seen that coming?” Star Vault has announced on Facebook that Mortal Online will be heading free to play. Free accounts will have a restriction of 60, out of a possible 100 skill points, with some other restrictions. Premium subscribers will have access to thievery, and are able to loot and trade expensive items.

“Our new subscription model is a perfect fit for Mortal Online. This means Mortal Online will be free to play forever, without sacrificing the quality of gameplay that makes Mortal Online great. New accounts will have access to the entire game. FTP accounts may upgrade to a Premium Account for a monthly fee and earn exclusive and powerful benefits!”

Mortal Online has suffered financial and subscriber problems since its launch. With any luck, this should bring new players who were afraid to leap into the hardcore MMO previously.

(Source: Mortal Online)

Star Vault Q3 2012


Profits and sales are down from last quarter in Star Vault’s latest reports. According to the latest financial documents, subscriber count decreased in the third quarter compared to the second, despite the release of Mortal Online’s expansion Awakening. Awakening aims to bring new players into Mortal Online by making the game more user-friendly.

Next on the list is promotion. Star Vault hopes to have Mortal Online present on Steam. And once again for the moment we all anticipate each quarter: Star Vault anticipates break even in…unknown. The previous expectation for September or October has obviously not come to fruition, due to a break in the upward trend when the estimation was first given. Star Vault will prepare Mortal Online for 2013.

Other than that, no surprises for Q3.

Star Vault Accepting Donations In Return For Perks


It’s been a while since Star Vault released Mortal Online’s latest expansion, Awakening. While current development focus is aimed directly at squashing the numerous problematic bugs that have caused problems, John VanderZwet has posted an update on the Mortal Online website to detail some upcoming changes, including a donation system set up on the request of the community:

After a community forum thread got us thinking about a donation system, we’ve decided to run with it. Very soon we’ll be opening up a new section on our website allowing you to contribute to Mortal Online’s development outside standard subscriptions. It’ll work something like Kickstarter does, only we’ll be handling it on our own. You’ll receive cool perks for donating. The more you wish to donate the more you’ll receive. We’ll unveil just what these things are shortly, but we will NEVER introduce anything that will give you an advantage in the game. We’re talking cosmetic and just simply cool things here.

Additionally, Mortal Online will be updated to include a new system to accomplish two tasks: Aid new players, and introduce more casual options that do not detract from the overall game experience.

(Source: Mortal Online)

Working Out A Bounty System


A bounty system is to sandbox MMOs like peanut butter to fluff on a sandwich perhaps with a glass of cold milk on the side (soy or almond if you prefer). While the sandbox purists will say that developers should just allow players to run their own bounty system, because risk is just part of the experience, having some infrastructure in-game can be very helpful without restricting freedoms. Ensuring the person claiming the bounty actually made the kill, and that the bounty holder must pay up.

But it feels like the developers are just setting themselves up for abuse with current bounty systems, so I’d like to offer a few of my own thoughts on a bounty system. They are just my thoughts, they could be wrong.

1. Money In, Money Out.

I think most players will agree that a bounty system is specifically a player to player affair. I hate you because you kill me a lot, you talk crap in chat, or perhaps you just crossed an angry person with a lot of expendable cash. So I’m not entirely sure why some MMOs don’t have a 1:1 input to output ratio on bounty levels.

As a gamer, I take issue with government subsidized murder to deal with personal squabbles. If xXx Leg0la$ xXx wants me dead because I stuck my sword in his head and stole all forty of his apple pies, he can do so without asking companies like Aventurine to help him buy a bounty hunter, ie: my friend who kills me and splits the reward. Even more importantly, removing the glut will prevent people from using the bounty system to get rich, with the money coming from nowhere.

Ultimately, a bounty system should be a transfer of wealth, not a generator of it. It should act as an arbiter, essentially, to prove the kill and distribute the reward.

2. The Bounty System Will Be Gamed, Regardless.

How do you keep someone like myself from gaming your bounty system? Simple: You can’t. And that is something that developers will need to understand going forward if you’re going to make this an enjoyable system and not a convoluted, overreaching and unenjoyable mess. A bounty system is a social system, and you’re up against geniuses in social engineering.

But even on a 1:1 ratio as mentioned above, you won’t stop the system from being gamed. When a player has a bounty on their heads, they will simply allow themselves to be killed by a clan member and split the profits. Prevent their clan from gathering the reward? They will set up a mule, outside of the clan, to get the kill. Allow only trusted/known people to gather the reward? Well then you’ve just negated the point in making the system official, if the person is known well enough that they could just as well be trusted on the honor system.

And enough on gaming the bounty poster, what about the bounty pursuant? Set up a clan member as a trap by throwing a massive bounty on his head, and when lone hunters show up to kill him, the group jumps out and just thrashes him. In RuneScape they do something like this by having everyone stand on one square, giving the illusion that there is only one person.

So your system is going to be gamed, one way or another, but at least in the world I’ve created it isn’t being abused to generate wealth out of nowhere.

3. Have Some Fun With It.

Here is my ideal bounty system for a game like Mortal Online or Darkfall. Players naturally drop something identifying when they die, let’s say their head or a finger. Whatever the object is, it decays and disappears after a short period of time, let’s say 24 hours from the time of death, to prevent players from gathering them in large quantities and simply hoarding them until the appropriate bounty is posted.

I, as the bounty poster, give my bounty notice and reward to the broker, we’ll call him that creepy guy in the back alley on the edge of town. You, as the hunter, go to him to see who is on the menu. When you kill your target, gather his head/finger as proof, and bring it to the creep, he pays you the reward. And naturally you are free to keep the loot from the person you killed as an extra reward.

Simple, minimalist. An NPC to act as an arbiter and nothing more.

Mortal Online Q2 2012: Sales Down, Profit Up Slightly


It is the end of August, and that means financial records aplenty. Star Vault has released their second quarter finances for 2012, and the results are mixed. The number of monthly payments during the second quarter decreased compared to the previous report, as well as the sale of licenses. In the release, Star Vault notes that the launch of the expansion Awakening aims to make Mortal Online appeal to a wider audience, and there is something for players to do constantly, even if they are not interested in conflict.

The launch of Awakening has also lead to the reactivation of accounts and an increase in sale of new licenses, according to Henrik. Star Vault now expects to break even at some point in September/October.