We continue to summarize the results of 2024 with gaming (or game industry-related) teams and experts. Next up is an interview with Vlad Rannik, CEO of the gaming studio CM Games.

How was the year for the company? What achievements would you highlight?

The main event for us was the early access release of Into The Radius 2 on Steam. Developing sequels is always challenging because players expect both innovation and a repeat of familiar experiences. Given that the first "Radius" sold over 700,000 copies, we have an active fan base with high expectations for the continuation of the series.

As a result, we faced the typical dilemma where any approach to early access risks disappointing some players. Keeping the game in development for too long can miss key design or technology errors, while releasing too early may give the impression that the game falls short of the original.

Into The Radius 2

We decided to focus on our long-term goal — creating one of the best VR games in history. For this reason, we entered early access midway through the production cycle, skipping many familiar mechanics from the first part, but incorporating all major changes (an updated engine, multiplayer, a new equipment system, new art direction, and more). You could say we chose to risk initial success in favor of a better outcome for the full release.

In the end, early access exceeded our expectations. Despite some fair criticism, we sold about 40,000 copies in the first week, reaching the top spot in revenue among all games on Steam (albeit briefly — the same night Call of Duty launched a new season, and we ceded the top to them). For the rest of the year, we released several major updates with features and content. Currently — over the last 30 days — the user rating of the game is around 90%.

It should be noted that all this happened against a backdrop of a relatively weak market. Therefore, overall, we are very satisfied with the reception of Into The Radius 2. Compared to the early access of the first part, which took place five years ago, this is a result x10. A good base for further development.

Into The Radius 2

How do you see the situation on the gaming market has changed?

  • Financial turbulence: Due to global economic uncertainty and the cooling of interest in gaming after the pandemic boom, mid-sized studios have particularly suffered. There is relatively little money in the market, and only companies with strong fundamentals survive.
  • Shift to pragmatic use of AI: Previously, AI solutions generated a lot of buzz, but this year they have gradually integrated into game development on a deeper level — procedural content generation, QA automation, and gameplay personalization have become standard rather than revolutionary.
  • Growth of subscription models and services: Platforms like Game Pass and PS Plus have continued to set the trend for subscription, but niche subscription services and "mini-libraries" for specific genres and audiences have started to gain strength.
  • Return to quality: After scandals around rushed and unpolished releases, 2024 became a year with a strong emphasis on refining products to a polished state, albeit not without exceptions.

Into The Radius 2

How was the year for the genre you work in?

Since our biggest release was in VR, I'll focus on that. The market was fairly stagnant: new devices either replaced old ones in the hands of the existing audience or sold in relatively small quantities. Almost all new VR releases had very modest sales, even those with big IPs. Some launches from top publishers resembled soft launches in their outcomes. However, there were also breakthrough projects from those who acted smartly and adapted to the market.

What strengthening or emergence of trends in your niche do you expect in 2025?

I expect 2025 to be similar to 2024. There might be one or two events that seriously shake the market (as usual, cautiously hopeful for Valve), but overall, the technological base for true next-gen and breakthroughs in hardware and content attractiveness continues to accumulate. It's unlikely that the economic situation or overall sentiment towards the industry will greatly improve during this period. I anticipate it will be a year to continue building useful things methodically and effectively for the long term.

Into The Radius 2

What are the company's plans for 2025?

Gradually move toward full releases of projects currently in soft launch or early access through consistent improvements.

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