Chapter 26: Chapter 26: Launch
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[3rd Person POV]
"Alice, is breakfast ready yet?" a hurried male voice called out.
"Yeah, it's ready. You're not late. Why are you in such a rush?" the girl replied, setting plates on the table.
"I already told you that today our company is launching its first game. Your dear brother has been working on it for a long time. This is my first full-fledged job," said Paul Diaz, devouring the meal prepared by his sister's skillful hands. "I don't want to be late! Besides, it's better to arrive early in case a problem comes up that needs immediate attention."
Paul, an employee of Alritex Entertainment, took his responsibilities very seriously, doing everything he could to ensure the game's perfect launch. He still vividly remembered the struggles he faced while trying to support his family.
Fortunately, Alex Reath hired him, changing his life dramatically. Paul's mother was now receiving proper care at the hospital, and his sister appeared happier and livelier than ever.
No longer did he have to worry about saving money for food or clothes. Paul knew who was behind these life-changing improvements, and he worked hard to meet the expectations placed on him.
"The game is called Subway Surfers, right? I'll definitely download it today. I'm excited to see what kind of game Alex Reath has created," Alice said with eager eyes.
Listening to her, Paul sighed quietly. Ever since he mentioned his employer to the family, Alice had been searching for any news about Alex online.
With their improved financial situation, she even bought all four books written by him.
Alice quickly became one of his most devoted fans. When she saw a video of him playing the piano, she was utterly captivated. "Brother, when will you show me your workplace? You know how much I want to meet Alex Reath."
"Alice, have mercy on me. I can't just bring you to my workplace. What if something happens and I get fired? Listen, I promise I'll take you there in the future."
"Okay, but remember, you promised! Now finish your food and go. I'll be waiting impatiently for the game's release."
"Hilary, it's today, right?"
"Yes, Megan, today. Hmm, I'm feeling a little nervous."
"Me too! I'm so excited! Do you think Alex Reath can work his magic again, or will this be his first failure?"
Hilary, a video blogger, and her friend Megan were eagerly anticipating the launch of Subway Surfers.
This was Alritex Entertainment's first game. Until now, Alex had achieved success in every venture—books, music, or otherwise. His piano composition, River Flows in You, was particularly well-loved.
Now, for the first time, Alex was stepping into the gaming industry. Creating a game that captures an audience's attention is no small feat, especially for a new company. Many people who had witnessed Alex's meteoric rise were watching this launch closely.
"I don't know what will happen," said Hilary. "But I feel like we're about to witness another miracle."
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[Alex's POV]
Early in the morning, I woke up from restless sleep. Today marked the official launch of Subway Surfers, and it was an incredibly significant day.
Everyone has ambitions—some big, some small, some buried deep inside. My goal is to make Alritex Entertainment the world's largest entertainment conglomerate. I want my company to have the final say in Hollywood.
The first step toward this vision is Subway Surfers, whose success is vital. It will show whether a game from another world can thrive here. Success could propel our fledgling company to become a media powerhouse.
Subway Surfers is a mobile platformer game, primarily designed for phones and tablets, though also playable through browsers on PCs. The story begins with the player's character painting graffiti on a train car. An inspector and his dog spot this, triggering a chase along the railway tracks.
The player's objective is to run as far as possible, dodging trains and overcoming obstacles. The game's simplicity is what makes it so appealing.
By 8 a.m., I arrived at the office, only to find the employees already bustling with activity.
"The management is late as usual," my assistant Heather remarked with a neutral expression.
"They're not late, just delayed," Barbara quipped, adjusting her red hair.
I offered a weak smile. "Thank you all for your hard work during this time. Your efforts have been invaluable. I hope we can build the best gaming company together. Without your dedication and expertise, this would not be possible." Looking around at the team, I asked, "Is everyone ready?"
"Yes!" came the resounding reply.
"In that case, let's proceed with the launch."
"Only our chairman can take such an important step," Miss Gordon said with a smile. "Let's support him with a round of applause."
The employees' faces were a mix of excitement, hope, and nervousness. We had poured our hearts and souls into this game, and now it was ready for the world.
Sitting at my computer, I gripped the mouse and quietly clicked the confirmation button. For all the commotion leading up to this moment, the launch itself was surprisingly simple—a single click. And just like that, it was done.
Subway Surfers was free to download for the first five days. Afterward, players needed to pay 50 cents to continue. Additionally, the game offered in-app purchases for items, gold coins, and new characters.
Turning to the staff, I took a deep breath. "Remember what I told you: to keep players engaged, we need monthly updates. The game's visuals should change completely with each update.
"In January, the player runs from a policeman in Chicago; in February, from a mustachioed inspector in Paris; and in March, they're chased through the vibrant city of Tokyo. Each location will feature unique backgrounds, trains, and exclusive characters available only during that period. Players won't be able to choose the cities—they'll change automatically. This approach will keep the game fresh and exciting."
"Don't worry, Alex. I've planned for everything," Barbara assured me. "We started preparing the next update two days ago. Nothing will go wrong, trust me."
"Thanks, Barbara. That's a relief."
Three days had passed since the launch. On the first day, Subway Surfers was downloaded by 500,000 players—a remarkable number indicating strong public interest. Everyone at the company let out a collective sigh of relief.
The game found its audience, which means we did not fail. However, it's worth mentioning the $30 million I spent on advertising. As the results show, it was worth it. On the second day, the game was downloaded by more than 2.5 million people. My employees froze, their mouths agape.
Such figures signaled a phenomenal result, indicating that the game was becoming popular. More people, either through media ads, forum discussions, blogs, or word of mouth, learned about the game. They downloaded "Subway Surfers" on their computers, tablets, and phones. By the third day, downloads exceeded 4 million.
The company's employees couldn't believe their eyes. Once they confirmed the figures were real, they burst into applause. Seven million downloads in three days exceeded my expectations. My idea was a success! Even in this world, the game was climbing to the top.
"Alex, how do you do it?" Barbara asked with a suspicious tone. "Whatever you touch succeeds. Books, music, now games. What's next, movies and TV series?"
"Sure, we'll get there. Don't forget animated cartoons—they rake in colossal revenue from toys and merch."
"Luckily, this doesn't concern me. I'm the director of the mobile games division. So, in three days, here's the situation: out of 7 million players, 314,000 purchased the license rights. And the game is still free for five days. Additionally, users have made in-game purchases totaling $112,000. In three days, we've earned $269,000."
"Not bad. What do you think, Barbara?"
"You want my opinion? Then listen… This is simply unthinkable! I understand the game's appeal, so its popularity isn't surprising. But I'm amazed you came up with it. It seems too simple to be interesting, yet it hooks you once you play. Alex, your creative ideas are treasures that can bring mountains of wealth. Are you absolutely sure you're not a mutant?"
"Batman already checked—no mutations."
Yes, Batman recently asked for my DNA to check for mutations. Not only do I have uncanny intuition, but I also possess a spatial pocket. The results were negative. Of course, I kept my player system abilities to myself.
"What's our next step?" Ms. Gordon inquired.
"For now, focus on future updates. They're due in a month. Also, ensure the game runs smoothly."
Today, I went straight to the richest man in Gotham City: Bruce Wayne. Why? You'll find out soon enough. Entering his office, I greeted him and took a seat.
"Alex, what brings you to my company?" Bruce asked, glancing up from his paperwork.
"I came to visit. I thought you'd be here, bored out of your mind. To cheer you up, I brought a little book of my own creation." I placed a thick manuscript on his desk, pulling it from my inventory.
"The book about the clown?"
"Yes! I promised to write it, and here it is. Sorry it took so long—it's a bit… voluminous. But don't worry, you'll love it! I'm sure the Joker will, too."
"I have no doubt," Wayne replied dryly. "Let's discuss terms. I offer you 10%."
"Ahem, I must've misheard. Could you repeat that?"
"10%."
Silence lingered in the office.
"Last time, we agreed on 35%."
"The situation has changed."
"What are you saying? My books have made your company a fortune. Cut me some slack—30%."
"Thirteen percent, because you're my nominal student," he replied with a sly grin.
"Don't you realize this is your chance to troll the Joker? 25%."
"Alex, isn't this our final collaboration? You plan to publish independently soon, right? I can stretch to… 15%."
Damn, he knows that too! Why am I surprised? He's Batman—the world's greatest detective. He probably knows what color socks I'm wearing.
Our haggling lasted another half hour. I defended my interests with valor! Eventually, we settled on 20%, with royalties paid monthly instead of weekly. The initial print run would be 5 million copies.
"It… Interesting title," Bruce remarked, skimming the manuscript. "By the way, congratulations on the game's successful launch."
"Thanks, we worked hard. Have you downloaded it?"
"Of course not. Alex, would you consider selling your company?"
"Is there interest?"
"Wayne Enterprises finds 'Subway Surfers' commercially compelling. What do you say?"
"I hadn't considered selling. Out of curiosity, what's your offer?"
"$500 million."
"Wow, how stingy!" I exclaimed theatrically. "Still, no."
"A generous offer, but clearly, you're not interested."
Of course not! I have enough ideas to grow the company into a rival for Wayne Enterprises. Short-term gains don't tempt me.
"Sorry, Bruce, my company is like my child. I won't part with it. But I'm sure we'll collaborate in other ways."
"I'm always open to profitable business proposals."
"Nice doing business with you, Bruce." I shook his hand. "By the way, I can't make it to training today. Oh, and don't forget—three days from now, we're throwing a party to celebrate the game's release. It's at Quiet Backwater restaurant, five in the evening. Don't skip it, or I'll poke holes in all your raincoats," I warned him with a smile.
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Thank you for your support you all, hope you all had a wonderful day.
Here's the new chapter, hope you liked it and will show your support with your power stones.
[email protected]/Annihilator009