This update to Infinite World was actually quite simple on the surface.
However, there were also so hidden changes that hadn’t been officially announced.
First of all, the ga’s random world generation system underwent a major overhaul in this new version.
That said, it still hadn’t reached the "complete form" envisioned by the developers, so it wasn’t explained in this update. Instead, it was quietly preloaded into the ga so they could observe player feedback first.
In addition, the ga previously had a large number of bugs and exploits.
Because the ga’s scale was too large, and the team was small—just over a hundred people—and inexperienced at the ti, they simply couldn’t fix everything.
After receiving help from Gastar Electronic Entertainnt, they made significant progress in bug fixing.
This 1.1 update patched most of the more severe and malicious bugs.
Even if the ga still wasn’t exceptionally fun, at the very least it could now run normally and be played properly.
The ga critic himself didn’t quite know how to describe it.
This ti, Infinite World didn’t seem to add much new content, yet it felt far more comfortable to play.
So the ga was actually kind of fun after all? Was it just my mindset back then that caused to have such a terrible impression of it?
With that thought in mind, he went back and tried Infinite World again on the Mikfo platform.
And then he realized his original impression had been completely correct.
Even now, Mikfo’s version of Infinite World was still the sa old thing. Over on Battle, the update had been live for more than a day, yet Mikfo’s version was still lagging behind.
Judging from the announcent, it clearly wasn’t the Infinite World dev team deliberately withholding updates from their forr owner.
After all, the store page—cover art and promotional images—had already been updated, so uploading the new version shouldn’t have been a problem.
The real issue was simply that Mikfo’s platform experience was terrible. Even when given a chance, they wasted it. No wonder they could never beat Gastar Electronic Entertainnt—it was entirely their own fault.
After that, he returned once again to Infinite World on Battle.
Compared to before, the building mode was far more interesting. This ti, instead of constantly hopping between empty worlds, he settled down in a single world and focused on large-scale construction and infrastructure. Without realizing it, hours slipped by.
Farming-and-building gas were always like this—absolute ti killers that made ti feel like it was flying.
At the sa ti, inside Gastar Electronic Entertainnt, the Infinite World developnt team and producers were celebrating.
On the very day the new version launched, thanks to discounts and Battle’s promotion, Infinite World achieved a strong opening.
Sales exceeded 100,000 copies on day one.
They had originally lost all hope, thinking that even a few tens of thousands of copies would be enough.
They never expected sales to be this much better than anticipated.
A little over one hundred thousand copies might not sound impressive, especially during a discount period—at $7.5 per copy, that was only about $750,000 in revenue, hardly a huge return for ga developnt.
But that was just one day.
"This is amazing, producer! We’ve finally achieved sothing! Sales after this won’t be bad—maybe we can even hit 500,000 copies during this promotion. That would be a huge success, and we could finally report back to the boss!"
The producer was also excited, but as a manager, he quickly cald down.
"No. We can’t relax yet," he said. "Sales have exceeded expectations, but they still don’t match the money required for long-term maintenance and recovery. We spent over three million dollars just to give Infinite World a new look."
Everyone nodded.
That was true—this wasn’t the ti to celebrate yet.
"Then what should we do, producer?"
After thinking for a mont, the producer said, "Honestly, this situation reminds of sothing the boss once told . Ga quality is important, but promotion is just as important. Fine wine isn’t afraid of being hidden in a deep alley—but that doesn’t matter if soone dumps cheap, bad liquor right at the alley entrance so no one can sll the good wine inside."
"Wine? What does that have to do with our ga?" Everyone looked confused.
"It’s just a taphor. A classic saying from the Eastern superpower. Our boss likes using expressions like this."
"So... we’re going to step up promotion?"
The producer nodded firmly. "Exactly. And we’re going to increase it."
"But we don’t have much money. Gastar Electronic Entertainnt approved very little budget for marketing."
The producer said confidently, "Don’t worry. I’ve already thought this through, and I know exactly what to do."
"How?"
The team exchanged looks.
This idea wasn’t originally his—it ca from Takayuki’s guidance.
"Video gas don’t necessarily need massive advertising budgets, especially mid-sized or smaller gas. Not everyone likes smaller-scale productions, and blockbusters don’t always co from heavy capital marketing. I suggest you take the livestreaming route."
The producer took a deep breath and said, "We’re going to do livestreams."
"Livestreams?"
"Yes. Livestreaming. Online streaming is booming right now, with huge viewership numbers. We can invite strears to play our ga at relatively low cost. At the sa ti, we can create an official livestream account and stream the ga ourselves."
"And I also thought of working with Facebook to launch a creative submission event. Using Infinite World as a base, let people freely create content. The winners get decent rewards."
This was a low-cost, high-efficiency promotional strategy.
Years ago, Takayuki had used livestreaming to promote gas like Titanfall, drawing players in through exciting broadcast monts and convincing them to buy and try the gas themselves.
This was very different from traditional film or TV.
Movies and shows couldn’t be freely stread due to strict copyright control, and watching them on livestreams was essentially spoilers—many people found that boring.
Video gas, on the other hand, were perfect for livestreaming. Developers even encouraged players to stream their gas to increase exposure.
With the growth of the internet, strears’ incos were rising, but they hadn’t yet reached the level of top-tier influencers from Takayuki’s past life. Most still had limited bargaining power, making this an excellent low-cost marketing opportunity.
The Infinite World team didn’t hesitate. Everyone sprang into action—searching for strears, registering Facebook livestream accounts, and preparing equipnt for real-ti interaction with players.
A few days later, the livestream plan officially launched. The entire team mobilized, doing everything they could to increase the ga’s visibility.
They especially emphasized Infinite World’s long struggle and coback story, aiming to stir sympathy and goodwill.
The ga critic was one of the self-dia creators contacted by the official team. When asked to share his thoughts, he agreed imdiately.
On one hand, the ga had genuinely started to move him. On the other, he felt an urge to help promote it.
His response was fast.
Not long after being invited, he posted a four-star rating in the review system.
That rating stood out sharply among Infinite World’s reviews.
According to real-ti data, most players who had marked the ga as played were still overwhelmingly negative. Many had been deeply hurt and no longer trusted ga preorders.
One-third of reviewers had given it half a star.
The overall rating was still "Overwhelmingly Negative."
So far, no other ga on Battle had received such a label.
Infinite World beca the platform’s first ga with "Overwhelmingly Negative" status—reviewed by over ten thousand players. Even the dev team found it embarrassing.
The pressure was imnse.
That’s why seeing even a small number of high-star reviews appear made them incredibly happy.
The critic wrote:
"Infinite World is a ga that’s been out for so ti. I have to say upfront: before version 1.0, it was terrible. It barely qualified as a ga.
But a ga doesn’t have to stay bad forever. Gas can be redeed. I bought this new version mostly to watch the train wreck—especially since I already owned all the popular titles and didn’t need to spend more money.
To my surprise, the ga I once harshly criticized turned out to be genuinely fun.
In this new Infinite World, your options are still limited. You either clear the main story, wander aimlessly, or quit because every world feels dull.
But this ti it’s different. The new sandbox building feature finally gives the ga real fun. I’m starting to hope this ga can truly improve. I’m willing to spend more money to support the dev team so they can keep updating.
The foundation of this ga is solid—it was just ruined by a terrible initial experience. Given ti, I believe it can still shine."
After just one or two days, the critic had already grown sowhat addicted.
As a farming-and-building enthusiast, his quick turnaround wasn’t surprising.
Other well-known critics, however, were far more cautious.
They offered restrained praise for the update but didn’t say much more, protecting their reputations.
At present, Infinite World was still only "barely playable," far from being a masterpiece.
But after joining Gastar Electronic Entertainnt and seeing this update, it finally felt like a ga with potential.
The team didn’t stop there.
The producer still rembered Takayuki’s earnest advice—this was no ti to relax. He needed to further amplify the ga’s advantages.
So he directed the team to spend the remaining budget on sponsored articles.
It didn’t sound great, but results mattered. Right now, only sales numbers and player feedback could prove their worth.
If the "good wine" was really being drowned out by bad liquor at the alley entrance, that would be a true loss.
This ti, they hadn’t ssed up again—they had made real improvents, worth bragging about.
Over the next few days, sponsored posts began flooding forums. More drastically, the team temporarily halted follow-up developnt and threw themselves into writing promotional content and managing online buzz.
Infinite World was their only chance.
If they missed it, Gastar Electronic Entertainnt wouldn’t keep them around out of kindness.
Even if their thods seed a bit ruthless.
In today’s internet age, this was completely normal.
Even before the internet, during the era of television and newspapers, similar practices were everywhere.
Sponsored content had a long history.
Perhaps because their efforts were effective, even after Christmas passed and people began returning to work and daily life, Infinite World’s sales showed little decline—maintaining 150,000 to 200,000 copies per day.
When the first one million sales milestone arrived after the 1.1 update, the entire dev team nearly tore their workspace apart with celebration, baffling nearby departnts who couldn’t understand why they were so happy.
Those who hadn’t hit rock bottom could never truly understand the pain this team had endured.
They had been cursed at, abused, cyberbullied—so incidents even escalated into real-world threats. Knives and weapons had been mailed to their office, along with notes threatening to kill them.
After surviving all of that, they cherished this hard-won success more than anything.
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