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Aiko had always believed in never giving up easily and relentlessly pursuing her own path to success.

In high school, she was a top student, and in college, she was also among the best of her year.

Even if she had decided not to pursue video ga developnt, she had already received at least two job offers from well-known companies by the end of her first year. As soon as she graduated, she could imdiately join those companies with a high salary.

But that wasn't what she wanted. She loved adventure and success.

Career success alone held no aning for her. She wanted to create sothing groundbreaking.

Video gas were a completely new industry.

In the context of human society and industries, this was a very young field.

Computer programming had existed much earlier than video gas.

So Aiko set her sights on this industry, hoping to develop her full potential in this field.

...

...

Now, the results indicated that she had succeeded to a certain extent.

But it wasn't enough.

She wouldn't be satisfied with just a little success.

She wanted to reach even greater heights.

Dead Cells was the ga she had the most confidence in since starting her career in ga developnt.

It had consud a lot of her energy.

She didn't even know how many brain cells she had exhausted on the details that most people wouldn't even notice.

Just the motion values that Takayuki had explained to Aiko—she had adjusted them at least a hundred tis.

Every ti she was unsatisfied, she worked hard to make modifications.

Moreover, following Takayuki's advice, she specifically researched the different attack animations of each weapon, striving to make each one look fluid and impactful.

In this aspect, Aiko had truly taken it to the extre.

Takayuki had never played the final version of the ga, but if he did, he would certainly find that the character and monster animations in Dead Cells were smoother than in the original ga.

Achieving this wasn't just a small amount of effort.

Aiko could almost be considered a perfect example of a hardworking, goal-driven personality.

"Are we starting the DLC now? We've only just rested a bit," Kanemi said, appearing sowhat unwilling, as she still wanted to take a break.

Aiko didn't even turn around, continuing to type code and modify models. She said, "I rember you ntioned wanting to buy a car. Do you have enough money saved up for it?"

"Uh..." Kanemi hesitated, unable to answer right away.

The thought of buying a car had always been on her mind.

She had once watched a TV show with a female lead who drove a super beautiful car.

That car cost over 20 million yen.

At that price, it was a luxury car, and if Kanemi really wanted to buy it, the inco from Farm Defense War and the ga that Oto-chan had developed would not be nearly enough.

Aiko imdiately spoke up, gently encouraging her, "If you fully complete this ga, I can guarantee that you'll definitely save enough for that car. If you're still short, I'll help make up the difference, no charge."

Kanemi's eyes imdiately lit up, and she said, "You're serious? Well, I'll put in so effort!"

In an instant, Kanemi felt motivated.

For the car, she was all in!

Actually, she enjoyed designing the ga art, so she treated it like getting all her work done ahead of ti.

Once the ga was released and t expectations, she could get the car. It sounded quite nice.

For most people, thinking about buying a 20 million yen car might be impossible, but for Kanemi and her friends, it no longer seed so far-fetched.

As for Oto-chan, Aiko didn't say much. Though she wasn't as driven by success as Aiko, she didn't dislike the sweet feeling of success after hard work. After all, the three girls worked together as a team, and since they were doing it, they couldn't leave anyone behind.

So, the three girls, who had originally planned to rest, imdiately picked up their tools again and resud their intense work.

With the basic frawork of the ga already in place, the developnt speed would be greatly increased.

Even if the ga's DLC might end up being more extensive than the original ga, the cost and manpower involved would be far simpler than creating a brand-new ga from scratch.

Of course, this evaluation applied to indie gas.

If the industry shifted to more industrialized, streamlined ga production in the future, creating any type of ga would beco much easier.

By the way, what did Kanemi say earlier?

After instructing Kanemi and Oto-chan on what to do, Aiko finally rembered that Kanemi seed to have sothing to tell her.

Oh well, I'll ask her later.

Since hearing the poor reviews for the ga, Aiko had started working on the next phase of developnt, determined to achieve success.

The three girls completely ignored the external sales and trends surrounding the ga.

But not long after, the reviews for Dead Cells began to rapidly improve.

Initially, most of the reviews were about how difficult the ga was.

But as players spent more ti playing, they started to realize that the difficulty was nothing compared to the fun the ga offered.

Many of these players had also played Titanfall.

In Titanfall, Takayuki had intentionally increased the difficulty of the final level by several tis.

That was to test the current players' tolerance for high-difficulty gas.

The result of that experint showed that players were gradually able to accept high-difficulty gas.

And Dead Cells seed like another test, examining how well players could handle this type of ga.

The results so far were very positive.

A week later, Dead Cells's reviews shifted from mostly negative to mixed reviews, with a significant improvent in positive feedback.

The sales reached 200,000 units within the first week, far exceeding the initial expectations of Aiko and the team.

As more and more reviews ca in, the positive reviews kept increasing. Everything seed to be moving in the right direction.

And of course, Dead Cells's success caught the attention of other ga companies.

Selling over 200,000 copies in such a short ti was impressive. This success showed that the ga was indeed enjoyable.

So, many companies quickly followed suit, trying to learn what made this ga so popular and seeing if they could pick up any valuable insights.

Dead Cells didn't initially have an official community, since the indie developnt team was small and didn't have the resources to manage an official forum.

But players started to form their own Dead Cells forums and shared various strategies and equipnt combinations. This player-driven sharing kept the ga's popularity alive and seed unlikely to fade anyti soon.

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