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Chapter 135 - Chapter 135

While Lucas was working on developing the new mode,

the overseas version of Dark Souls, after some time of promotion and hype, finally launched in multiple countries.

The price varied depending on the region.

In European countries, it sold for 44.9 euros; in North America, 44.9 dollars; and in the UK, 44.9 pounds.

Compared to most big games on the market, the price was 5 dollars cheaper.

Of course, compared to prices in our country, it's still much more expensive. After all, we're a developing country, so naturally, the price here would be lower.

When Dark Souls went online, many overseas players who had been keeping an eye on it bought it right away.

For a game that had received high scores from GameSpot and other media outlets, they were very curious.

As for whether the game would live up to the hype, it didn't matter much—there was always the option to get a refund.

But once they got into the game, there was one thing they could confirm right away.

The game wasn't just a flashy trailer scam—the actual gameplay experience wasn't much different from what was shown in the previews.

As they got deeper into the content, time passed, and players all over the world quickly felt the unique charm of Dark Souls.

......

"You Died"

In the Cemetery of Ash, Iudex Gundyr—who had already become an RBQ in our country—once again showed his true power overseas.

In different countries, facing different Ashen Ones, Gundyr's halberd once again proved how terrifying it could be.

When they finally defeated Gundyr, reached Firelink Shrine, and moved on to the High Wall of Lothric, just like players in our country, they were beaten to the point of feeling dazed.

Sneaky monster placements, cunning ambush traps—every player experiencing Dark Souls was instantly left dumbfounded.

"How can there be a game like this?!"

Even though GameSpot and other game media had all mentioned words like "malicious" and "high difficulty" in their reviews—

Most players didn't take it seriously at all.

After all, no matter how malicious or hard a game was, could it really destroy them?

Now they knew—it actually could!

But in major community forums, overseas players didn't stay on the difficulty topic for too long.

One reason was that GameSpot and other media, as well as Target Software's promotions, had never avoided talking about the difficulty—it's just that the players themselves never imagined it could be this hard.

Another reason was that there were already various Dark Souls guide videos. They didn't cover everything yet, and strategies were still being figured out, but some completed guides were available.

On overseas streaming platforms, some streamers were also watching these to prepare for later stages of the game.

This indirectly sped up the spread of Dark Souls strategies.

So compared to our players, who were the first to dive into the malicious levels completely unprepared, overseas players could access more detailed guides, making their experience in the game a little less painful.

Of course—only a little.

"My god, the difficulty of Dark Souls is just insane. I swear, before playing this game, I never would've believed any game would dare do this!"

"Yeah, and the craziest part is that this game doesn't even have a difficulty setting. You either accept how hard it is, or you give up on it."

"I have to say, this is just so cool. This company actually did something other game companies wouldn't dare to do. I think I'm starting to like both the company and the designer who made this game."

"I wonder if this company has made any other games!"

"You can check on YouTube. This is actually their first big project. Before this, they were making indie games, but their work was just as good."

"Really? I wonder when it'll be released here. I want to see more of their games!"

...

With the overseas release of Dark Souls, its popularity started climbing steadily.

If you only look at the market in one country, the domestic population alone is already huge.

But compared to the entire overseas market, even just counting Asia, Europe, and North America, the numbers are still very impressive.

As the hype kept growing, the first-week sales for Dark Souls overseas were finally revealed.

It sold 220,000 copies worldwide on the first day. Not too high, but not too low either, especially since Nebula Games and Lucas didn't have much influence overseas.

Even their publisher, Target Software, didn't have much of a track record.

The game mostly got noticed thanks to reviews from sites like GameSpot and online ads.

Many players were still on the fence on day one, so by the second day, sales actually went up. By the end of the first week overseas, the number had reached 2.3 million copies.

And judging by the current momentum, this clearly isn't the peak yet.

Overseas monthly sales could very well break 4 million copies.

That wouldn't be hard at all.

Just like what happened with domestic players, as overseas players slowly progressed through the game and uncovered the story of Dark Souls, they started paying more attention to its plot.

Target Software already had a plan for this—working with content creators to post fully translated videos explaining the game's lore and backstory.

These epic and tragic storylines drew in even more overseas players, boosting sales once again.

Including domestic sales, it's safe to say that Dark Souls has secured a spot in the ten-million-sellers club.

As for the revenue, since it's from overseas, it'll take some time for the money to actually reach the company's account after taxes and other formalities.

(End of The Chapter)

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