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Fortnite players report queue issues as Epic experiences a ‘minor service outage’

Epic Games is having its own Christmas hangover. On Wednesday, a number of Fortnite players reported long queues that time out and problems logging in to Fortnite’s servers. The company is aware of the issue and tweeted that it’s investigating the cause behind the outage that some users are running into when they try to log in.

We are investigating an issue causing some players to encounter a problem with game services and when attempting to log in. https://t.co/3y0X6buriO

— Fortnite (@FortniteGame) December 26, 2018

We were able to replicate the problem around 1 p.m. Pacific Time, with the game repeatedly throwing us into a queue for around five minutes before timing out. One time, we did successfully log in. When the login failed we were met with the message “Unable to join the Fortnite login queue. Please try again later.” Update: As of 2 p.m. Pacific Time, the queue is stretching closer to 10 minutes. At the end of the queue countdown we are still unable to log in.

Epic has pointed eager holiday players to its status page, where the company reports a “minor service outage” affecting Game Services. The page also notes that Login and Matchmaking are currently experiencing “degraded performance.” TechCrunch has reached out to Epic about the cause of the downtime.

While it’s not quite as catastrophic for an online game as a proper Christmas day outage, the time between Christmas and New Year’s is sure to be a massive week for Epic’s hit game. Given that Epic makes bank charging for cosmetic upgrades through an online store, we’d be curious how much revenue the company loses every minute Fortnite is down during a peak play time. On the other hand, we might rather not know.

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The 10 largest US venture rounds of 2018

Three U.S. companies raised more than $1 billion in just one funding round in 2018, a year in which total deal value for U.S. startups is expected to surpass $100 billion for the first time.

For the most part, it was the usual suspects, and yes, SoftBank was an accessory in many of these rounds. Here’s a look at the 10 largest venture rounds of 2018.

Epic Games: $1.25 billion

The video game Fortnite Battle Royale was the star of the year 2018; more than 200 million players worldwide are registered online. (Photo Illustration by Chesnot/Getty Images)

Given the absolute phenomenon Fortnite became in just one year from its original release, it was no surprise private investors wanted to put money into Epic Games, the company behind it. In October, Epic Games announced a whopping $1.25 billion round at $15 billion valuation from KKR, Iconiq Capital, Smash Ventures, Vulcan Capital, Kleiner Perkins and Lightspeed Venture Partners to continue growing its Fortnite empire. That game alone is expected to bring in $2 billion in revenue in 2018 and reports 200 million registered players — not too shabby.

Cary, N.C.-based Epic Games’ monstrous fundraise was a standout in a year when funding for gaming and esports startups really took off. According to Crunchbase, global venture investment in the industry increased nearly 75 percent, to $701 million in the first half of 2018. Given Epic’s round, Discord’s $150 million infusion of capital this week and several others since June, the second half of 2018 undoubtedly set major records in the space.

Uber: $1.2 billion

Travis Kalanick, co-founder and former chief executive officer of Uber Technologies Inc., speaks during the TiE Global Entrepreneurs Summit in New Delhi, India, on Friday, December 16, 2016. Kalanick said the company will introduce Uber Moto across India. Photographer: Udit Kulshrestha/Bloomberg via Getty Images

One of the largest rounds of 2018 was also one of the first big financings of the year. To be fair, the negotiations behind Uber’s $1.2 billion SoftBank investment and much of the press coverage surrounding it came in 2017, but the deal officially closed in January. This deal was monumental for many reasons. First of all, it made Uber founder and former chief executive officer Travis Kalanick a billionaire — not just on paper — and it cemented SoftBank’s position as the ride-hailing giant’s largest shareholder.

The financing brought San Francisco-based Uber’s total raised to date to just over $20 billion at a valuation said to be around $72 billion. Of course, Uber has since privately filed for an initial public offering slated for the first quarter of 2019.

Juul Labs: $1.2 billion

Juul Labs, the maker of the popular e-cigarette brand that has recently come under fire from health officials over its popularity with young adults, plans to introduce a line of lower-nicotine pods. Photographer: Gabby Jones/Bloomberg via Getty Images

Juul, one of the buzziest companies of 2018, raised $1.2 billion from private investors Tiger Global, Fidelity and more in mid-2018. Then, this month, the developer of e-cigarettes popular among teenagers accepted a $12.8 billion investment from the makers of Marlboro that valued it at $38 billion. Not only has Juul created significant controversy surrounding the ethics, or lack thereof, of its core product and its marketing to the younger generation in a short time, but it has also accumulated value at a clip rarely seen before. Juul, for context, surpassed a $10 billion valuation just seven months after its first round of VC backing — that’s four times faster than Facebook.

2019 is poised to be an interesting year for San Francisco-based Juul as it navigates public scrutiny, regulations and the completion of its partnership with Altria Group, which, according to Juul’s CEO Kevin Burns, will “help accelerate [Juul’s] success switching adult smokers.”

Magic Leap: $963M

Magic Leap’s flagship product, the Magic Leap One AR headset, began shipping to consumers this year.

It wouldn’t be an end of the year round-up of the largest VC deals without any mention of Magic Leap, the extremely well-funded virtual reality company. Tucked away in Plantation, Fla., 8-year-old Magic Leap has closed round after round, raising more than $2 billion to develop its hardware and software. The key investors in this year’s big round, which valued the company at $6.3 billion, were Temasek and AT&T, which announced it would become the exclusive “wireless distributor” of Magic Leap products in the U.S. starting this summer. Magic Leap is also backed by Google, Alibaba and Axel Springer.

Not only did Magic Leap land one of the largest VC deals this year, but it also finally began shipping to consumers its flagship product, the Magic Leap One AR headset. That was a long time coming — years, in fact. So long, many doubted whether the buzzy headsets would ever see the light of day. Now, the headsets are available to buyers in 48 states, though it’s worth mentioning they cost more than two grand.

Instacart: $600M

Founder and CEO of Instacart Apoorva Mehta and moderator Megan Rose Dickey speak onstage during TechCrunch Disrupt SF 2016 at Pier 48 on September 14, 2016 in San Francisco, California. (Photo by Steve Jennings/Getty Images for TechCrunch)

Instacart has a lofty goal of delivering groceries to every household in the U.S., and it needs a lot of cash to get there. The company has raised VC every year since it completed the Y Combinator startup accelerator in 2012, and 2018 was no different. In October, the service brought in $600 million at a $7.6 billion valuation in a round led by D1 Capital Partners. Headquartered in San Francisco, the company has raised $1.6 billion to date from Coatue Management, Thrive Capital, Canaan Partners, Andreessen Horowitz and several others.

Instacart CEO Apoorva Mehta told TechCrunch at the time that the startup didn’t really need the capital and that this was more of an “opportunistic” battle. The market is hot, after all, and Instacart has ambitious plans to scale and it has a fierce competitor in Amazon to take on. As for an IPO, Mehta said “it will be on the horizon.”

Katerra: $865M

SoftBank-backed Katerra says it’s brought in more than $1.3 billion in bookings for new construction ranging from residential to hospitality and student housing.

One of SoftBank’s first major bets of 2018 was on construction technology, with an $865 million investment in Katerra at a $3 billion valuation out of its Vision Fund. Katerra, a tech startup based out of Menlo Park, develops, designs and constructs buildings. At the time of its January fundraise, Katerra told TechCrunch it had brought in more than $1.3 billion in bookings for new construction ranging from residential to hospitality and student housing. Founded in 2015 by three former private equity barons, the company has raised a total of $1.1 billion to date from SoftBank, Foxconn, Greenoaks Capital and others.

In June, Katerra announced it would merge with KEF Infra, an offsite manufacturing technology specialist, and would begin operating in India and the Middle East markets.

Opendoor: $725M

Yet another SoftBank investment, San Francisco-based Opendoor is also backed by Fifth Wall Ventures, GV, Andreessen Horowitz and more.

Opendoor’s two big SoftBank-backed investments this year totaled $725 million, valuing the company at $2.5 billion. The deal gave SoftBank a minority stake in Opendoor, an online real estate marketplace, and put one of its five managing directors, Jeff Housenbold, on the company’s board of directors. The round brought Opendoor’s total funding to slightly more than $1 billion — most of which it acquired in 2018, a major year for the company. Founded in 2014, the San Francisco-based startup is also backed by Fifth Wall Ventures, GV, Andreessen Horowitz and more.

According to TechCrunch’s Connie Loizos, Housenbold had hoped to work with Opendoor co-founder and CEO Eric Wu for some time. “The minute he joined [SoftBank] he reached out to me and let me know … saying if there was an opportunity to work together, to reach out to him,” Wu said.

Lyft: $600M

Uber competitor Lyft expanded aggressively in 2018, raised hundreds of millions in additional venture capital funding, and filed confidentially to go public.

Lyft managed to stay quite busy this year. Not only did the ridesharing company raise a $600 million round at a $15.1 billion valuation, it also acquired bike-share operator Motivate and filed confidentially to go public. Founded in 2012 by Logan Green and John Zimmer, the company has long competed with Uber, and will continue to do so as the pair race to the public markets in early-2019. Lyft, much smaller than Uber and only active in the U.S. and Canada, has raised nearly $5 billion in venture backing from KKR, Mayfield, Didi Chuxing, Floodgate and others.

San Francisco-based Lyft has spent much of the last two years expanding rapidly across the U.S. market, as well as pursuing its autonomous vehicle ambitions.

Automation Anywhere: $550M

Automation Anywhere raised a monstrous $550 million Series A in 2018, with support from the SoftBank Vision Fund.

The only surprise to make this list is Automation Anywhere, a 15-year-old provider of robotic process automation. The company raised a total of $550 million in Series A funding, a large chunk of which came from the SoftBank Vision Fund, as well as NEA, General Atlantic and Goldman Sachs. The round valued Automation Anywhere at $2.6 billion. According to PitchBook, this was the first round of institutional backing for the San Jose, Calif.-based company.

In a conversation with TechCrunch, Automation Anywhere CEO Mihir Shukla said they were attracted to SoftBank because of Masayoshi So — the CEO and founder of SoftBank: “[He} has a vision and he is investing in foundational platforms that will change how we work and travel. We share that vision.”

Peloton: $500M

SAN FRANCISCO, CA – SEPTEMBER 06: Peloton Co-Founder/CEO John Foley speaks onstage during Day 2 of TechCrunch Disrupt SF 2018 at Moscone Center on September 6, 2018 in San Francisco, California. (Photo by Kimberly White/Getty Images for TechCrunch)

Peloton’s growth exploded in 2018 as it launched its $4,000 treadmill, doubled down on original fitness streaming content and raised an additional $500 million in equity funding at a $5 billion valuation. The New York-based startup, often referred to as the “Netflix of fitness,” has raised nearly $1 billion in venture capital funding in the six years since it was founded by John Foley. It’s backed by  L Catterton, True Ventures, Tiger Global and others.

It’s likely Peloton will take the public markets plunge in 2019 much like Uber and Lyft. Foley earlier this year told The Wall Street Journal that though he doesn’t have any concrete plans, 2019 “makes a lot of sense” for its stock market debut.

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Epic sheathes Infinity Blade after Fortnite fan backlash

Epic, the maker of the insanely popular, cross-platform third-person shooter online game Fortnite, has ‘fessed up to a gameplay misstep when it dropped a super powerful new weapon into the battle royale arena earlier this month — triggering a major fan backlash.

Complaints boiled down to it being unfair for the overpowered weapon to exist in standard game modes, given the massive advantage bestowed on whoever happened to be lucky enough to find it.

Earlier this month Epic had trailed the forthcoming Infinity Blade as “a weapon fit for a king”.

Coming soon… a weapon fit for a King 🗡👑pic.twitter.com/n3kMDCS5IH

— Fortnite (@FortniteGame) December 10, 2018

It went on to unleash the super-powered weapon, on December 11, shortly after releasing a Season 7 update — so presumably it had been intending to increase Fortnite fans’ gaming itch.

Instead it managed to drastically upset the balance of play. Without adequate counter weapons/strategies to prevail against the weapon Fortnite fans were rightly mad as hell.

But on Friday, three days after launching the blade, Epic pulled the “overpowered” weapon from the game — admitting it had failed to provide “good counters”, and was “re-evaluating our approach to Mythic items”.

Heya folks,

We messed up and rolled out the Infinity Blade overpowered / without good counters, especially in the end game.

The Infinity Blade has been Vaulted and we are re-evaluating our approach to Mythic items.

Thanks for calling us out on this!

— Fortnite (@FortniteGame) December 14, 2018

Turns out even billions in funding and tens of millions of obsessively engaged fans can’t shield a games maker against making some piss-poor gameplay decisions.

A few days earlier Epic had posted a discussion thread on Reddit saying it wanted to provide “more context on item philosophy”, and trailing “upcoming changes to the Blade” — such as removing the ability of gamers to build and harvest when wielding the Blade so as to add some risk to holding it — so it was still hoping to win fans over at that point. And indeed appeared to be doubling down on its mythic items push.

Then it also wrote that its intention with adding a mythic tier of items to Fortnite is to provide “new and flavorful ways to interact with the map and generally shake up normal play across default modes”.

Which is of course another way of saying it doesn’t want its highly engaged fanbase to get bored and stop pouring cash into its coffers.

However Epic clearly failed to build in the necessary balance into the Infinity Blade from the start. So pulling the blade was the right move, and Fortnite fans should be happy it’s realized it needs to rethink and factor in their concerns.

It’s not clear whether Epic’s re-evaluation will result in mythic items being ditched entirely.

Although, with the right balancing characteristics — such as being time-limited and/or locked to certain game modes — there could still be a place for a little epic chaos in Fortnite to further up the fun. Just don’t go doing anything too crazy, alright?

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Discord announces 90/10 revenue split for self-published titles on upcoming games store

After gaming chat app startup Discord announced in August that they were building out a games store, today, they’ve detailed that they’ll be pursuing a very competitive 90/10 revenue split for self-published titles in 2019. In addition, the company revealed that they now have 200 million active users on their chat app, up from 130 million users in May.

The announcement follows a storefront launch from Epic Games last week with an 88/12 revenue split. Valve’s Steam store had typically offered a constant 70/30 revenue split for all developers regardless of the revenues they were pulling in. The company recently announced that Steam would give a more favorable split to devs pulling in more revenue.

Discord called up some of their thinking in a company blog post:

Why does it cost 30% to distribute games? Is this the only reason developers are building their own stores and launchers to distribute games? Turns out, it does not cost 30% to distribute games in 2018.

Steam’s efforts are largely focused on holding onto big developers, but indie devs now have to balance what advantages they’re earning by establishing their central home on a platform filled with tons of titles that’s also taking a more substantial cut.

This leaves some room for Discord to attract the self-publishing indies, though it’s still an uphill battle for the company that’s up against some big competitors.

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Fortnite developer Epic Games to release SDK for cross-platform profiles

Epic Games unveiled plans for a new developer framework for online services. This framework will let other game developers add cross-platform support into their games. The SDK will be free and roll out in multiple parts over 2019.

Fortnite has been one of the best examples of cross-platform gameplay. A single player can install Fortnite on a console, a PC and a phone and find their profile on all platforms. Many games support multiplayer matches between players on multiple platforms, but very few games “port” your profile from one platform to another.

That’s why Epic Games wants to make that easier. The SDK will work with all game engines (not just Unreal Engine) and support many identification methods (Facebook, Google, Xbox Live, PSN, Nintendo accounts and Epic accounts).

After you sign up, you can customize your profile, add friends and win items. Everything you do on one platform shows up on another. User data is stored in the cloud and you can track achievements across platforms.

And, of course, you can create parties with players on different platforms and start playing together. Epic has also developed its own voice communications service.

This is an intriguing move. It sounds like Epic wants to control your video game identity. The company could also potentially get a lot of insight on user habits even if they’re playing non-Epic games.

Maybe Rocket League was waiting for this SDK to roll out cross-platform IDs…

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2 Milly files a lawsuit against Fortnite maker Epic Games over dance move

Rapper 2 Milly is suing Epic Games over Fortnite’s use of his dance move, the Milly Rock.

The lawsuit claims direct infringement of copyright, contributory infringement of copyright and violation of the Right of Publicity under California Common Law, among other things.

From the filing:

Defendants capitalized on the Milly Rock’s popularity, particularly with its younger fans, by selling the Milly Rock dance as an in-game purchase in Fortnite under the name “Swipe It,” which players can buy to customize their avatars for use in the game. This dance was immediately recognized by players and media worldwide as the Milly Rock. Although identical to the dance created, popularized, and demonstrated by Ferguson, Epic did not credit Ferguson nor seek his consent to use, display, reproduce, sell, or create a derivative work based upon Ferguson’s Milly Rock dance or likeness.

Unless you live under a rock, you’ve seen the Milly Rock. Rock dwellers can check it out below:

On Fortnite, the dance is called the Swipe It, and it looks like this:

Back in July, around the time that Fortnite unveiled the Swipe It dance, Chance the Rapper pointed out that Epic Games tends to use in the game dance moves popularized by famous artists. These emotes cost money, and heavily contribute to the hundreds of millions in revenue that Epic Games pulls in on a monthly basis via its free-to-play game.

Fortnite should put the actual rap songs behind the dances that make so much money as Emotes. Black creatives created and popularized these dances but never monetized them. Imagine the money people are spending on these Emotes being shared with the artists that made them

— Chance The Rapper (@chancetherapper) July 13, 2018

Moreover, the default emote on Fortnite is the relatively famous little routine from actor Donald Faison on the show Scrubs.

Dear fortnite… I’m flattered? Though part of me thinks I should talk to a lawyer…

— Donald Faison (@donald_faison) April 1, 2018

This lawsuit is particularly complicated considering that it’s over a dance move, which is difficult to lock down with copyright. The Verge reported that this lawsuit is the first of its kind, in that it challenges the gaming industry’s use of pop culture as for-profit virtual items. NPR reports that the U.S. Copyright Office “can’t register short dance routines consisting of only a few movements or steps with minor linear or spatial variations, even if a routine is novel or distinctive.”

That doesn’t mean there is no way to protect choreographic works. Those works, however, must be defined as “a series of dance movements or patterns organized into an integrated, coherent, and expressive compositional whole,” according to NPR.

Concluding the 22-page filing is a request for injunctive relief, which would bar Epic Games from using 2 Milly’s likeness in the game, as well as financial compensation for the use of the Milly Rock dance.

We reached out to Epic Games and will update the story if/when we hear back.

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Fortnite-maker aims for Steam’s head with Epic Games Store

Fortnite-maker Epic Games is capping off their insanely successful 2018 with an even more ambitious product launch: a desktop games store built to take on Valve’s Steam Store.

The store, which is “launching soon” on PC and Mac, is going to be an attractive proposition to game developers with a revenue split that leaves them taking 88 percent of revenues on the store.

“As a developer ourselves, we have always wanted a platform with great economics that connects us directly with our players,” Epic Games CEO Tim Sweeney said in an emailed statement. “Thanks to the success of Fortnite, we now have this and are ready to share it with other developers.”

Valve’s Steam Store is by far the most dominant presence in online PC game sales; they’ve enjoyed years of prosperity with rather light rivalry from competing stores that haven’t been able to match the scale of Steam. Valve, in a very conveniently timed announcement yesterday, announced that it was rehashing its revenue split with developers in a bid that they hope will keep higher-earning developers on the platform. While Valve will continue to take an App Store-like 30 percent from sales of game makers with less than 10 million in revenue, that figure drops to 25 percent until they hit 50 million revenue, from which point the slice drops to 20 percent.

It’s a more complicated revenue split that obviously benefits successful game makers more so than indies. For Valve, holding onto big-game publishers is mission critical. Epic Games already has the benefit of a close working relationship with many major PC game developers that are using the company’s Unreal Engine to build their titles.

Epic Games earns money with their Unreal Engine by taking a slice of revenues from game makers. Generally that share is 5 percent after the title is released, though Epic also does deals with developers for higher upfront costs with a lower royalty rate. Publishers like EA, Sony Interactive, Microsoft Studios, Activision and Nintendo have titles out that are built on the Unreal Engine.

A big sell for developers using Epic’s game engine is that the company says it will forego that Unreal revenue cut for any sales of the titles in the Epic Games Store. Depending on the early success of the game store, this could be a big threat to other game engines like Unity.

A 12 percent overall revenue slice for Epic Games is incredibly competitive and could have left a lot of big developers grumbling about the 30 percent cut they were missing out on because of Steam’s take.

Epic Games has notably eschewed storefront revenue splits on Fortnite wherever they can. The app isn’t on Steam for starters, but even on Android, users are forced to download it directly from the Epic Games site as well. This kind of highlights the sway that big studios hold in the market. This year that studio happens to be Epic Games, but in the future that will be some other studio and Valve likely doesn’t want the next blockbuster side-stepping their storefront.

Valve still has a lot going for them. Their store is a massive presence, and die-hard users already have a library of titles built up with little incentive to switch unless their favorite game makers are the ones to decide to shift their allegiances.

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This is the Fortnite Nerf gun

Short of an actual apocalypse (which should be coming any day now), this Nerf-branded gun from Hasbro is (thankfully) probably the closest you’re going to come to any real life Fortnite action in the near future.

The dart-firing gun was announced recently, alongside a Fortnite version of Monopoly (which launched earlier this month), and now we’ve got some pictures and a June 1 release date. The AR-L Blaster was inspired by the firearm in the wildly popular sandbox survival game and has the giant Fortnite branding across its body to provide it.

The gun has a 10-dart clip, flip-up sight and runs on 4 AA batteries. It’s priced at $50 USD — V-Bucks not accepted, apparently. It’s set to be the first of a series of Nerf blasters inspired by the game, according to Hasbro.

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Fortnite for Android no longer requires an invite

Fortnite’s journey to Android has been an adventure unto itself. It first launched as a Samsung exclusive, alongside the Note 9, before circumventing the Play Store to arrive on Google’s Mobile operating system.

Until now, however, actually getting the game required going to the site, signing up and waiting for an invite. Epic announced today via Twitter that it’s finally cutting that red tape. While the company is still sidestepping Play in order to keep its earnings to itself, downloading the game is a simple as scanning a QR code from its site.

No invite needed – download the Fortnite Beta now on any compatible Android device 📱

Time to squad up: https://t.co/lH95t8qkwd pic.twitter.com/9UZNG7oFXd

— Fortnite (@FortniteGame) October 11, 2018

Not that any of those extra steps were hurting the game. The wildly popular hit 15 million installs a mere three weeks after launching on the OS.

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Fortnite maker buys anti-cheat software company

Epic’s gotta do something with the money it’s printing through Fortnite purchases. Acquisitions appear to be at the top of that list, starting with Kamu, the Finnish startup behind Easy Anti-Cheat.

Epic has already deployed the anti-cheat software for its wildly popular sandbox survival game — it’s been a central piece of the gaming company’s strong anti-cheating stance. It is, as CEO Tim Sweeney puts it in the press release announcing the acquisition, “key to building a vibrant Fortnite multiplayer experience that’s fair for all players.”

Fortnite isn’t the only title currently leveraging Kamu’s best-known offering. The startup says Easy Anti-Cheat is currently used by north of 80 games, installed on 100 million PCs globally. Chances are pretty decent that if you’ve played a big name title in the past year, it’s already on your computer.

Kamu will continue to provide its service to non-Epic titles for the time being. Here’s Kamu CEO Simon Allaeys from the same release, “Joining the Epic family is not only a childhood dream come true, but a huge boost for our mission to help developers create beautiful gaming experiences. Battling cheating in games was just the start; today our products also help developers stay competitive by identifying player needs as quickly as they emerge.”

The acquisition also affords Epic the opportunity to set up shop in Kamu’s native Helsinki. Terms of the deal were not disclosed.

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