Tagged With tinybuild


The saga between developer/publisher tinyBuild and the Hong Kong headquartered key reseller has been an ongoing thing this week. The former started out by accusing G2A of profiting at their expense by not shutting down auctions of keys they say were obtained through fraudulent means, while the latter accused the studio of misleading the public and suggested their partners may have been to blame.

Yesterday, G2A publicly gave tinyBuild three days to hand over keys so they could investigate the latter's claims. And tinyBuild's response was about as dismissive as you'd expect.


Guess what? When you call out one of the world's biggest third-party resellers of keys for digital games, there's a good chance they might not be happy about it.

After the maker of Punch Club and SpeedRunners, tinyBuild, accused the site of profiting at their expense yesterday, G2A hit back. The third-party marketplace has publicly given the devs three days to provide a list of CD keys they believe were fraudulently obtained.


One of the largest differences in today's world of gaming is the way digital marketplaces have flourished and made the market more accessible for developers and gamers over the last ten years.

But it's also opened up a whole lot of grey areas, opportunities that third-party vendors have used to flourish. Some of those opportunities, however, can come at the developers' expense.


Out of everything that's released in 2016, two titles have stuck out in my mind. The first one is the subversive platformer-puzzler hybrid Pony Island, which certainly stands out for being one of the more meta titles in recent times.

The second is Punch Club, the boxing management simulator whose marketing campaign was run through the quirky medium of Twitch Plays. It's apparently worked, with the game grossing more than US$1 million in sales in 10 days.