![]() By May 22, two days after launch, it had already disappeared from Steam's list of the 100 most-played games, which bottoms out at about 5,000 concurrent players. "Crucible" had about 25,000 concurrent players at its peak, on May 21. ![]() ![]() Similarly, on YouTube, ads for "Crucible" were nowhere to be seen. There were no major streamers playing the game and hyping it up, no trailers for it running as ads, and no drop system to gain early access. Three-and-a-half years later, as Crucible nears its launch as Amazon's first ever internally-developed PC game, it's clear things have changed - dramatically. In the weeks leading up to and following the launch of "Crucible," Amazon, which owns Twitch, didn't use its own streaming service to promote the game. This way, new "Valorant" players already had some idea of how to play the game, because they'd watched someone play it live. ![]() When "Valorant" launched this year, it was available in a closed beta that you could access only by watching Twitch streamers play the game live through a "drop" system tied to Twitch accounts, viewers would gain free access to the beta. The contrast between how "Crucible" launched and how "Valorant" launched helps illustrate why the former failed while the latter has succeeded. Account icon An icon in the shape of a person's head and shoulders. ![]()
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