Friday the 13th: The Game Receives Physical Launch Date
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Friday the 13th: The Game Receives Physical Launch Date

Friday The 13th: The Game

Friday the 13th: The Game launched back in May as a digital only title. For those of you out there who like their games physical, we have good news for you.

The developers behind the game announced the physical version of the title has received a release date. Fittingly, the date is October 13, 2017, which also happens to be Friday the 13th. This means if you were holding out for a physical copy, you still have to wait an additional two months but if you do wait, you will receive some benefits.

We have learned that the physical version comes with a free Bloody Jason skin for all playable Jasons along with a free pack of clothing for each counselor. It is unknown whether all players, both physically and digitally, will have access to these items.

The team announced this news in the included trailer below.

There has been a lot of debate among the community on whether the backer-exclusive Savini Jason skin should be available for all players. The developers have said it will remain exclusive and the main complaint among players is the fact that the skin actually has a collection of stats you won’t find on any other Jason. It just so happens that this Jason has a pretty good assortment of skills.

The physical copy of Friday the 13th: The Game launches October 13, 2017 and will cost $40 for both Xbox One and PlayStation 4.

According to an interview with GamesIndustry.biz, Gun Media boss Wes Kiltner says the project has been a learning experience for the team and they didn’t expect to have so many players on the first day. The title has sold over 1.8 million copies since launch.

We looked at our player numbers from the beta, along with pre-orders and then added a 30% cushion. That’s how we set up our servers and database for launch. We were soooo wrong. 100,000 players hit us in the first 20 minutes, and our servers melted. Our first weekend was chaos. The entire team slept at their desks trying to keep up with demand. It’s an experience I’ll never forget. With our small budget, we couldn’t afford a large scale QA effort. We did a PC beta, and gleaned a lot of great data from that. But again, we weren’t ready for the tidal wave of players.

 

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