Humble Bundle

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The Humble Indie Bundles or Humble Bundles are a series of game bundling experiments that allow users to purchase collections of multi-platform DRM-free independently developed video games online in a "pay-what-you-want" manner, with proceeds bypassing middlemen and going directly to the indie developers and charities.

The first bundle was organized and managed by Wolfire Games. Beginning with the second bundle a separate company spun-off, Humble Bundle, Inc., with the sole purpose of making bundles. The bundles are made available for purchase during limited time frames. Purchasers are able to set how much they wish to pay for the bundles and how they want their money to be distributed between the games' developers and two charities: Child's Play and the Electronic Frontier Foundation. The games in the bundles run on Microsoft Windows, MacOS X, and Linux-based systems and are digitally distributed without digital rights management (DRM) controls.[1] Four bundle drives have been completed to date, breaking over $1.25 million, $1.8 million, $900,000, and $2.16 million in sales, respectively.

Concept

File:Humble indie bundle creatores gdc 2011.jpg
Wolfire Games' John Graham (right) and Jeffrey Rosen (left) relate their experiences with the Humble Indie Bundle at the 2011 Game Developers Conference

The idea for the Bundle was from Jeff Rosen of Wolfire Games.[2] Rosen describes the inspiration coming to him through similar sales of bundle packages on the Steam platform.[2] Rosen had noted that such sales would have viral word-of-mouth spread across the Internet.[3] Influence also came from a previous "pay-what-you-want" sale for World of Goo upon the title's first anniversary;[2][4] over 57,000 copies of the game were purchased during this sale, generating over US$117,000 after considering PayPal handling fees.[5][6] Rosen by this point was well connected with other independent developers, for example his brother David is listed as being a game tester for the Penumbra series, and Penumbra's composer Mikko Tarmia is now contributing to Wolfire Games' upcoming game project Overgrowth. Wolfire had also recently teamed with Unknown Worlds Entertainment to offer a bundle based on their Natural Selection 2 game.[2] The porter of Lugaru to Linux was Ryan C. Gordon, who was also responsible for porting Aquaria to Linux. With his close ties to these independent developers, as well as Ron Carmel of 2D Boy, Rosen was able to assemble the package, taking advantage of merchant sales systems offered by PayPal, Amazon Payments, and Google Checkout to minimize the cost of transactions and distribution.[2]

Though achieving word of mouth was a key element of the potential success of the bundle, Rosen also recognized that the process to purchase the Bundles had to be simple; including elements like user account registration or the use of a secondary download client would have potentially driven away sales.[3] Rosen also sought to include charities in the bundle, allowing the purchaser to choose how to distribute the funds between the developers and charities. Rosen believed Child's Play was a worthwhile cause that brought video games to hospitalized children and helped to fight the stigma of video games, while he selected the Electronic Frontier Foundation to support their anti-DRM stance.[2] The means of "pay-what-you-want" would allow purchasers to simply give the money to the charities, but Rosen felt this was not an issue and would "consider that a success" of the sale.[2] Rosen and Wolfire employee John Graham provided technical support during the sales, handling thousands of requests through a few all-night email and chat sessions.[3]

History

Humble Indie Bundle #1

The first Humble Indie Bundle went on sale from May 4 through May 11, 2010. The collection initially consisted of five games—World of Goo (2D Boy), Aquaria (Bit Blot), Gish (Edmund McMillen), Penumbra: Overture (Frictional Games), and Lugaru (Wolfire Games). Midway through the sale period, Wolfire Games was approached by Amanita Design studios, who wanted to help contribute to the cause in their own way, by donating their game Samorost 2 to the bundle, allowing those that already had purchased the bundle to further download that title.[7] Furthermore, three studios offered a further incentive for purchasers during the sale, in that if more than US$1 million was raised by the effort, the source code for Gish, Penumbra and Lugaru would then be offered.[7]


Sales breakdown across systems of the first Humble Indie Bundle by the number of donations (top) and dollar value of the donations (bottom)

The promotion was met with what the organisers described as a strong success, achieving more than US$1 million in sales within the week from approximately 116,000 donations.[8][9] After the extension, the total amount of money raised by the effort was in excess of $1,270,000.[10] Based on the distribution set by users, the two charities received about 31% of the total money raised, while each of the five developers saw an average of US$166,000 in sales.[9][10] About half of the sales were to Microsoft Windows platforms, while the MacOS X and Linux sales roughly equally split the rest. By tracking pricing, Wolfire Games found that Linux users were the most generous, paying about US$14 per bundle, followed by MacOS X users (US$10) and Windows users (US$7–8).[8][11] Rosen noted the presence of donations as large as $3333 and $1337 near the final hours of the sale, and believes social link-sharing sites like Reddit helped them to reach the $1 million milestone.[12] As a result of reaching the US$1 million goal, the source code for the game engines for Gish, Penumbra, Lugaru, and, due to the overwhelming success, Aquaria, was made available under the GNU General Public License; art, music, and other creative assets for these games was not included.[9] Wolfire also extended the offer on the sale for an additional four days.[9]

While many of the included games were available on Valve's Steam platform, the bundle was not initially integrated with Steam. On December 9, 2010, seven months after the bundle's release, a Steam product key was emailed to purchasers of the bundle that allowed most of the bundle to be downloaded from Steam.[13] This made downloading and playing the bundle more convenient for Steam users and also allowed Steam users to collect Steam achievements from the bundle games that implemented them. Samorost 2 was added to the Steam accounts of those who had redeemed their codes for the Humble Indie Bundle on June 1, 2011.

Humble Indie Bundle #2

With the success of the first bundle, a second Humble Indie Bundle was launched on December 14, 2010, featuring a new set of five games from independent developers. The second bundle included Braid (Jonathan Blow/Number None Studios), Cortex Command (Data Realms LLC), Machinarium (Amanita Design), Osmos (Hemisphere Games), and Revenge of the Titans (Puppy Games). Charitable donations continued to go towards Child's Play and the Electronic Frontier Foundation.[14] The new bundle included the launch of new Linux ports for Braid and Cortex Command, while another game Revenge of the Titans was first made available for all three platforms as part of the bundle.[15] While Wolfire Studios is still hosting and managing the sale and post-sale downloads, they do not have any games in the bundle; instead, they have allowed for purchasers to tip Wolfire while paying for the games in the bundle.[16]

The second Bundle was able to break $500,000 in sales within one day, including a $2,000 donation from Minecraft creator Markus Persson.[17] Sales surpassed $1 million about 5 days into the sale, upon which purchasers were able to unlock the games on Steam and the Desura digital download service.[18][19] As a promotion for the second bundle the first bundle was added to all bundles that were purchased at that point and to all later purchases that contributed more than the average chosen price.[20] Since the sale exceeded $1.75M, Puppy Games has also released the source code for Revenge of the Titans[21] under a BSD-like license while reserving all rights to almost all game assets. The sale cleared $1.8 million in sales after ten days of sales.[22] Similar to the first bundle, around 50% of the total donations were from MacOS X and Linux users, which Rosen later identified as a strong market for indie game developers.[3]

Humble Frozenbyte Bundle

The third Humble Bundle sale started on April 12, 2011, and features five games from the indie developer Frozenbyte, including Trine, Shadowgrounds, and Shadowgrounds Survivor, for Microsoft Windows, MacOS X, and Linux. It also contained an executable version along with source code for an unfinished game, Jack Claw, and a pre-order for their upcoming game, Splot.[23] Within three days of the launch of the sale, it had raised more than $550,000.[24] On April 22, 2011, the Bundle has surpassed $700,000, at which point Frozenbyte added the source code for both Shadowgrounds games, a level editor for Trine, Mac OS and Linux versions of Jack Claw (in addition to the Windows version), and a demo for Splot. The timeframe for purchasing this bundle ended at midnight on April 26, 2011.[25]

As to the origins of the third bundle, Frozenbyte had been considering raising money for its continued game development through a pay-what-you-want sale for quite some time, but was unsure how to implement such a payment and distribution system and were worried that if they attempted to do such a sale on their own it would not generate enough interest. Impressed by the previous bundles, they contacted John Graham and Jeffrey Rosen who agreed to the idea of making a bundle entirely composed of Frozenbyte titles.[26] Most of the money generated by the sale will go to finishing the development of Trine 2.[27]

Humble Indie Bundle #3

The fourth Humble Bundle, but the third carrying the Indie title, was launched on July 26, 2011, featuring a new set of five games from independent developers. The bundle included Crayon Physics Deluxe (Kloonigames), Cogs (Lazy 8 Studios), VVVVVV (Terry Cavanagh), Hammerfight (Kranx Productions), and And Yet It Moves (Broken Rules). Charitable donations continued to go towards Child's Play and the Electronic Frontier Foundation. In the case of VVVVVV, the game was not only updated to run on Linux machines, but featured a new completely rebuilt game engine in C++ instead of on the Adobe Flash platform, and included a level editor and several levels submitted by other indie developers. These changes were prompted by the opportunity for VVVVVV to be featured as part of the upcoming bundle.[28] On August 1, 2011 the game Steel Storm was added as a "Bonus Game" for all who purchase the bundle.[29] Midway through the sale, purchasers were given the opportunity to play Minecraft until August 14, 2011.[29] On August 3, 2011, the Humble Indie Bundle #2 was given to those that had bought Bundle #3 before that date. To obtain it after that date, users must pay over the current Average, at the time they decide to purchase Bundle #3. On August 5th, 2011, Atom Zombie Smasher was added as a bonus game to anyone who purchased the Humble Indie Bundle 3.

Within 17 hours, the Bundle had broken $500,000 in total sales with over 107,000 bundles purchased, a significant improvement relative to the Frozenbyte bundle.[30] The sale broke $1 million less than a week from its onset.[28] Sales hit $2 million on August 8, finishing up with a grand total of $2,168,221.13.

Analysis

Success

The first promotion was considered to be very successful. Rosen noted that they considered the million-dollar goal as a best-case scenario, but once the sale actually started, "it was immediately clear that we were on to something".[12] Rosen would later attribute part of the success to Ars Technica writer Mike Thomspon, stating that he "immediately saw the potential" of the Bundle in an article written for the website just prior to the Bundle's sale period.[31] Brandon Boyer of Boing Boing believed that it provided a model that "seems it could and should be repeated".[9] The move to offer games in a price and manner that consumers were willing to buy was contrasted to larger software publishers that place artificial limitations on their content; Mike Masnick of Techdirt believed the Humble Bundle promotion worked as it "focus[ed] on giving people real reasons to buy, rather than just feeling entitled to define the terms under which they buy and looking for ways to limit those who want to interact with you in a different manner".[32] The source for the promotion's website has been requested of Wolfire by several other groups, according to Rosen; Rosen continues that he believes that many similar charitable sales can be seen in the future from the Humble Bundle's success.[12] For future Bundles, Rosen desires to include lesser-known titles in contrast to World of Goo and Braid, but has had to already reject some developers' requests to be included in a Bundle, claiming the games' quality may tarnish the Humble Indie Bundle branding. Instead, he believes smaller games with no wide profile and are "legitimately good" would be ideal for inclusion in future Bundles.[3]

In April 2011, it was announced that Sequoia Capital had provided venture capital of $4.7 million towards future Humble Indie Bundle development.[33]

Piracy

Despite the ability to get the games at nearly zero cost, Wolfire Games estimate that 25% of the traceable downloads for the first Bundle have come from software piracy by links provided in some forums that bypass the payment screen to access the games; Wolfire further surmises additional piracy occurred through BitTorrent-type peer-to-peer sharing services.[34] Rosen noted they purposely removed much of the DRM associated with games to appeal to those that would otherwise engage in software piracy, through both having the games ship without DRM and by having only limited copy protection on their website.[34] Rosen also stated that for about ten users that emailed Wolfire about being unable to pay for the software, he personally donated on their behalf.[34] Rosen comments that there may be legitimate reasons for those that appear to be pirating the game, including the inability to use the payment methods provided or that they had made a single large donation for multiple copies.[34] However, he also considered that there are players that would simply forward the download links to "take pleasure in spreading the pirated links to their friends or anonymous buddies for fun".[34] Wolfire Games did take action to stop predatory sites, such as the closely-named "wollfire.com", from selling illegal copies of the bundle.[35]

While aware of the presumed software piracy, Rosen says that Wolfire will take no steps to limit it, believing that "making the download experience worse for generous contributors in the name of punishing pirates doesn't really fit with the spirit of the bundle".[36] Rosen noted that by offering the source code of the games as an incentive, they would hope that "the community will help build them up with the same vigor that crackers tear DRM down".[12] David Wong of Cracked, in considering several reasons for the negative stereotypes for video game players, used the Humble Indie Bundle as an example of demonstrating the "sense of entitlement" that some video game players have, pointing to the high rate of piracy and use of bandwidth as alternatives to spending "even one penny".[37]

In preparing for the second Humble Indie Bundle sale, John Graham acknowledged that some may still download the game through illegal means, but also said that the organizers of the bundle gave their best effort to make the process of purchasing the games simple, and they also wished to create a social impact with the sales by including contributions to Child's Play and the Electronic Frontier Foundation.[16] An anonymous survey conducted by Wolfire for those who felt it necessary to acquire the second Bundle from other illegitimate sources showed that some preferred the option of using peer-to-peer sharing services like BitTorrent to improve the speed and reliability of the download; as a result, Wolfire added the option to download the games through BitTorrent, hoping to entice more people to acquire the game legitimately.[38]

Software "counterfeits"

Several games in the Humble Indie Bundles have been released as open-source software as a result of the Bundles reaching certain sales levels. One such game was Wolfire's own Lugaru HD, where they released the engine under the GNU General Public License, and also included the various art assets, level designs, and other creative elements under a freely redistributable license.[39] Their intent was to allow programmers to experiment and improve the game's engine using the associated assets.[40] Wolfire later began selling the title Lugaru HD on the Mac App Store for $9.99. However, some time afterwards, another company, iCoder, used the open-source resources to recreate the same game for the App Store, charging only $0.99 for their version Lugaru. iCoder claims they have the right to recreate and charge for the game under the GNU license, but Jeffery Rosen notes that this did not apply to the art assets.[40][41][42] Also, the GPL license is not compatible with Apple's AppStore[43] The iCoder version was taken down from the App Store after about a week since Wolfire notified them of the issue, though so far no explanation has been given by Apple.[44] As the iCoder version of the application was popular, being the 60th most downloaded game application prior to its removal, Wolfire offered those that purchased the iCoder version a free version of their version and codes to unlock the game from within Steam.[45]

Rosen notes that the incident may discourage developers from releasing their source in the future.[40]

List of games offered

Bundle Period Offered Game Developer Initial Release Year Total Raised
Humble Indie Bundle 1 May 4–10*, 2010 World of Goo 2D Boy 2008 US$1.27+ M
Aquaria Bit Blot 2007
Gish Cryptic Sea 2004
Penumbra: Overture Frictional Games 2007
Lugaru HD Wolfire Games 2005
Samorost 2 Amanita Design 2007
  • Samorost 2 added for free to the bundle on May 9, 2010.
  • Aquaria, Gish, Lugaru HD and Penumbra were open-sourced as a result of the success of the sale.
  • Steam redemption keys for the games, except Samorost 2, were distributed to the bundle customers on December 9, 2010.
  • Samorost 2 included a separate soundtrack from the game
  • Samorost 2 was, on June 1, 2011, made available on Steam, which makes the complete bundle redeemable on Steam.
  • A discount for the other games in the Penumbra series was also offered.
Humble Indie Bundle 2 December 14–24, 2010 Braid Jonathan Blow
Number None Studios
2008 US$1.8+ M
Cortex Command Data Realms LLC Currently in playable Beta
Machinarium Amanita Design 2009
Osmos Hemisphere Games 2009
Revenge of the Titans Puppy Games 2011
  • Purchases before Dec 22, 2010 and those after which paid more than the average price also received the contents of the first Bundle.
  • Cortex Command and Revenge of the Titans were still undergoing active development during the bundle sale; final versions would be made available to purchasers.
  • The engine for Revenge of the Titans will be open-sourced as a result of success of the sale.
  • Machinarium, Osmos, and Revenge of the Titans included a separate soundtrack from each game
  • Steam redemption keys for all games, except Cortex Command and Revenge of the Titans (the latter two being addressed as being covered by the keys once the games were made available through Steam - as of July 2011, only Cortex Command is still unavailable), were distributed to the bundle customers.
  • Revenge of the Titans was released and automatically unlocked for people who activated the Bundle on Steam on March 17, 2011.
Humble Frozenbyte Bundle April 12–26, 2011 Trine Frozenbyte 2009 US$0.9+ M
Shadowgrounds Frozenbyte 2005
Shadowgrounds Survivor Frozenbyte 2007
Splot Frozenbyte Unreleased Pre-Order
Jack Claw Frozenbyte Unreleased Prototype Bonus
  • Steam and Desura redemption keys for all games, except Splot and Jack Claw, as well as an OnLive key for Trine, were distributed to the bundle customers.
  • Source code for Shadowgrounds and Shadowgrounds Survivor (after reaching $700k)
  • Level editor for Trine
  • Demo for Splot
Humble Indie Bundle 3 July 26 – August 9, 2011 Crayon Physics Deluxe Kloonigames 2009 US$2.16+ M
Cogs Lazy 8 Studios 2009
VVVVVV Terry Cavanagh 2010
Hammerfight Kranx Productions 2009
And Yet It Moves Broken Rules 2009
Steel Storm Kot-in-Action Creative Artel 2010
Atom Zombie Smasher Blendo Games 2011
  • Purchasers before August 3rd as well as purchasers paying more than the average price after that date received the contents of the second Bundle.
  • Steam and Desura redemption keys for all games, except some were not immediately available on Steam for Mac.
  • Purchasers were also entitled to play Minecraft until August 14, 2011.[46]
  • Steel Storm by Kot-in-Action Creative Artel was added for free to the bundle on August 1, 2011.
  • Atom Zombie Smasher by Blendo Games was added for free to the bundle on August 5, 2011.

References

  1. ^ Mastrapa, Gus (2010-05-04). "Name Your Own Price for World of Goo, Other Indie Games". Wired. Retrieved 2010-05-10.
  2. ^ a b c d e f g Thompson, Michael (2010-05-04). "Humble Bundle: greatest sale of indie games ever?". Ars Technica. Retrieved 2010-05-10.
  3. ^ a b c d e Orland, Kyle (2011-02-28). "GDC 2011: Humble Indie Bundle Creators Talk Inspiration, Execution". Gamasutra. Retrieved 2011-02-28.
  4. ^ Thompson, Michael (2009-10-20). "2D Boy continuing "pay what you want" sale for World of Goo". Ars Technica. Retrieved 2010-05-10.
  5. ^ Breckon, Nick (2009-10-21). "Results of 2D Boy's 'Pay What You Want' World of Goo Sales Experiment Released". Shacknews. Retrieved 2010-05-10.
  6. ^ Newman, Jared (2010-05-06). "Pay What You Like, Say Indie Game Makers". PC World. Retrieved 2010-05-10.
  7. ^ a b Mastrapa, Gus (2010-05-10). "More Games, Source Code Join 'Humble Indie Bundle'". Wired. Retrieved 2010-05-10.
  8. ^ a b Graft, Kris (2010-05-10). "'Humble Indie Bundle' Charity Drive Approaches $700,000". Gamasutra. Retrieved 2010-05-10.
  9. ^ a b c d e Boyer, Brandon (2010-05-11). "Humble Indie Bundle hits $1m, goes open-source, gets 4 day extension". Boing Boing. Retrieved 2010-05-11.
  10. ^ a b Masnick, Mike (2010-05-19). "Some Final Stats On The Humble Indie Bundle". Techdirt. Retrieved 2010-05-24.
  11. ^ Richmond, Shane (2010-05-07). "Are Linux users more generous than Windows users?". The Daily Telegraph. Retrieved 2010-05-10.
  12. ^ a b c d Kuchera, Ben (2010-05-12). "With >$1 million raised, Humble Bundle games go open source". Ars Technica. Retrieved 2010-05-12.
  13. ^ Graham, John (2010-12-09). "Activate the Humble Indie Bundle on Steam - Wolfire Games Blog". Wolfire Games. Retrieved 2010-12-09.
  14. ^ Thompson, Mike (2010-12-14). "Get Into the Holiday Spirit With the Humble Indie Bundle #2". Escapist. Retrieved 2010-12-14.
  15. ^ Kuchera, Ben (2010-12-14). "Humble Bundle 2 is live: 5 great games, no DRM, pay what you want". Ars Technica. Retrieved 2010-12-14.
  16. ^ a b Machkovech, Sam (2010-12-14). "Beyond Radiohead: Video Games One-Up the Pay-What-You-Want Model". The Atlantic. Retrieved 2010-12-14.
  17. ^ Pereira, Chris (2010-12-15). "Humble Indie Bundle 2 Sales Surpass $500,000 in One Day". 1UP.com. Retrieved 2010-12-15.
  18. ^ Callaham, John (2010-12-19). "Humble Indie Bundle 2 reaches $1 milllion mark; games can be redeemed on Steam". Big Download. Retrieved 2010-12-19.
  19. ^ Lei, Owen (2010-12-20). "Name your own price for computer games". KING-TV. Retrieved 2010-12-20.
  20. ^ Rosen, Jeffrey (2010-12-22). "Your Humble Indie Bundle just doubled". Wolfire Blog. Retrieved 2010-12-22.
  21. ^ Boyer, Brandon (2010-12-23). "Humble Indie Bundle 2 adds games from first bundle". Boing Boing. Retrieved 2010-12-24.
  22. ^ Thompson, Mike (2010-12-27). "Here's the Final Numbers on the Humble Indie Bundle #2". Escapist. Retrieved 2011-01-05.
  23. ^ Plunkett, Luke (2011-04-11). "This Might Be The Best Indie Bargain Of 2011". Kotaku. Retrieved 2011-04-11.
  24. ^ Caoili, Eric (2011-04-15). "Humble Frozenbyte Bundle Reaches Over $576K, 112K Purchases". Gamasutra. Retrieved 2011-04-22.
  25. ^ Cifaldi, Frank (2011-04-22). "Frozenbyte Releases Shadowgrounds Source Code, Trine Level Editor". Gamasutra. Retrieved 2011-04-22.
  26. ^ Webster, Andrew (2011-04-14). "Humble Indie Bundle 3 focuses on one dev, offers unreleased games". Ars Technica. Retrieved 2011-05-06.
  27. ^ Reyes, Dustin (2011-04-27). "HFB Update". LinuxGames. Retrieved 2011-05-06.
  28. ^ a b Rose, Mike (2011-08-02). "Cavanagh's VVVVVV Lucked Out, Humbly Bundled At 'Last Minute'". Gamasutra. Retrieved 2011-08-02.
  29. ^ a b Nath, Debabrata (2011-08-01). "Steel Storm: Burning Retribution added to Humble Indie Bundle 3". VG247. Retrieved 2011-08-01.
  30. ^ Rose, Mike (2011-07-27). "Third Humble Indie Bundle See 105K Downloads, $500K Sales In 17 Hours". Gamasutra. Retrieved 2011-07-27.
  31. ^ Kuchera, Ben (2011-03-01). "Humble Bundle creator on Ars' influence and why Linux is important". Ars Technica. Retrieved 2011-03-02.
  32. ^ Masnick, Mike (2010-05-11). "Humble Indie Bundle Hits One Million In Sales... Goes Open Source". Techdirt. Retrieved 2010-05-11.
  33. ^ Cafaldi, Frank; Graf (2011-04-22). "Humble Bundle Backed By $4.7 Million In Venture Capital". Gamasutra. Retrieved 2011-04-22. {{cite web}}: More than one of |first1= and |first= specified (help)
  34. ^ a b c d e Kuchera, Ben (2010-05-10). "Humble Bundle gives pirates what they want, gets ripped off". Ars Technica. Retrieved 2010-05-10.
  35. ^ Webster, Andrew (2011-02-16). "The clones cometh: the App Store is full of copycats, and it's indies who suffer". Ars Technica. Retrieved 2011-02-16.
  36. ^ Chalk, Andy (2010-05-10). "Who Would Pirate the One-Cent Humble Indie Bundle?". The Escapist. Retrieved 2010-05-10.
  37. ^ Wong, David (2010-05-24). "5 Reasons It's Still Not Cool to Admit You're a Gamer". Cracked. Retrieved 2010-05-24.
  38. ^ Rosen, David (2010-12-24). "Download the Humble Indie Bundle #2 using BitTorrent". Wolfire Games. Retrieved 2010-12-28.
  39. ^ Rosen, David (2010-05-11). "Lugaru goes open-source". Wolfire Games. Retrieved 2011-02-03.
  40. ^ a b c Rosen, Jeffery (2011-02-03). "Counterfeit Lugaru on Apple's App Store (developing)". Wolfire Games. Retrieved 2011-02-03.
  41. ^ Tolito, Stephan (2011-02-02). "The Case Of The Identical Rabbit Games". Kotaku. Retrieved 2011-02-03.
  42. ^ Meer, Alec (2011-02-03). "Humble Indie Bundle dev suffers "illegal" game cloning". GamesIndustry.biz. Retrieved 2011-02-03.
  43. ^ Smith, Brett (26 May 2010). "More about the App Store GPL Enforcement". Free Software Foundation. Retrieved 3 August 2011.
  44. ^ Rosen, Jeffrey (2011-02-08). "It looks like Apple has removed the counterfeit Lugaru from the Mac App Store after >1 week!". Retrieved 2011-02-08.
  45. ^ Caolli, Eric (2011-02-10). "Apple Pulls Counterfeit Lugaru From Mac App Store". Gamasutra. Retrieved 2011-02-10.
  46. ^ Chalk (3 August 2011). "Humble Indie Bundle 3: Now With Humble Indie Bundle 2!". The Escapist. Retrieved 3 August 2011. {{cite news}}: Unknown parameter |dirst= ignored (help)

See Also

External links

Template:Humble Indie Bundle