Thanks for your feedback, we appreciate you very much.
So, Lifetime for Lifetime+ ... actually never thought about it as it's designed to help us bring in a little extra recurring revenue from those members that like to continue to contribute to the site beyond their Lifetime membership. These extra funds help us to buy games (currently we spend over $2000 per month on games) and pay additional programmers as necessary to keep up with our workload. It almost seems like maybe a Lifetime version of Lifetime+ might be sort of defeating the purpose, if you get what I mean? When we started selling Lifetime memberships around 15 years ago, we never could have imagined a gaming landscape like it is today. I think we released over 250 trainers last month. That number used to be less than 10 per month. It's crazy and it's about to get even worse as Steam eliminates the Greenlight program and anyone can just pay the fee and put their "game" up for sale on Steam. We're doing everything we can just to try and keep up with how things continue to snowball each and every month as the more trainers we make for new games means more updates for those games as they patch for the next 3+ years. Several members have suggested just simply not releasing trainers for "early access" titles, and while that would certainly cut our workload down by a significant amount, we would also lose a lot of memberships both new and recurring as 90% of the games released each month are "early access". It started with indie devs and now the big studios are getting into it so we pretty much have to support these games or else we probably fail to exist. I understand the appeal and kudos to Valve for coming up with the idea, ingenious on their part. If I could sell someone something for full price that I may or may not ever finish depending on how many people buy or don't buy it, of course I would. Spend $10K to release a .0000001 Alpha version of your game for $49 on Steam instead of $1M to release a completely finished game. No one buys it, no prob, we lost $10K and move on to the next project instead of losing $1M if your game sucks and doesn't sell. Not all early access games are like that, but I anticipate it getting much worse before it gets better. Regardless of what happens, we have to support the games that our customers request and are playing the best we can. Unfortunately we can't raise our fees to cover the extra expenses as then more people simply settle for the free +3 trainer that is "good enough" and updated for a few weeks versus our +10 trainer that's updated for a few years.
Anyways, I didn't mean to go on a rant. We truly appreciate each and every person that supports our site in any way. We are constantly trying to increase the value of each membership and even those that don't subscribe. We're about to release version 3.0 of our FREE CoSMOS Gamehacking Tool which has PAGES of new functionality, features and fixes including many not featured in any other gamehacking tool. Did we have to spend thousands of dollars on developing this free app? No, but we felt that we could create a beginner friendly, modernized tool with new features for even the most advanced of users. We don't make a dime from CoSMOS, it's simply our way of giving back and contributing to the gamehacking community. Plus it also helps our users hack their own games between trainer updates if we can't get to them right away. We just released a new trainer template which gives the user more control over how they want to use the trainer and is actually part of a bigger project that we have underway which I think everyone will enjoy.
Anyway, thanks again. I'll give the Lifetime Lifetime+ some thought.
I shall finally have my lifetime lifetime+ through the kickstarter 😈