A New Motocross Game Approaches...

NickoBrap
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Somewhere, MI, USA
10/20/2026 7:57am

Really glad to finally see this thing in the hands of people outside of the team. Looks fun! 

2
gt80rider
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Boulder, CO, USA
10/20/2026 11:51am

Hopefully the customization isn't blocked behind endless microtransactions. 

Tiki wrote:
How do you think they make money? This is easy to figure; Its been two years of salaries for a team and the game cost $80 dollars...

How do you think they make money? 

This is easy to figure; Its been two years of salaries for a team and the game cost $80 dollars. (As an example) You have $2 to $2.5 million spent. Maybe more. Add the marketing and wholesale cost. They need to sell at minimum 35,000 copies to get that money back. 

Yes, I'd expect microtransactions to be a reality. 

By selling a game that's how... price the game higher or go without excessive greed .... this ain't rocket surgery... but thanks to people like YOU everybody gets bent over harder..  

1
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Tiki
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Corona, CA, USA
Fantasy
10/20/2026 6:16pm

Hopefully the customization isn't blocked behind endless microtransactions. 

Tiki wrote:
How do you think they make money? This is easy to figure; Its been two years of salaries for a team and the game cost $80 dollars...

How do you think they make money? 

This is easy to figure; Its been two years of salaries for a team and the game cost $80 dollars. (As an example) You have $2 to $2.5 million spent. Maybe more. Add the marketing and wholesale cost. They need to sell at minimum 35,000 copies to get that money back. 

Yes, I'd expect microtransactions to be a reality. 

gt80rider wrote:
By selling a game that's how... price the game higher or go without excessive greed .... this ain't rocket surgery... but thanks to people like YOU...

By selling a game that's how... price the game higher or go without excessive greed .... this ain't rocket surgery... but thanks to people like YOU everybody gets bent over harder..  

People like me? It’s basic math ya donut. $3 million game needs 40,000 sales at $80 just to cover AND then retail fees, discounts, and refunds.

Additional revenue can fund updates, improve the experience, and support future games. You can criticize the game without pretending every dollar beyond the purchase price is greed. What the fuck do you do for a living that makes you so noble you can afford to work for free?

9
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SPYGUY
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10/20/2026 6:55pm
Adjusted for inflation using the U.S. Consumer Price Index (CPI), Excitebike's original 1985 retail price of $30 to $40 is equivalent to approximately $93 to $125 today.
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The Shop

NickoBrap
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Somewhere, MI, USA
10/21/2026 7:50am

I just hope they keep it somewhat simple with this game. Setting up and figuring out MX bikes just seems like such a huge task. If the barrier to entry on this one is a little lower, I think I'll be more interested in actually giving it a shot.

MXGP 26 actually looks pretty fun as well. May have to get a ps5 or upgrade my PC a bit to play that one.

Open Unleashed looks like a riot. The nostalgia may actually push me to go though the effort of getting that up and running... I hear the Creator is working on open reflex. I don't know if that means basically the same thing as open Unleashed, but using reflex as the base physics engine, or just pulling in the tracks from reflex. Either way, I think I'm in. I never actually played reflex. May just have to go and give that a shot... 

1
Pop Shmoke
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Boston, MA, USA
10/23/2026 6:17am

They need to link up with these guys for the sound, holy shiiit!!!


 

4
Alex814
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1297
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Location
USA
10/23/2026 6:53am
SPYGUY wrote:
Adjusted for inflation using the U.S. Consumer Price Index (CPI), Excitebike's original 1985 retail price of $30 to $40 is equivalent to approximately $93 to $125...
Adjusted for inflation using the U.S. Consumer Price Index (CPI), Excitebike's original 1985 retail price of $30 to $40 is equivalent to approximately $93 to $125 today.

Yep. N64 games were also $55 in the 90s. 

10/23/2026 8:37am
SPYGUY wrote:
Adjusted for inflation using the U.S. Consumer Price Index (CPI), Excitebike's original 1985 retail price of $30 to $40 is equivalent to approximately $93 to $125...
Adjusted for inflation using the U.S. Consumer Price Index (CPI), Excitebike's original 1985 retail price of $30 to $40 is equivalent to approximately $93 to $125 today.

Additionally, I try to think of game prices in terms of cost per hour of entertainment. $80 game, 80 hours of play, $1 per hour of entertainment. Pretty good value to be honest. 

3
Zycki11
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7946
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Location
Edwardsville, IL, USA
10/23/2026 9:35am

Looks like console won't be for another year at least... Well that sucks balls.. PC already has 2 other games, I get it... at the same time. Still sucks nuts

2
1
Teej317
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910
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4/30/2010
Location
Colstrip, MT, USA
10/23/2026 1:43pm
Pop Shmoke wrote:

They need to link up with these guys for the sound, holy shiiit!!!


 

Yikes that is bad.

2
Heavyhitter
Posts
379
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Location
Machias, WA, USA
1 day ago Edited Date/Time 1 day ago

The game is looking way better overall, I know they are working on the deformation and customization but I think they left it out of the demo just because it still has its issues and wrinkles they need to work through with it. But I think by the time it is out for the public it will have deformation and customization. 

They are also using unreal engine 5 which should make braking bumps and ruts much more true to life vs the engine mx bikes is ran on. From what I have watched they have some sort of difficulty sliders that can make the game very hardcore sim or more of a reflex experience. 

1
Ehm24
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Location
San Diego, CA, USA
Fantasy
7 hours ago

I'm fine with micro-transactions for these types of games -- the idea behind mxbikes shop allows creators to (marginally) profit off of their time sunk into creating tracks for the community. It allows incentives them to create the best possible tracks, because the consumer will vote with their wallet. Also this competition forces the creators to increase their creativity... yet another win for the community.

Apart from 3rd party creators, I think it also benefits the game studio because it allows for a stream of income after the initial release to continue to support the game indefinitely. The creators of this game must have thought this through, which is why I think most tracks will only be doled out through them (it's a bit worrisome, because 3rd party creation has been the backbone of our mx sim games) -- but again, hopefully this leads to more frequent updates, and a stronger developer presence overall (Mx Bikes has a notoriously slow, and perhaps aloof developer).

I'm a silver backer, so I got access today. It's interesting. Visually pleasing beyond any previous mx game. Physics are hopeful, but aggravating. I know I just need to put in more time, just like any other sim game. Anyway, I'm looking forward for it to become the motocross game

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1
5 hours ago

Yes, it’s early; I know, I just downloaded MTG. Now I pray it performs okay on what I’m working with. I can’t wait to play this game. My $50 so far, has looked to be worth it, I kind of wish I donated more back then, but it is what it is, happy to support the game.

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