sale launch


Plus: Styles may set a Nielsen-era record for the biggest sales launch for a U.K. male act’s debut album.

Harry Styles is heading for a No. 1 bow on the Billboard 200 chart with his self-titled debut album, according to industry forecasters. Though it’s early in the tracking week (the album was released on May 12 through Erskine/Columbia Records), sources suggest the set could earn over 250,000 equivalent album units in the U.S. in the week ending May 18. Of that sum, perhaps 200,000-210,000 (or more) could be in traditional album sales.

The Billboard 200 chart ranks the most popular albums of the week based on multi-metric consumption, which includes traditional album sales, track equivalent albums (TEA) and streaming equivalent albums (SEA). The top 10 of the new June 3-dated Billboard 200 chart (where Styles could debut at No. 1) is scheduled to be revealed on Billboard’s websites on Sunday, May 21. (In the meantime, the May 27-dated list’s top 10 is still waiting in the wings, and Logic’s Everybody is on course to bow at No. 1. That chart’s top 10 is due to be unveiled on May 14.)

Considering Styles’ current sales forecast, the British-born act is on track to score the largest debut sales week for a U.K. male artist’s first full-length album since Nielsen Music began tracking sales in 1991. (Sam Smith’s In the Lonely Hour has the current record, with 166,000 sold in its first week, back in 2014, according to Nielsen. The album debuted and peaked at No. 2.)

If Styles debuts at No. 1, he will be just the second U.K. male artist to bow atop the list with their first album in the 61-year history of the Billboard 200. He would follow his former One Direction bandmate, Zayn, who entered at No. 1 with Mind of Mine on the list dated April 16, 2016 (with 157,000 units and 112,000 in traditional album sales). -Billboard

Oscar Isaac will star in World War II thriller “The Garbo Network” with Bob Cooper and Richard Saperstein’s Storyscape Entertainment launching sales at the Berlin Film Festival. The script for “The Garbo Network” was written by William Wheeler and will be produced by Cooper, Saperstein, Chuck Weinstock, Jason Spire, and Isaac. The film is based on the true story of Juan Pujol Garcia, an eccentric double-agent who, with no military or covert training, somehow persuaded both the Germans and the British to hire him as a spy. His real allegiance was to England, and working closely with MI5, he created a fictional network of 27 spies said to be spread out over England, Scotland, and Ireland. The ruse helped the English to deceive the Germans about the invasion of Normandy.

Garcia is the only man in the history of World War II to receive distinguished medals of honor from opposing sides: the German Iron Cross and the Member of the Order of the British Empire.

“Juan Pujol Garcia is unlike any character we’ve seen on film – he’s a chameleon and a master manipulator, deeply haunted by his past, with an unreadable agenda… and his actions have world-changing consequences,” Cooper said.

Storyscape is also producing Michael Fassbender’s “Entering Hades,” which is set up at Broad Green, and Benedict Cumberbatch’s “War Magician,” which is set up at Studio Canal. (via

I’ve played DA:O so many times, but even after all these years that part in the intro video where Duncan goes “until the Grey Wardens came” gives me chills. Every. Single. Time.


New project for Alex + a few of our favorite pics from the MET Gala 2017!

Alexander Skarsgård, Jesse Eisenberg Team Up for Tech Drama ‘Hummingbird Project’

Jesse Eisenberg and Alexander Skarsgård are starring in Kim Nguyen’s tech drama “The Hummingbird Project” with production starting in Montreal in October.

Hanway Films is launching sales at the Cannes Film Festival, which opens May 17. CAA is handling domestic sales.

Nguyen (“The War Witch”) will direct from his own script. The film is produced by Nguyen’s production partner Pierre Even of Item 7 in Montreal. Brian Kavanaugh-Jones (“Loving”) and Fred Berger (“La La Land”) of Automatik will executive produce.

Eisenberg and Skarsgård will portray players of high frequency trading, where winning is measured in nanoseconds. Their dream is to build a fibre-optic cable straight between Kansas and New Jersey, making them millions. They are opposed by their old boss, a psychopathic trader who will stop at nothing to see them fail…

“This is a film that talks about caveats in our financial system, but at its core it is an adventure with heart and soul,” Nguyen said. “When I started writing the story I immediately thought that it had a really, really cool plot, and that there was a genuine purpose for bringing it to the screen. Jesse and Alexander are the ideal duo for this project, I couldn’t be more thrilled.” (x)

Alexander Skarsgård and Jesse Eisenberg to Star in Kim Nguyen’s ‘The Hummingbird Project’ – Cannes

Described as a modern epic, the pic centers on cousins from New York, Vincent and Anton, who are players in the high-stakes game of High Frequency Trading, where winning is measured in nanoseconds. Their dream is to build a fiber-optic cable straight between Kansas and New Jersey, making them millions. But nothing is straightforward for this flawed pair. Anton is the brains, Vincent is the hustler, and together they push each other and everyone around them to the breaking point. Breathing down their necks is their old boss Paul Raulston, a psychopathic trader who will stop at nothing to see them fail… (x)

Photos:  Our edits from ASO Tumblr (x,x,x,x)
Lionsgate Unleashing Daisy Ridley & Tom Holland Starrer ‘Chaos Walking’ In Cannes
EXCLUSIVE: Lionsgate is set to launch Chaos Walking, the Daisy Ridley and Tom Holland starrer based on the popular young adult novel by Patrick Ness, at the upcoming Cannes Film Festival. The proje…
By Diana Lodderhose

EXCLUSIVE: Lionsgate is set to launch Chaos Walking, the Daisy Ridley and Tom Holland starrer based on the popular young adult novel by Patrick Ness, at the upcoming Cannes Film Festival. The project, which is directed by Doug Liman, is currently in pre-production and is sure to be one of the most coveted titles to hit the market next week.

Ness, who also wrote the fantasy novel A Monster Calls, which Focus Features adapted into a film last year with Sigourney Weaver and Felicity Jones, will co-pen Chaos Walking with John Lee Hancock (Snow White and the Huntsman) and Charlie Kaufman (Eternal Sunshine of the Spotless Mind). Doug Liman is set to direct. Allison Shearmur (Star Wars: Rogue One) and Doug Davison (The Departed) produce.

The Carnegie Medal winning book is set on the distant, rugged planet of New World, which was colonized a generation earlier by settlers from earth seeking a better life. When an infection called the Noise suddenly makes all thought audible, privacy vanishes, chaos ensues and a corrupt autocrat threatens to take control of the human settlements and wage war with the indigenous alien race.

Only young Todd Hewitt (Holland) holds the key to stopping planet-wide destruction. As he flees with his dog in hand, he stumbles upon a strange and silent girl, Viola (Ridley). They soon set off on a white-knuckle adventure into the depths of unexplored New World to find a way for Viola to contact her people on a distant spaceship and Todd begins to realize that he must unlearn everything he knows in order to figure out who he really is which Todd must unlearn everything he knows in order to figure out who he really is.

“I’m so excited to be working with the Lionsgate International sales team on the launch of Chaos Walking in Cannes,” said Ness. “It’s been an adventure getting to this point and the combination of Daisy Ridley, Tom Holland and Doug Liman is ridiculously good.”


Sales Launch for the Newly-Developed BMW M4 GT4

Customers can now order the new BMW M4 GT4, the latest model in the BMW Motorsport product range. The technologically advanced car has completed over 20,000 kilometers of tests, multiple hours in the wind tunnel, extensive runs for fine-tuning, and successful test outings under race conditions.

BMW Motorsport Director Jens Marquardt, together with Dirk Adorf (GER), who was heavily involved in the testing of the car as development driver, launched the sales phase during an exclusive customer event at the Nürburgring (GER).

 The BMW M4 GT4, which is ready for use thanks to a comprehensive starter package, will cost 169,000 Euros (plus VAT).

New intimates seller in town! 👙💋

Hello, I’m thinking of selling my intimates here but I’m rather uncertain about everyone’s receptivity to the idea. I came up with quite a few concepts for this tumblr page so there is something for everyone to look forward to hehe!

Sooo, please reblog this if you think I should start launching the sales 🙏🏻🙏🏻

More info about me can be found in the “About Me” tag and please feel free to message me in the mean time for further enquiries/ suggestions/ just to talk :)

OK but for real, Carl and Negan are that ‘embarrassment to the neighborhood’ couple

they have loud enthusiastic sex several times a day then Negan will be an asshole about it and go out and water the lawn or something, jeans still undone, and shirtless so everyone can see the scratches Carl left on his back, and like, wave at the Joneses across the road washing their car

And u just know Carl is a pushy PTA Mom who volunteers to help coach the kids soccer team so he can personally cheerlead his little cherub, but has to be physically restrained from getting into fistfights with the Ref because “that absolutely was a goal are u blind???!!! I literally have one eye asshole and I still saw it go in-”

Everyone side-eyes them in the playground trying to calculate the age gap, unsure if Negan got himself a midlife-crisis trophy and Carl is just waiting for him to die because he’s a golddigging hussy, or they should be calling the police cause Carl sure looks a lot like that kid that went missing a few years back…

But no one says shit to their faces cause Negan is rich as fuck and probably owns half the town, and paid a huge sum to have the school renovated and its named after him. U know he’s on the board of governors and all that so surely he must be a trustworthy guy???

Though who knows how he deals with that hothead of a husband, do u remember that time at the bake sale when Carl literally launched himself over the cookie table yelling “you got something to say? Come at me Brenda!” and Negan actually had to pick him up and carry him out over his shoulder to get him to chill

Funny how the crime rate kinda went down since they moved in, except of course for the mysterious disappearances of notoriously rude, dominant alpha male types…


As part of its efforts to reverse the sales decline, Schlitz launched a disastrous 1977 television ad campaign created by Leo Burnett & Co. In each of the ads, a burly Schlitz drinker threatens an off-screen speaker (visually identified with the viewer) who wants him to switch to a rival beer. Audiences found the campaign menacing and the ad industry dubbed it “Drink Schlitz or I’ll kill you.”

Schlitz used to be the best selling beer in America until they kept doing stuff like this.


“Launch” will build your business—fast. Whether you’ve already got a business or you’re itching to start one, this is a recipe for getting more traction.
Think about it—what if you could launch like Apple or the big Hollywood studios? What if your prospects eagerly counted down the days until they could buy your product? What if you could create such powerful positioning in your market that you all -but- eliminated your competition? And you could do all that no matter how humble your business or budget?

Since 1996 Jeff Walker has been creating hugely successful online launches. After bootstrapping his first Internet business from his basement, he quickly developed an underground process for launching new products and businesses with unprecedented success.

But the success-train was just getting started—once he started teaching his formula to other entrepreneurs, the results were simply breathtaking. Tiny, home-based businesses started doing launches that sold tens of thousands, hundreds of thousands, and even millions of dollars in sales with their launches.

“Launch” is the treasure map into that world—an almost secret world of digital entrepreneurs who create cash-on-demand paydays with their product launches and business launches.

Whether you have an existing business, or you have a service-based business and want to develop your own products so you can leverage your time and your impact, or you’re still in the planning phase—this is how you start fast. This formula is how you engineer massive success.

Now the question is this—are you going to start slow, and fade away from there? Or are you ready for a launch that will change the future of your business and your life?

Read more:


Lamborghini Opens its Largest Showroom Worldwide 

With the inauguration of the largest Lamborghini showroom in the world in Dubai, Lamborghini is preparing its international dealer network for the future.

The new showroom and service centre, located on Sheik Zayed Road, exit 41, Dubai, UAE, is one of twelve Lamborghini sales points within the dealer network in the Middle East and Africa.

With a total surface of 1,800 square meters over 3 floors the showroom and service centre environment reflects the need for increased space as Lamborghini expands its model line-up and plans to double sales with the launch of its new SUV by 2018.


Hello my dear followers!

Today I am launching the sale of the English translation of my first original work, Schlafkammer!

It’s a ~50 pages long comic about a boy searching for his little sister.

Original characters and works are my biggest passion, so if you want to support me, buying this PDF will make me incredible happy!

Just send me a non-anon message and you will get your PDF for 5€!



Hey guys so, I’ve been thinking about this for a while, especially with Toby Fox’s new updated about selling  fan/hand made Undertale merch on the internet, And I will be doing an online Sale for my prints in about a week, maybe a few days, for a limited time offer! 

I’m just giving a heads up right now in case any of you guys want to prepare to buy any of my prints if you guys are interested!

So I’m not gonna give any info right now of how it’s going to go down, or prices, and what I’m going to sell yet, (pretty much 90% of the gallery I have on youtube) BUT I WILL HAVE A BIG ANNOUNCEMENT ON ALL MY SOCIAL MEDIA SITES WITH ALL THE INFO ONCE THE SALE LAUNCHES SOON!!!!

so again this is just a heads up incase anyone wants to prepare for my print sale, and be ready for when it hits so they don’t miss it. XD Examples of prints I will be selling: 


(also please don’t send me any print orders right now yet, again I’ll give the green light for when you can submit your orders and what email to send them)

JILL TRENT, SCIENCE SLEUTH #1 ships this week!

Our first-ever book published by Superdames Comics, JILL TRENT, SCIENCE SLEUTH #1 ships to all Kickstarter backers this week! (Click here to read the full Kickstarter update!)

If you missed the Kickstarter, the book will be available from our sales website launching soon!! Stay tuned!

On playable demos and “tricking” players into buying games

It looks like there’s a number of people out there who came up with an oversimplified (and generally wrong) conclusion regarding my recent post on game demos. They seem to think that we stopped making demos because they expose bad gameplay and we are trying to hide that. Ok, so first - yes, I would say that there are some games out there that try to capitalize on the lack of community knowledge on their games to eke out a few more launch sales. These sorts of games also tend to follow a particular pattern - a reasonably strong marketing presence combined with review embargoes and such. But we’re not talking about some self-selecting pattern of games here. We’re talking about scientific research on all games released over the course of a full year, both good and bad. Heck, the developer and outspoken publisher-critic Yager Development also stated that they hurt their own sales of their game Spec Ops: The Line because they released a demo. I guarantee you that it isn’t so cut and dry as “We just try to trick you into buying shitty games”.

In order to build a demo, you need to make changes to the base game. Usually, this is by locking off large sections of content - only one race, only two classes, only one level, etc. But you can’t make these sorts of changes to the main game because it’s supposed to be the full game, and putting #IF DEMO_BUILD everywhere in the release code can cause all sorts of bugs if you forget to place or remove them properly. So we branch - i.e. take a snapshot copy - the demo from the main project so that any issues that affect the demo won’t affect the final game. Instead, we make a copy of the game, and then make our changes to that copy in its own quarantined environment. Near the end of the project, stability is the most important thing, so we absolutely need to focus on that.

A pre-launch demo, however, has to be branched well before the final game is done. This means that any bugs and issues that live in the project at the time of the branching will exist in both the in-development full game and the in-development demo. Even if those things are fixed later in the main game, it doesn’t mean that they will be fixed in the demo unless we integrate the fixes over to the demo. The problem here comes with conflicts. If we make demo-specific changes to code or assets that have bugs in them and then the demo-specific changes we made conflict with the fixes to the issues from the main game, how do we resolve it? That can be a lot of work in and of itself! Key assumptions made in the construction of the demo and in the main game could be (and often are) at odds. A lot of the fixes in the main game won’t make it to the demo because of these conflicts. This does not happen with post-launch playable demos, because the post-launch demo generally gets a snapshot copy of the finished game as its base, including all of the final pre-launch fixes.

In addition to all this, demos tend to be more engineering-heavy than anything else. You know what else tends to be very engineering-heavy? Late-project bug fixing. So when we’re forced to pull strong engineers off of making the game itself better and put them onto making a demo that is almost guaranteed to be worse than the final game itself, it’s almost always spreading our team thinner than we have to and compromising the quality of the final product.

This doesn’t even begin to touch on the buying habits of players. Just consider - the game can be bad, mediocre, or good. The demo itself can be bad, mediocre, or good. Of these nine total possible combinations of the two qualities, here’s the breakdown:

  1. Bad game, bad demo. People who might have bought it will try the demo and say no thanks. Result: Lost sales.
  2. Bad game, mediocre demo. People who might have bought it will try the demo, shrug and wait for reviews. Result: Lost or no gain in sales.
  3. Bad game, awesome demo. Have you ever actually seen one of these? It’s exceptionally rare. Result: Gain in sales, followed by an almost-immediate backlash against the publisher and developer for the game being bad.
  4. Mediocre game, bad demo. People who might have bought it will try the demo and pass. Result: Lost sales.
  5. Mediocre game, mediocre demo. People who might have bought it will try the demo but will probably not be convinced to buy the game. Result: Lost or no gain in sales.
  6. Mediocre game, awesome demo. This will, once again, convince people to buy the game. Result: Gain in sales, followed by a backlash against the publisher and developer for the game being bad.
  7. Great game, bad demo. The bad demo will drive players away who would otherwise have bought it. Result: Loss in sales.
  8. Great game, mediocre demo. The mediocre demo likely won’t convince anybody who was on the fence to buy the game. Result: No gain in sales.
  9. Great game, great demo. Also a rarity, but this will actually result in a net gain in sales without a backlash.

As you can see, of the nine possibilities, spending the resources to create the demo will result in an increase in sales only if the demo itself is amazing, irrespective of the full game itself. Even in those situations, the publisher and developer will face a backlash unless the base game is also amazing. Building a fantastic demo is already quite difficult because it has to contain amazing gameplay, an intuitive tutorial to teach the players how to play, enough cohesive content to entice the player to want to keep playing, and be in a polished state… and it has to be all of these things without making any significant amount of new content specifically for the demo. Even a great game might not have the materials to construct a great demo. As I have explained, a playable demo does not have a negligible cost - we are taking resources away from the main game in order to develop the demo. In eight of the nine possible outcomes, we are facing a net negative outcome. 

Building demos is hard. Building good demos is really, really hard. That’s the primary reason why we stopped building pre-launch demos. If we just wanted to trick people into buying our games, we wouldn’t build demos at all. We still build playable demos because we think that there are some players out there that can be convinced to buy our game after trying it. It’s just that we never get a second chance to make a first impression, and it’s much easier to make a good first impression if we don’t have to build the demo while we’re scrambling to finish the game at the same time.