El éxito de Roguelike, Balatro, no se puede vender a ninguna compañía de juegos de azar ni a casinos, incluso después de la muerte de su creador., Debido a que su desarrollador en solitario está tan en contra de esa idea, la han escrito en su testamento.



The solo dev behind the indie roguelike hit Balatro is so against their gamebecoming a true gambling gamethat they’ve even made sure that it can’t be sold or licensed by any gambling companies or casinos after they die.

Balatro may be based on the Big Two card game, but since launch, solo dev LocalThunk has been clear that theydo not condone gambling,” and don’tbelieve that Balatro contains gamblingin the first place. Unfortunately for LocalThunk, shortly after the roguelike’s launch, it was temporarily pulled from certain digital storefronts as its age rating was revised due to concerns that it contains prominent gambling imagery and material that instructs gambling. This saw its rating changed from a PEGI 3+ a 18+ en el Reino Unido, in a move which the solo dev calledunwarranted.

Ahora, in a new post on Twitter, LocalThunk reveals that they’ve gone a step further to make sure that their game can’t be used by gambling companies even after their death. “From the outside this might make zero sense but I hate the thought of Balatro becoming a true gambling game so much that when I recently created my will I stipulated that the Balatro IP may never be sold or licensed to any gambling company/casino,” ellos escribe.

Back when Balatro was temporarily pulled over its age ratings, its publisher, Playstack, released a statement in which it said thatBalatro was developed by someone who is staunchly anti-gambling,” and revealed thatpainstaking care has been taken to ensure that the game does not feature gambling mechanics of any kind.” Eso “painstaking carehas continued well after launch, parece, and fans have no need to worry about the game’s fate now or ever when it comes to any gambling ties.

Astonishingly, Balatro’s creator had never even played Slay the Spire and intentionallycut myself offfrom roguelikes to create the best game possible.