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After a closed beta in 2018, Stadia publicly launched on November 19, 2019 in 14 countries.[[note]](Belgium, Canada, Denmark, Finland, France, Germany, Ireland, Italy, Netherlands, Norway, Spain, Sweden, the United Kingdom, and the United States)[[/note]] The service launched with two tiers: the free tier (initially called "Stadia Base") that limited streaming to 1080p resolutions, and a $10USD monthly subscription "Stadia Pro" tier that allowed streaming rates up to 4K resolution, in addition to monthly free games and regular discounts. Starting in April 2020, in the wake of the UsefulNotes/COVID19Pandemic, Google would start giving new users a free two months of access to Stadia Pro features, which was later reduced to one month that June.[[note]]Current users were also given the free two months of Stadia Pro.]]

to:

After a closed beta in 2018, Stadia publicly launched on November 19, 2019 in 14 countries.[[note]](Belgium, Canada, Denmark, Finland, France, Germany, Ireland, Italy, Netherlands, Norway, Spain, Sweden, the United Kingdom, and the United States)[[/note]] The service launched with two tiers: the free tier (initially called "Stadia Base") that limited streaming to 1080p resolutions, and a $10USD monthly subscription "Stadia Pro" tier that allowed streaming rates up to 4K resolution, in addition to monthly free games and regular discounts. Starting in April 2020, in the wake of the UsefulNotes/COVID19Pandemic, Google would start giving new users a free two months of access to Stadia Pro features, which was later reduced to one month that June.[[note]]Current users were also given the free two months of Stadia Pro.]]
[[/note]]

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Removed: 1381

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General clarification on work content


For years, MediaNotes/CloudGaming has existed as little more than a novelty. While some ventures would find moderate success for a few years, most notably [[https://en.wikipedia.org/wiki/OnLive OnLive]], such services were generally held back by two things: a lack of the infrastructure for the backend, and the user's own internet connection. For cloud gaming to finally catch on and be seen as a viable alternative to dedicated hardware, you'll need a company that can supply answers to both these problems, as well as wield the money (and insanity) required to enter the video game industry with the intent of competing with "[[Creator/{{Nintendo}} The]] [[Creator/SonyInteractiveEntertainment Big]] [[{{Creator/Microsoft}} Three]]." Naturally, at the end of the 2010s, there was only one company that satisfied all of these requirements; Google (or rather Alphabet).

[[https://store.google.com/us/product/stadia Stadia]] was Website/{{Google}}'s entry into the gaming industry, competing with Sony's [=PlayStation=] Now and Microsoft's [=xCloud=] services. As a cloud gaming service, games played on Stadia were processed and rendered on Google's servers and sent to player's chosen device, with the players only requiring an Internet connection and their devices to support the Google Chrome browser or run [=ChromeOS=]. Any USB controller worked with Stadia, though there does exist a dedicated Stadia controller that would connect directly to the data center where the players' game was running, thus helping to reduce input latency.

Stadia had two tiers: a "free" level that limited streaming to 1080p resolutions, and a subscription-based "pro" tier that allowed streaming rates up to 4K resolution, access to library of free and reduced price games. Starting in April 2020, new Stadia users received temporary access to Stadia Pro features.[[note]]Initially two months, later reduced to one month in June 2020.[[/note]]

Stadia was quickly met with skepticism by the public. Google's history of abandoning products and services that aren't instantly successful raised questions about the platform's long-term prospects, especially since breaking into the video game industry as a platform holder demands a large amount of investment. And while the technology to make cloud gaming work had vastly improved since its introduction with the launch of [=OnLive=] in 2010, it was still a largely unproven system with its own unique issues, especially the fact that the service worked best with exceptionally high internet speeds, something not everyone has easy access to. The business model was also heavily criticised; over a decade of Creator/{{Netflix}} had conditioned people to expect any streaming service to only ask for a subscription fee, so having to buy each game piecemeal, and at full price, was not appreciated. Poor communication with the marketing didn't help, as many people thought the Stadia Pro subscription was mandatory to access the service, when that was never true, on top of the need for individual purchases.

The fact Stadia games were also revealed to be region-locked, and the service wasn't made available in Asia, Africa and the Middle East, which limited its scope in those areas, quickly raised further questions regarding Google's willingness to fully commit to investing in the platform in the long-term.

Stadia also had a crippling lack of exclusive games, with only five games ever made as full exclusives for the platform (not including timed exclusives), with pretty much all of the games shown in advertisements being multiplatform releases, meaning the platform never had a true KillerApp. Google attempted to build confidence in Stadia by founding two of their own in-house development studios, collectively known as Stadia Games and Entertainment. They also hired two industry veterans -- Jade Raymond (known largely for work on ''Franchise/AssassinsCreed'') and Shannon Studstill (former head of Santa Monica Studios) -- and placed them in charge of the new studios. However, in February 2021, Google announced the closure of Stadia Games and Entertainment and their shift in focus to securing more third-party support for the platform. The studios were active for less than two years and were unable to ''announce'', let alone release a single game in that time. This put even more doubt on Stadia's viability and Google's general ambitions in the gaming market.

On September 29th, 2022, following months of rumors that the service would be abandoned, the final nail in Stadia's coffin was hammered into place, as [[https://www.theverge.com/2022/9/29/23378713/google-stadia-shutting-down-game-streaming-january-2023 Google announced the shutdown of Stadia]]. The store was shut down immediately following this announcement, and the service itself went offline on January 18, 2023, with Google offering refunds for all Stadia-related purchases in the interim, for both software and hardware. The news did come with a silver lining, as several developers and publishers, notably Creator/IOInteractive, Creator/{{Ubisoft}}, and [[Creator/TakeTwoInteractive Rockstar Games]], pledged to allow for saves to be transferred from Stadia to their respective games before Stadia shut down, and Ubisoft went even further to allow for their games to be kept on their Ubisoft Launcher. Additionally, a downloadable update released on the service's second-to-last day added Bluetooth connectivity to the Stadia controller, allowing it to be used with other platforms.

In spite of this, Google has continued pursuing the cloud gaming marketplace. Almost two weeks after the announcement that Stadia would shut down, Google announced a line of Chromebooks which come preinstalled with [=GeForce=] Now, a cloud gaming service which formerly competed with Stadia.

to:

For years, MediaNotes/CloudGaming has existed as little more than a novelty. While some ventures would find moderate success for a few years, most notably [[https://en.wikipedia.org/wiki/OnLive OnLive]], such services were generally held back by two things: a lack of the infrastructure for the backend, and the user's own internet connection. For cloud gaming to finally catch on and be seen as a viable alternative to dedicated hardware, you'll need a company that can supply answers to both these problems, as well as wield the money (and insanity) required to enter the video game industry with the intent of competing with "[[Creator/{{Nintendo}} The]] [[Creator/SonyInteractiveEntertainment Big]] [[{{Creator/Microsoft}} Three]]." Naturally, at the end of the 2010s, there was only one company that satisfied all of these requirements; Google (or rather Alphabet).

[[https://store.google.com/us/product/stadia Stadia]] was Website/{{Google}}'s entry into the gaming industry, competing with Sony's [=PlayStation=] Now and Microsoft's [=xCloud=] services. a [[MediaNotes/CloudGaming cloud gaming]] platform from Website/{{Google}}. As a cloud gaming service, games rather than consumers having bespoke hardware that's needed to run the games, titles played on Stadia were processed and rendered on Google's servers and sent to player's chosen device, with servers; all the players only requiring player required on their end was an Internet connection and their devices to support a device that supported the Google Chrome browser or run ran [=ChromeOS=]. Any USB controller worked with Stadia, though there does did exist a dedicated Stadia controller that would connect directly to the data center where the players' game was running, thus helping to reduce input latency.

After a closed beta in 2018, Stadia had publicly launched on November 19, 2019 in 14 countries.[[note]](Belgium, Canada, Denmark, Finland, France, Germany, Ireland, Italy, Netherlands, Norway, Spain, Sweden, the United Kingdom, and the United States)[[/note]] The service launched with two tiers: a "free" level the free tier (initially called "Stadia Base") that limited streaming to 1080p resolutions, and a subscription-based "pro" $10USD monthly subscription "Stadia Pro" tier that allowed streaming rates up to 4K resolution, access in addition to library of monthly free games and reduced price games. regular discounts. Starting in April 2020, in the wake of the UsefulNotes/COVID19Pandemic, Google would start giving new Stadia users received temporary a free two months of access to Stadia Pro features.[[note]]Initially two months, features, which was later reduced to one month in June 2020.[[/note]]

that June.[[note]]Current users were also given the free two months of Stadia Pro.]]

Stadia was quickly met with skepticism by the public. public on several fronts. For one, Google's history of abandoning products and services that aren't weren't instantly successful raised questions about the platform's long-term prospects, especially since breaking into as entering the video game industry as a platform holder demands had long proven to demand a large amount of investment. investment; the lack of availability in Asia, Africa, and the Middle East did not help with these perceptions. And while the server-side technology required to make cloud gaming work had vastly improved since its introduction with the launch days of [=OnLive=] in 2010, it was still a largely unproven system with its own unique issues, especially the fact that early 2010s, the service worked best with exceptionally high internet speeds, something speed required of users on the client-side was not everyone has easy access to. The business model was also heavily criticised; over yet widely available in a number of major markets, including the United States, prompting questions about the platform's actual viability. Finally, the past decade of Creator/{{Netflix}} had conditioned people consumers to expect any streaming service to only ask for a subscription fee, so meaning having to buy each game piecemeal, and at full price, was not appreciated. Poor communication with the marketing didn't help, worsened this, as many people thought the Stadia Pro subscription was mandatory ''mandatory'' to access the service, when that was never true, on top and were left unaware of the need for individual purchases.

The fact
presence of free-to-play titles on the service.

Stadia games were also revealed to be region-locked, and the service wasn't made available in Asia, Africa and the Middle East, which limited its scope in those areas, quickly raised further questions regarding Google's willingness to fully commit to investing in the platform in the long-term.

Stadia also had
notably suffered from a crippling lack of exclusive games, with titles: a handful of games were Stadia-only for a limited time, only five games were ever made as full exclusives developed exclusively for the platform (not including timed exclusives), platform, with pretty much all of the games shown off in advertisements commercials being multiplatform releases, releases such as ''VideoGame/Cyberpunk2077'', meaning the platform never had a true KillerApp. KillerApp to help drive adoption. While Google attempted to build confidence in Stadia by founding two of their own in-house development studios, collectively known as Stadia Games and Entertainment. They also hired two industry veterans -- Jade Raymond (known largely for work on ''Franchise/AssassinsCreed'') and Shannon Studstill (former head of Santa Monica Studios) -- and placed them in charge of would establish the new studios. However, in February 2021, Google announced the closure of Stadia Games and Entertainment division in 2019, consisting of two Montreal studios (a new one headed by Jade Raymond (''Franchise/AssassinsCreed'') and their shift the newly acquired Typhoon Studios) and a Los Angeles studio (headed by Shannon Studstill, former head of Creator/SIESantaMonicaStudio), they would all be shut down in focus to February 2021 in favor of Google focusing all its efforts on securing more third-party support content for the platform. The studios were active for less than two years and were platform, leaving the nascent branch unable to even ''announce'', let alone much less release, anything before its demise.[[note]]Typhoon would manage to release ''VideoGame/JourneyToTheSavagePlanet'', but it began development two years before their purchase by Google and was a single game in that time. multiplatform title. In fact, the Stadia UpdatedRerelease not only launched a year after the console and PC versions, but did so on the ''same day'' as the studio's closure.[[/note]] This put even more doubt on Stadia's viability and Google's general ambitions in the gaming market.

On September 29th, 2022, following months of substantial rumors that the service would be abandoned, the final nail in Stadia's coffin was hammered into place, as [[https://www.theverge.com/2022/9/29/23378713/google-stadia-shutting-down-game-streaming-january-2023 Google officially announced the shutdown of Stadia]]. The store was shut down immediately following this announcement, and the service itself went offline on January 18, 2023, with Google offering refunds for all Stadia-related hardware and software purchases in the interim, for both software and hardware. The news did come with a silver lining, as several interim. Several developers and publishers, notably Creator/IOInteractive, Creator/{{Ubisoft}}, and [[Creator/TakeTwoInteractive Rockstar Games]], pledged to allow for saves to be transferred from Stadia to their respective games before Stadia shut down, and Ubisoft went even further to allow for their games to be kept on their Ubisoft Launcher. Additionally, a downloadable update released on the service's second-to-last day added Bluetooth connectivity to the Stadia controller, allowing it to be used with other platforms.

platforms. And as a final silver lining, three of the five developers managed to buy the rights to their Stadia exclusive titles back and port them to other platforms in the following years, though this still leaves [[DefunctOnlineVideoGames two titles as lost media]].

In spite of all this, Google has continued pursuing the cloud gaming marketplace. marketplace, albeit it in a less direct manner. Almost two weeks after the announcement that Stadia would shut down, Google announced began a marketing campaign advertising a new line of gaming-focused Chromebooks which come came preinstalled with [=GeForce=] Now, a cloud gaming service which formerly competed with Stadia.
Stadia. After this campaign ended, Google would continue to advertise these Chromebooks as supporting three of their major competitors: the aforementioned [=GeForce=] Now, Amazon Luna, and Xbox Cloud Gaming.



* ''VideoGame/{{GYLT}}'' (ported to other platforms following the shutdown)
* ''VideoGame/HelloEngineer'' (ported to other platforms following the shutdown)
* ''VideoGame/{{Outcasters}}''
* ''VideoGame/PacMan Mega Tunnel Battle'' (ported to other platforms following the shutdown as ''Pac-Man Mega Tunnel Battle: Chomp Champs'')
* ''VideoGame/PixeljunkRaiders''
* ''Worm Game'' - a TechDemoGame used to test the service's features, released publicly during the final five days of the service.

to:

* ''VideoGame/{{GYLT}}'' (ported (2019)[[note]]Later ported to other platforms following the shutdown)
Platform/{{Steam}}, Platform/PlayStation4, Platform/PlayStation5, Platform/XboxOne and Platform/XboxSeriesXAndS in 2023, and Platform/NintendoSwitch in 2024.[[/note]]
* ''VideoGame/HelloEngineer'' (ported to other platforms following the shutdown)
* ''VideoGame/{{Outcasters}}''
''VideoGame/{{Outcasters}}'' (2020)[[note]]Developer Splash Damage currently has [[https://twitter.com/playoutcasters/status/1580211420335321088 no plans for a re-release]].[[/note]]
* ''VideoGame/PacMan Mega Tunnel Battle'' (ported to other platforms following the shutdown (2020)[[note]]Later ported as ''Pac-Man Mega Tunnel Battle: Chomp Champs'')
Champs'' to Steam, Nintendo Switch, [=PlayStation=], and Xbox consoles in 2024.[[/note]]
* ''VideoGame/PixeljunkRaiders''
''[[VideoGame/HelloNeighbor Hello Engineer]]'' (2021)[[note]]Later ported to Steam, Nintendo Switch, [=PlayStation=], and Xbox consoles in 2023.[[/note]]
* ''VideoGame/{{PixelJunk Raiders}}'' (2021)[[note]]Developer Q-Games is currently [[https://www.theverge.com/23522519/pixeljunk-raiders-google-stadia-q-games unable to re-release the game due to rights issues]].[[/note]]
* ''Worm Game'' - (2023)[[note]]Arguably the only first-party release developed for the system, a TechDemoGame used to test the service's features, released features. Released publicly during the final five days of the service.[[/note]]
Is there an issue? Send a MessageReason:
None


For years, UsefulNotes/CloudGaming has existed as little more than a novelty. While some ventures would find moderate success for a few years, most notably [[https://en.wikipedia.org/wiki/OnLive OnLive]], such services were generally held back by two things: a lack of the infrastructure for the backend, and the user's own internet connection. For cloud gaming to finally catch on and be seen as a viable alternative to dedicated hardware, you'll need a company that can supply answers to both these problems, as well as wield the money (and insanity) required to enter the video game industry with the intent of competing with "[[Creator/{{Nintendo}} The]] [[Creator/SonyInteractiveEntertainment Big]] [[{{Creator/Microsoft}} Three]]." Naturally, at the end of the 2010s, there was only one company that satisfied all of these requirements; Google (or rather Alphabet).

to:

For years, UsefulNotes/CloudGaming MediaNotes/CloudGaming has existed as little more than a novelty. While some ventures would find moderate success for a few years, most notably [[https://en.wikipedia.org/wiki/OnLive OnLive]], such services were generally held back by two things: a lack of the infrastructure for the backend, and the user's own internet connection. For cloud gaming to finally catch on and be seen as a viable alternative to dedicated hardware, you'll need a company that can supply answers to both these problems, as well as wield the money (and insanity) required to enter the video game industry with the intent of competing with "[[Creator/{{Nintendo}} The]] [[Creator/SonyInteractiveEntertainment Big]] [[{{Creator/Microsoft}} Three]]." Naturally, at the end of the 2010s, there was only one company that satisfied all of these requirements; Google (or rather Alphabet).
Is there an issue? Send a MessageReason:
None


On September 29th, 2022, following months of rumors that the service would be abandoned, the final nail in Stadia's coffin was hammered into place, as [[https://www.theverge.com/2022/9/29/23378713/google-stadia-shutting-down-game-streaming-january-2023 Google announced the shutdown of Stadia]]. The store was shut down immediately following this announcement, and the service itself went offline on January 18, 2023, with Google offering refunds for all Stadia-related purchases in the interim, for both software and hardware. The news did come with a silver lining, as several developers and publishers, notably Creator/IOInteractive, Creator/{{Ubisoft}}, and Creator/RockstarGames, pledged to allow for saves to be transferred from Stadia to their respective games before Stadia shut down, and Ubisoft went even further to allow for their games to be kept on their Ubisoft Launcher. Additionally, a downloadable update released on the service's second-to-last day added Bluetooth connectivity to the Stadia controller, allowing it to be used with other platforms.

to:

On September 29th, 2022, following months of rumors that the service would be abandoned, the final nail in Stadia's coffin was hammered into place, as [[https://www.theverge.com/2022/9/29/23378713/google-stadia-shutting-down-game-streaming-january-2023 Google announced the shutdown of Stadia]]. The store was shut down immediately following this announcement, and the service itself went offline on January 18, 2023, with Google offering refunds for all Stadia-related purchases in the interim, for both software and hardware. The news did come with a silver lining, as several developers and publishers, notably Creator/IOInteractive, Creator/{{Ubisoft}}, and Creator/RockstarGames, [[Creator/TakeTwoInteractive Rockstar Games]], pledged to allow for saves to be transferred from Stadia to their respective games before Stadia shut down, and Ubisoft went even further to allow for their games to be kept on their Ubisoft Launcher. Additionally, a downloadable update released on the service's second-to-last day added Bluetooth connectivity to the Stadia controller, allowing it to be used with other platforms.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{GYLT}}''
* ''VideoGame/HelloEngineer''

to:

* ''VideoGame/{{GYLT}}''
''VideoGame/{{GYLT}}'' (ported to other platforms following the shutdown)
* ''VideoGame/HelloEngineer''''VideoGame/HelloEngineer'' (ported to other platforms following the shutdown)



* ''VideoGame/PacMan Mega Tunnel Battle''

to:

* ''VideoGame/PacMan Mega Tunnel Battle''Battle'' (ported to other platforms following the shutdown as ''Pac-Man Mega Tunnel Battle: Chomp Champs'')
Is there an issue? Send a MessageReason:
None


[[https://store.google.com/us/product/stadia Google Stadia]] was Website/{{Google}}'s entry into the gaming industry, competing with Sony's [=PlayStation=] Now and Microsoft's [=xCloud=] services. As a cloud gaming service, games played on Stadia were processed and rendered on Google's servers and sent to player's chosen device, with the players only requiring an Internet connection and their devices to support the Google Chrome browser or run [=ChromeOS=]. Any USB controller worked with Stadia, though there does exist a dedicated Stadia controller that would connect directly to the data center where the players' game was running, thus helping to reduce input latency.

to:

[[https://store.google.com/us/product/stadia Google Stadia]] was Website/{{Google}}'s entry into the gaming industry, competing with Sony's [=PlayStation=] Now and Microsoft's [=xCloud=] services. As a cloud gaming service, games played on Stadia were processed and rendered on Google's servers and sent to player's chosen device, with the players only requiring an Internet connection and their devices to support the Google Chrome browser or run [=ChromeOS=]. Any USB controller worked with Stadia, though there does exist a dedicated Stadia controller that would connect directly to the data center where the players' game was running, thus helping to reduce input latency.
Is there an issue? Send a MessageReason:
None


For years, UsefulNotes/CloudGaming has existed as little more than a novelty. While some ventures would find moderate success for a few years, most notably [[https://en.wikipedia.org/wiki/OnLive OnLive]], such services were generally held back by two things: a lack of the infrastructure for the backend, and the user's own internet connection. For cloud gaming to finally catch on and be seen as a viable alternative to dedicated hardware, you'll need a company that can supply answers to both these problems, as well as wield the money (and insanity) required to enter the video game industry with the intent of competing with "[[Creator/{{Nintendo}} The]] [[Creator/SonyInteractiveEntertainment Big]] [[Creator/XboxGameStudios Three]]." Naturally, at the end of the 2010s, there was only one company that satisfied all of these requirements; Google (or rather Alphabet).

to:

For years, UsefulNotes/CloudGaming has existed as little more than a novelty. While some ventures would find moderate success for a few years, most notably [[https://en.wikipedia.org/wiki/OnLive OnLive]], such services were generally held back by two things: a lack of the infrastructure for the backend, and the user's own internet connection. For cloud gaming to finally catch on and be seen as a viable alternative to dedicated hardware, you'll need a company that can supply answers to both these problems, as well as wield the money (and insanity) required to enter the video game industry with the intent of competing with "[[Creator/{{Nintendo}} The]] [[Creator/SonyInteractiveEntertainment Big]] [[Creator/XboxGameStudios [[{{Creator/Microsoft}} Three]]." Naturally, at the end of the 2010s, there was only one company that satisfied all of these requirements; Google (or rather Alphabet).
Is there an issue? Send a MessageReason:
Will be redirecting the original page here.

Added DiffLines:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/stadia.jpeg]]
[[caption-width-right:350:''[[{{Tagline}} Unthink the things you think are things.]]'']]

For years, UsefulNotes/CloudGaming has existed as little more than a novelty. While some ventures would find moderate success for a few years, most notably [[https://en.wikipedia.org/wiki/OnLive OnLive]], such services were generally held back by two things: a lack of the infrastructure for the backend, and the user's own internet connection. For cloud gaming to finally catch on and be seen as a viable alternative to dedicated hardware, you'll need a company that can supply answers to both these problems, as well as wield the money (and insanity) required to enter the video game industry with the intent of competing with "[[Creator/{{Nintendo}} The]] [[Creator/SonyInteractiveEntertainment Big]] [[Creator/XboxGameStudios Three]]." Naturally, at the end of the 2010s, there was only one company that satisfied all of these requirements; Google (or rather Alphabet).

[[https://store.google.com/us/product/stadia Google Stadia]] was Website/{{Google}}'s entry into the gaming industry, competing with Sony's [=PlayStation=] Now and Microsoft's [=xCloud=] services. As a cloud gaming service, games played on Stadia were processed and rendered on Google's servers and sent to player's chosen device, with the players only requiring an Internet connection and their devices to support the Google Chrome browser or run [=ChromeOS=]. Any USB controller worked with Stadia, though there does exist a dedicated Stadia controller that would connect directly to the data center where the players' game was running, thus helping to reduce input latency.

Stadia had two tiers: a "free" level that limited streaming to 1080p resolutions, and a subscription-based "pro" tier that allowed streaming rates up to 4K resolution, access to library of free and reduced price games. Starting in April 2020, new Stadia users received temporary access to Stadia Pro features.[[note]]Initially two months, later reduced to one month in June 2020.[[/note]]

Stadia was quickly met with skepticism by the public. Google's history of abandoning products and services that aren't instantly successful raised questions about the platform's long-term prospects, especially since breaking into the video game industry as a platform holder demands a large amount of investment. And while the technology to make cloud gaming work had vastly improved since its introduction with the launch of [=OnLive=] in 2010, it was still a largely unproven system with its own unique issues, especially the fact that the service worked best with exceptionally high internet speeds, something not everyone has easy access to. The business model was also heavily criticised; over a decade of Creator/{{Netflix}} had conditioned people to expect any streaming service to only ask for a subscription fee, so having to buy each game piecemeal, and at full price, was not appreciated. Poor communication with the marketing didn't help, as many people thought the Stadia Pro subscription was mandatory to access the service, when that was never true, on top of the need for individual purchases.

The fact Stadia games were also revealed to be region-locked, and the service wasn't made available in Asia, Africa and the Middle East, which limited its scope in those areas, quickly raised further questions regarding Google's willingness to fully commit to investing in the platform in the long-term.

Stadia also had a crippling lack of exclusive games, with only five games ever made as full exclusives for the platform (not including timed exclusives), with pretty much all of the games shown in advertisements being multiplatform releases, meaning the platform never had a true KillerApp. Google attempted to build confidence in Stadia by founding two of their own in-house development studios, collectively known as Stadia Games and Entertainment. They also hired two industry veterans -- Jade Raymond (known largely for work on ''Franchise/AssassinsCreed'') and Shannon Studstill (former head of Santa Monica Studios) -- and placed them in charge of the new studios. However, in February 2021, Google announced the closure of Stadia Games and Entertainment and their shift in focus to securing more third-party support for the platform. The studios were active for less than two years and were unable to ''announce'', let alone release a single game in that time. This put even more doubt on Stadia's viability and Google's general ambitions in the gaming market.

On September 29th, 2022, following months of rumors that the service would be abandoned, the final nail in Stadia's coffin was hammered into place, as [[https://www.theverge.com/2022/9/29/23378713/google-stadia-shutting-down-game-streaming-january-2023 Google announced the shutdown of Stadia]]. The store was shut down immediately following this announcement, and the service itself went offline on January 18, 2023, with Google offering refunds for all Stadia-related purchases in the interim, for both software and hardware. The news did come with a silver lining, as several developers and publishers, notably Creator/IOInteractive, Creator/{{Ubisoft}}, and Creator/RockstarGames, pledged to allow for saves to be transferred from Stadia to their respective games before Stadia shut down, and Ubisoft went even further to allow for their games to be kept on their Ubisoft Launcher. Additionally, a downloadable update released on the service’s second-to-last day added Bluetooth connectivity to the Stadia controller, allowing it to be used with other platforms.

In spite of this, Google has continued pursuing the cloud gaming marketplace. Almost two weeks after the announcement that Stadia would shut down, Google announced a line of Chromebooks which come preinstalled with [=GeForce=] Now, a cloud gaming service which formerly competed with Stadia.

----
!!Games exclusive to Stadia:
[[index]]
* ''VideoGame/{{GYLT}}''
* ''VideoGame/HelloEngineer''
* ''VideoGame/{{Outcasters}}''
* ''VideoGame/PacMan Mega Tunnel Battle''
* ''VideoGame/PixeljunkRaiders''
* ''Worm Game'' - a TechDemoGame used to test the service’s features, released publicly during the final five days of the service.
[[/index]]
----

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