Latest news with #REPO


Reuters
4 hours ago
- Business
- Reuters
Argentina launches $2 billion repurchase agreement to boost reserves
BUENOS AIRES, June 9 (Reuters) - Argentina's central bank will launch a repurchase agreement of up to $2 billion, known as a REPO, to boost its foreign reserves, it said on Monday. The deal - announced alongside other measures to increase the central bank's reserves - comes ahead of an expected review with the International Monetary Fund (IMF) of the country's recently signed $20 billion loan agreement. Argentina needs to boost its reserves ahead of the review, and has said it will not purchase dollars locally to do so. On Monday, the bank reported $38.60 billion in reserves, short of the $40 billion needed. The REPO deal is set for Wednesday, the central bank said in a statement.
Yahoo
a day ago
- Entertainment
- Yahoo
"One day we were crossing our fingers for rent money and the next we had millions of players": REPO devs get candid, say the game "literally made semiwork as a studio survive" and insist future updates won't take so long
When you buy through links on our articles, Future and its syndication partners may earn a commission. While we're all fawning over Clair Obscur: Expedition 33, let's not forget 2025's other surprise hit, REPO. The viral horror indie game absolutely blew up after it was released back in February, with almost 150,000 reviews on Steam (96% of them being positive, I might add). The popularity took the game's developer Semiwork by surprise, with the lead dev saying, "We slept once and have been awake ever since" as it works away at the game's first big update (that's currently in beta). However, the update has taken quite a while in beta, causing fans to wonder when it will be released. And – despite not really owing us anything – Semiwork has released a video titled "we're sorry – again." Semiwork dev Pontus Sundstrom opened the video by saying "we are aware that you guys are longing for the first update – we are as well. We're still on the home stretch, and there's still stuff to be done. But we want to apologize for all the waiting" before being heckled by the little REPO robots. But despite the video being dedicated to apologizing, Semiwork took the time to thank the player base. "As you all know, REPO took us by surprise," Sundstrom says, adding, "literally made Semiwork as a studio survive." He recounted that "One day we were crossing our fingers for rent money and the next we had millions of players storming our servers to play our game." Sundstrom mentions that the explosive success was both a blessing and a curse as it required a lot of bug squashing, paperwork, and hacker-proofing the game. He explains this is partially why the first update has taken so long, as this work has "pulled our tiny team away from all the fun stuff, which is to create actual content for the game." However, he assures that future updates won't take quite as long as this one has, with the dev promising a mountain of new surprises. REPO devs say "we've heard your feedback" and you can chill a bit: the Museum is "not finished," and the difficulty's going up with "Moon Phases" because "the game needs to keep up with you."
Yahoo
a day ago
- Entertainment
- Yahoo
REPO and Schedule 1 receive the highest honor an indie game can possibly get outside 2 seconds in a Nintendo sizzle reel: Geoff Keighley telling the world they're outselling some genuine AAA juggernauts
When you buy through links on our articles, Future and its syndication partners may earn a commission. This years' Summer Game Fest has come to an end, and among some of the bigger reveals, like Resident Evil 9, or an absolute bait-and-switch around Hollow Knight: Silksong, was a focus on games made by smaller teams, or first-time devs showing off their debuts. and while two of those didn't really feature at the show itself, they were breakout hits that got a massive nod right at the top of the broadcast. In a list of the most-played Steam games of the year, two particular titles stood out, if nothing else than for the fact that their art was somewhat more simple than the AAA offerings they sat alongside. Those two games were REPO, which Geoff Keighley says has amassed 13 million players, and Schedule 1, the drug dealing simulator that has a touch of the old-school GTA and a touch of the tycoon game to its retro-ish art designs. For these two games, made with deliberately simple art by small indie teams, to be standing alongside some of the genuine heavyweights that have released this year, is genuinely very impressive. That's something their devs have acknowledged themselves. REPO's devs say they went "from crossing [their] fingers for rent to having millions of players." Schedule 1's had a tougher time, one slightly marred by legal difficulties that its team seemed to want very little part in, but it's still been a runaway success. Granted, a name-drop from Geoff Keighley isn't a huge achievement in and of itself, but to get his attention by beating some of the world's biggest publishers and studios into the top ten most-played games of the year is very impressive. Keep all the way up to date with our Summer Game Fest schedule.