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GOG's newsletter disaster masterclass

GOG sent out a newsletter with incorrectly placed runes, wrong logos, and a UI that was actively broken on mobile. They claim it was a series of "mistakes" and "unfortunate visual associations" while quietly admitting half their email list got hit before they killed the send. Their solution? More review checks. As if the problem was too few checkboxes and not whatever fever dream created this thing in the first place.
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GOG.COM @GOGcom
We are sorry for today’s newsletter. We made a series of mistakes: We created an unfortunate visual association by placing the runes incorrectly, we used the wrong logo for The End of the Sun, we did not check the display of the newsletter on mobile devices - which came out worse - and we didn’t port the feedback from our German QA to other languages. While half our email base received this email, we stopped the send-out as soon as we noticed the error. We are now revising our review process to enforce more checks and catch these mistakes earlier.
x.com Culture

A gaming company's PR disaster reveals how corporate "oopsies" are rarely accidents, they're process failures hiding deeper problems.

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