Technologies
New Comics Publisher Wants to Help Readers Feel Closer to Creators
Commentary: Why I’m excited about the publisher, called Dstlry, and the impact it could have on the comics industry.
Two former Comixology heads unveiled a new creator-owned comics and collectibles publisher Thursday called Dstlry. David Steinberger, co-founder and former CEO of Comixology, and Chip Mosher, former Comixology head of content, hope the new publisher shifts the industry around creator-owned comics and collectibles.
Dstlry will offer a limited number of physical and digital items for sale online and in brick-and-mortar stores. Owners of digital items will then be able to sell their items in the Dstlry marketplace, and the original creators will get a percentage of what the item sells for.


Dstlry’s logo.
DstlrySteinberger and Mosher told me in an interview they hope Dstlry can help alleviate pains some creators have felt in the comics industry when it comes to compensation. While some comic characters and stories make millions of dollars as a result of films, some creators have felt left out in the cold.
Ed Brubaker and Steve Epting, for example, transformed Bucky Barnes into the Winter Soldier in 2005. However, Brubaker wrote in his newsletter in 2021 that he feels he and Epting haven’t been adequately compensated for their work given the character’s success in multiple Marvel Cinematic Universe films and shows.
«For the most part all Steve Epting and I have gotten for creating the Winter Soldier and his storyline is a ‘thanks’ here or there,» Brubaker wrote. «I’ve even seen higher-ups on the publishing side try to take credit for my work a few times, which was pretty galling.»
Steinberger and Mosher saw these issues and wanted to be part of the solution by making sure creators are treated well so they can produce their best work for readers.
«We looked at all these problems creators had and we tried to fix that,» Mosher said. «We knew if we fix stuff for creators across the board, on a lot of different levels, then we’d be delivering the best thing for the customers.»


Ed Brubaker (pictured) and Steve Epting brought Bucky Barnes back to life as the Winter Soldier in 2005.
Jeff Kravitz/Getty Images«Without [creators] there’s nothing, and they don’t always get treated that way when their material that they create becomes $100 million movies or billion dollar movies,» Steinberger said. Dstlry is about «honoring their contribution … there’s a joy in trying to correct what is currently out there.»
Steinberger and Mosher also said they hope Dstlry will bring the fun of collecting print issues to the digital space. They said when new issues of a comic are released, digital copies of the comic will be sold online at dstlry.co for one week until the next issue comes out.
«However many digital copies get sold between Wednesday and Tuesday, that’s it, never any more again,» Mosher said.
But people will still be able to get their hands on digital issues through the Dstlry marketplace, and mass market digital trade collections will be available more broadly. Physical copies will be available in local comic shops, too. Some creators will also be given complimentary digital copies of comics they can give out to fans.
Steinberger and Mosher said they hope this will help readers feel closer to all the creators that are publishing through Dstlry.
The list of Dstlry founding creators includes well-known writers and artists like Eisner Award winners Scott Snyder, Becky Cloonan and James Tynion IV. Dstlry’s advisory board consists of film producer Lorenzo di Bonaventura, video game industry veteran John Schappert and tech strategist Mike Vorhaus.
You can find the full list of Dstlry’s founding creators at the end of this story.


Eisner Award winner Scott Snyder is one of the founding creators of Dstlry.
Roy Rochlin/Getty Images«Artistic growth is spurred when its creators are nurtured and properly compensated for their achievements,» Bonaventura said in a news release. «This new system and its shared equity model will provide an invigorating environment which will foster great storytelling.»
And understanding how to build that kind of environment is something Steinberger and Mosher said they developed in their tenures at Comixology.
«Learning how to work with creators at a high level and do the best for them, which led to the best products, was one of the big things I learned,» Mosher said, referring to individual issues.
«You want to have empathy for [creators],» Steinberger said. «You want to understand what they need, and try to deliver that every time.»
More details about Dstlry’s plans will be revealed later this year.


Readers will still be able to get Dstlry comics at comic shops if they want physical copies.
Getty ImagesHow Dstlry could affect the comic industry
The type of commodities market Dstlry is launching has a few advantages over other commodities markets.
Namely, other commodities depreciate in value after they’re used. Sneakers, for example, depreciate in value the second you put them on your feet. Cars also depreciate in value by as much as 9% to 11% as soon as you drive one off the lot, according to financial counseling firm Ramsey Solutions.


A copy of Detective Comics No. 27 sold at auction in 2022 for $1.74 million.
Spencer Weiner/Getty ImagesWith Dstlry’s model, people should be able to read a digital comic as many times as they want, then sell that comic on Dstlry’s digital marketplace for the price they bought the comic for, or higher. Looking to physical comics as an example, Detective Comics No. 27, which introduced Batman in 1939, sold at auction in May 2022 for $1.74 million. Granted, that’s an extreme example that most new comics won’t replicate anytime soon. But Dstlry wants to create a system where creators still make money from the sale — and resale — of their comics at any time.
That also means if you get into a digital series a few months after it launches, you’ll likely have to pay a higher price for an early comic in that digital series. You’ll probably have to pay more for a physical copy of that comic, too, since those are also sold in limited quantities, but that’s also often true of traditional publishers.
Admittedly, this could create a predatory resale market. That could happen if people buy as many digital copies of a comic as they can, then once the comic goes out of print, they ask for an absurd amount of money for the digital comics on the Dstlry marketplace. However, this kind of speculation led to a comics industry crash in the ’90s. People who hope to get rich from the resale of these digital comics will have to invest wisely and understand that some of the largest payoffs come after years of waiting.
The resale of digital comics on Dstlry’s marketplace should have a benefit over physical copies of comics, though.
With physical copies of comics you need plastic covers and storage space to help keep comics secure and safe, and you’ll have to be vigilant about how they’re stored if you plan on selling them after a certain amount of time.
Digital copies of comics are limited only by the amount of space on your device. And if Dstlry offers cloud storage, people won’t even have to worry about that.


Maintaining and transporting your digital comics is easier than their physical counterparts.
Getty ImagesBesides those advantages for readers, Dstlry’s benefits for creators seem obvious, and it addresses an issue some people in the sneaker community have pointed out.
Nike made over $46 billion in revenue in 2022. Footwear made up about two-thirds of that revenue, at $29 billion. The sneaker resale market alone was estimated to be worth about $10 billion in 2021, according to Axios. It isn’t known how much estimated value Nike sneakers have on the resale market, but you can see there are huge profits in the resale market that companies like Nike are cut out of.
With Dstlry’s model, each time a digital item is resold, a percentage of that sale goes back to the creators. That means creators will benefit from their work weeks, months or even years after their digital series ends. Though the percentage of an item’s resale value that creators will receive hasn’t been disclosed at this time, any percentage is better than none.
I’m not expecting Dstlry to fix issues in the comics industry overnight, or even by the end of the year. Systemic changes take time and a lot of buy-in from others, like creators and readers.
However, I believe creators should get the full benefit from their work. It’s ridiculous that someone can get rich off something a creator made while that creator gets little or nothing in return.
I’m hopeful for Dstlry, and I plan on supporting the publisher and its creators in the future.
For more on comics, check out the best comic to read if you’re sick of superheroes, Scott Snyder’s creator-owned comic Dark Spaces: Wildfire and a graphic novel that imagines what it would look like if Jan. 6 succeeded.
Here’s the full list of Dstlry’s founding creators:
- Scott Snyder
- Tula Lotay
- James Tynion IV
- Junko Mizuno
- Ram V
- Mirka Andolfo
- Joëlle Jones
- Jock
- Becky Cloonan
- Brian Azzarello
- Elsa Charretier
- Stephanie Phillips
- Lee Garbett
- Marc Bernardin
- Jamie McKelvie
- Will Dennis (founding editor)
Technologies
Apple’s AI Health Coach Project May Need a Wellness Check
The company’s ambitious plans to introduce a virtual health coach may be going back to the drawing board, according to a report.
Apple is scaling back and rethinking its ambitious plans to introduce an AI-powered health coach, according to a Bloomberg report by Mark Gurman citing anonymous sources privy to the company’s plans.
The project, known inside Apple as Mulberry, was first reported last year, with the company expected to roll together health-related AI features as a coach or assistant. But now, Bloomberg reports, that project will be broken down into individual features introduced over time, as it has done with tools such as the sleep apnea and hearing tests added to Apple Watch and Apple AirPods.
A representative for Apple did not immediately respond to a request for comment.
Bloomberg’s sources point to a change in leadership over Apple’s health technology. Veteran services head Eddy Cue is overseeing those projects and addressing pressure from competitors pushing into the health space, including Oura and Peloton as well as tech giants like Google and OpenAI, which just launched ChatGPT Health.
(Disclosure: Ziff Davis, CNET’s parent company, filed a lawsuit against OpenAI in April, alleging that it infringed Ziff Davis copyrights in training and operating its AI systems.)
Apple was also said to have built a studio for a revamped health services app that would have included virtual and video wellness instructions, and integration with existing health tools and Apple devices. It is likely that some of that content and software will still be released publicly, just not in one package, according to Bloomberg.
Technologies
Here’s Why Taylor Swift’s Opalite Music Video Isn’t on YouTube Yet
The video is now available on Apple Music and Spotify, but it isn’t landing on YouTube for a couple more days.
YouTube may still be where many people instinctively go to watch music videos, but when Taylor Swift dropped her video for Opalite on Friday, it was noticeably absent from the platform. In fact, it won’t be landing on YouTube until Sunday, two days after its release on other streaming platforms.
So, why is the Opalite music video only available on Apple Music and Spotify Premium right now? It likely has to do with a disagreement between YouTube and Billboard, which ranks the most popular songs and albums of the week.
In December, Billboard shifted its charting methodology so paid and subscription-based streams are weighted even more favorably than ad-supported streams. Billboard started weighting paid streams higher than ad-supported ones in 2018. This most recent shift narrows that ratio from 1:3 to 1:2.5, putting numbers from platforms like YouTube at more of a disadvantage.
Following the change, YouTube posted a statement about its dispute with Billboard, calling the charting company’s methodology «an outdated formula.» It added, «This doesn’t reflect how fans engage with music today and ignores the massive engagement from fans who don’t have a subscription…We’re simply asking that every stream is counted fairly and equally, whether it is subscription-based or ad-supported—because every fan matters and every play should count.»
YouTube said that starting Jan. 16, 2026, its data would «no longer be delivered to Billboard or factored into their charts.»
For artists like Taylor Swift who count on early streams to boost their Billboard rankings, that could make YouTube a less appealing option for debuting new content. So the Opalite video will still be making its way to YouTube, but you’ll have to wait until Sunday, Feb. 8, at 8 a.m. ET to watch it there. Representatives for Swift, YouTube and Billboard did not immediately respond to a request for comment.
YouTube has an ad-supported streaming service as well as a paid one called YouTube Premium. However, even YouTube Premium subscribers can’t see the Opalite music video on Friday. (I’m a subscriber and can confirm it’s nowhere to be found.) According to Statista, in March 2025, YouTube had 125 million paid subscribers across its Premium and Music services. (YouTube Music is included in its Premium subscription.) That pales in comparison with the estimated 2.5 billion total users on YouTube, the majority of whom still rely on that ad-supported offering.
It remains to be seen whether or when YouTube and Billboard will mend their affairs and whether, in the words of Taylor Swift in Opalite, «this is just a temporary speed bump.»
Technologies
Valve Delays Steam Frame and Steam Machine Pricing as Memory Costs Rise
The company says its 2026 release window remains intact, but final prices and dates are still in flux.
Valve revealed its lineup of upcoming hardware in November, including a home PC-gaming console called the Steam Machine and the Steam Frame, a VR headset. At the time of the reveal, the company expected to release its hardware in «early 2026,» but the current state of memory and storage prices appears to have changed those plans.
Valve says its goal to release the Steam Frame and Steam Machine in the first half of 2026 has not changed, but it’s still deliberating on final shipping dates and pricing, according to a post from the company on Wednesday. While the company didn’t provide specifics, it said it was mindful of the current state of the hardware and storage markets. All kinds of computer components have rocketed in price due to massive investments in AI infrastructure.
«When we announced these products in November, we planned on being able to share specific pricing and launch dates by now. But the memory and storage shortages you’ve likely heard about across the industry have rapidly increased since then,» Valve said. «The limited availability and growing prices of these critical components mean we must revisit our exact shipping schedule and pricing (especially around Steam Machine and Steam Frame).»
Valve says it will provide more updates in the future about its hardware lineup.
What are the Steam Frame and Steam Machine?
The Steam Frame is a standalone VR headset that’s all about gaming. At the hardware reveal in November, CNET’s Scott Stein described it as a Steam Deck for your face. It runs on SteamOS on an ARM-based chip, so games can be loaded onto the headset and played directly from it, allowing gamers to play games on the go. There’s also the option to wirelessly stream games from a PC.
The Steam Machine is Valve’s home console. It’s a cube-shaped microcomputer intended to be connected to a TV.
When will the Steam Frame and Steam Machine come out?
Valve didn’t provide a specific launch date for either. The initial expectation after the November reveal was that the Steam Frame and Steam Machine would arrive in March. Valve’s statement about releasing its hardware in the first half of 2026 suggests both will come out in June at the latest.
How much will the Steam Frame and Steam Machine cost?
After the reveal, there was much speculation on their possible prices. For the Steam Frame, the expectation was that it would start at $600. The Steam Machine was expected to launch at a price closer to $700. Those estimates could easily increase by $100 or more due to the current state of pricing for memory and storage.
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