Sons Of The Forest

Sons Of The Forest

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DJ Protogen Mar 31, 2023 @ 11:32am
3
3
4
Hype died down, dead game already
There's nothing left to do after finishing the extremely short and boring story. The map is very empty with nothing but caves to explore.

This game feels just like the first one. The enemy is the same, the goal is the same, and the gameplay is just as repetitive.

Edit: I think there should be side quests. So there's more to do than just run around the map all day. Maybe add some more NPCs to find? Ones that actually speak and are interesting?
Last edited by DJ Protogen; Apr 6, 2023 @ 5:28pm
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Showing 1-15 of 259 comments
Tebeas Mar 31, 2023 @ 11:43am 
2
Wait until you learn about the out-sourcing to a Russian studio.. Procedurally generated terrain and cut content hehe. Oh, I guess I spoiled the surprise :(

Either way this one peculiar private steam account above my comment seems to write a lot.. Should you not be busy playing SOTF? What have you done in the game recently? Game went from.. 300k? Players to barely reaching 30k in peak hours. For context other similar games have much higher player retention. I wonder why..
Last edited by Tebeas; Mar 31, 2023 @ 11:45am
threethreethree Mar 31, 2023 @ 11:44am 
and here we go again...
Duke H. Vytantis Mar 31, 2023 @ 11:45am 
Originally posted by Tebeas:
Wait until you learn about the out-sourcing to a Russian studio.. Procedurally generated terrain and cut content hehe. Oh, I guess I spoiled the surprise :(

Source pls?
Tebeas Mar 31, 2023 @ 11:48am 
Originally posted by Duke H. Vytantis:
Originally posted by Tebeas:
Wait until you learn about the out-sourcing to a Russian studio.. Procedurally generated terrain and cut content hehe. Oh, I guess I spoiled the surprise :(

Source pls?

It was- hmm.. Actually I forgot the exact source but IIRC it was reputable. Perhaps check the credits and report back?

Terrain generation is done by everyone these days.. Not a secret to be honest. Neither is buying assets off unity store and/or out-sourcing the rest to what I can only define as 3rd world studios. Countless such cases..
Duke H. Vytantis Mar 31, 2023 @ 11:55am 
Yeah I know they've made it in Unity and that one can just buy assets from the store.
That isn't even a bad thing. Infact you could argue it's really good because it allows small companies to develop games faster. The nice engine and the world itself in SOTF was never a point of criticism for me personally.

But yeah time to look this Russian studio stuff up..
Suspector Mar 31, 2023 @ 12:07pm 
Originally posted by Tebeas:
Originally posted by Duke H. Vytantis:

Source pls?

It was- hmm.. Actually I forgot the exact source but IIRC it was reputable. Perhaps check the credits and report back?

Terrain generation is done by everyone these days.. Not a secret to be honest. Neither is buying assets off unity store and/or out-sourcing the rest to what I can only define as 3rd world studios. Countless such cases..

Nice try, where is the russian studio ?
Here are the credits:
Directed by Ben Falcone Design Anna Terekhova Technical Director Rod Green Core Gameplay Programming Friso Kristiansen AI and General Programming Jon Kreuzer Construction Programming Guillaume Kehren Graphics Programming Dominik Kyeck Additional Programming Alexandre Haffner Environments Nathan Srigley Character TD Josh Murtack Animation Chris Lalli Corey Belina Additional Animation Auguste Chang Roland Vallet And Michael Mellor Lead 3D Artist Lukas Patrus 3D Character Artist Artem Dorokhin 3D Vegetation Artist: Vanessa Boelke Additional Art Malte Resenberger-Loosmann Wayne Dalton Daniel Molin Michael Palm Additional 3d art provided by Obelisk Studio Artem Dorokhin Nikolay Naumov Dmitriy Masaltsev Nikita Grigoryev Maria Anikina Evgeniy Badaev Ilya Drobod Mikhail Beresten Andrey Podgornov Aleksandr Chernyshev Nikolay Appazov Alexey Trofimov Stanislav Mikhailov Kayzi Gilev Andrey Ferar Tatiana Turukina Julia Kozlova Additional UI design James McWilliams Concept Art Marina Ortega Creatures designed by Lindsey Wakefield Lead Tester Evan Haley QA Testers Kevin Doan David Jodar Mocap Actors Lori O'Connell Kirsten Wicklund Travis Friday Chris Olson Recorded at Beyond Capture Studios Voice Actors Leon Luna Brandon Thornhill Ray Girard Chelsey Moore Sydney Doberstein Lani Minella Kevin Powe Recorded at KOKO Productions Localization by Localize Direct Music by Gabe Castro BAD PIVOT IS Dave Benedict Danny Craig Additional Vocals Karen Lee Batten Audio by Kpow Audio Audio Director Michael Theiler Additional Audio Assistance Peret Von Sturmer Dan Penpraze Matt Schenkel Scott Boyd Made with Made with FMOD Studio by Firelight Technologies Pty Ltd. Special thanks Valve, Augusta Butlin, Farket Charles Lai, Stuart Bruzek, Evan Fraser Jordan Chamberlin, Brodie Stokes, Angela Mackay

Obelisk Studio is located in Limassol, Cyprus
Last edited by Suspector; Mar 31, 2023 @ 12:15pm
Tebeas Mar 31, 2023 @ 12:08pm 
Originally posted by Duke H. Vytantis:
Yeah I know they've made it in Unity and that one can just buy assets from the store.
That isn't even a bad thing. Infact you could argue it's really good because it allows small companies to develop games faster. The nice engine and the world itself in SOTF was never a point of criticism for me personally.

But yeah time to look this Russian studio stuff up..

>For profit mass-produced assets with zero creativity are actually a good thing

Quality over quanity. I could understand if they were a 'small indie' studio with limited time and money forcing them to out-source some of the smaller - less important background assets in order to give them time and resources to finish the main game mechanics/story. Yet that is very clearly not the case. They made ~200 milion dollars off The Forest alone. Even publicly admitted to selling over 5 milion copies (on PC only if memory serves right) and that was a LONG time ago

>Unity
>Nice engine (for 3D open world games)

AHAHAHAAHAHAHHAHAHAHAHAAHHAAHAHAHAHHAAHHAHAHAAHHAAHHAAH

Wheeze.. Not to mention they also used IL2CPP for no clear reason at all which makes modding far more difficult than it needs to be. No need for me to elaborate on that it seems.. Plenty of modders already talking about it (including the creator of ModAPI) and a quick online search will give everyone the much needed info

>B-But cannot you just be positive!!?

About what exactly? There are far more important things in the world. 30 dollars is enough for a few meals for poor African villages cut off from the rest of the world due to things like extreme corruption and poor infrastructure both of which are connected. Getting off-topic I know.. Just wanted to highlit that praising some well-off canadian studio will not give any results. Fair criticism will not either. They already made their money hehe. No need to even feed the cash cow. Plenty of grass in the field if you know what I mean
Duke H. Vytantis Mar 31, 2023 @ 12:14pm 
Originally posted by Suspector:
Originally posted by Tebeas:

It was- hmm.. Actually I forgot the exact source but IIRC it was reputable. Perhaps check the credits and report back?

Terrain generation is done by everyone these days.. Not a secret to be honest. Neither is buying assets off unity store and/or out-sourcing the rest to what I can only define as 3rd world studios. Countless such cases..

Nice try, where is the russian studio ?
Here are the credits:
Directed by Ben Falcone Design Anna Terekhova Technical Director Rod Green Core Gameplay Programming Friso Kristiansen AI and General Programming Jon Kreuzer Construction Programming Guillaume Kehren Graphics Programming Dominik Kyeck Additional Programming Alexandre Haffner Environments Nathan Srigley Character TD Josh Murtack Animation Chris Lalli Corey Belina Additional Animation Auguste Chang Roland Vallet And Michael Mellor Lead 3D Artist Lukas Patrus 3D Character Artist Artem Dorokhin 3D Vegetation Artist: Vanessa Boelke Additional Art Malte Resenberger-Loosmann Wayne Dalton Daniel Molin Michael Palm Additional 3d art provided by Obelisk Studio Artem Dorokhin Nikolay Naumov Dmitriy Masaltsev Nikita Grigoryev Maria Anikina Evgeniy Badaev Ilya Drobod Mikhail Beresten Andrey Podgornov Aleksandr Chernyshev Nikolay Appazov Alexey Trofimov Stanislav Mikhailov Kayzi Gilev Andrey Ferar Tatiana Turukina Julia Kozlova Additional UI design James McWilliams Concept Art Marina Ortega Creatures designed by Lindsey Wakefield Lead Tester Evan Haley QA Testers Kevin Doan David Jodar Mocap Actors Lori O'Connell Kirsten Wicklund Travis Friday Chris Olson Recorded at Beyond Capture Studios Voice Actors Leon Luna Brandon Thornhill Ray Girard Chelsey Moore Sydney Doberstein Lani Minella Kevin Powe Recorded at KOKO Productions Localization by Localize Direct Music by Gabe Castro BAD PIVOT IS Dave Benedict Danny Craig Additional Vocals Karen Lee Batten Audio by Kpow Audio Audio Director Michael Theiler Additional Audio Assistance Peret Von Sturmer Dan Penpraze Matt Schenkel Scott Boyd Made with Made with FMOD Studio by Firelight Technologies Pty Ltd. Special thanks Valve, Augusta Butlin, Farket Charles Lai, Stuart Bruzek, Evan Fraser Jordan Chamberlin, Brodie Stokes, Angela Mackay

Obelisk Studio is located in Zagreb.


Thanks for update about source, I couldn't immediatly find it myself cause well I was looking for Russian haha.

Yeah doesn't seem weird or anything. Just ordering a company to make you some assets, nothing wrong with this in today's day and age. I'd honestly rather have their small 15-man studio do this so they can focus on coding.
Suspector Mar 31, 2023 @ 12:15pm 
Originally posted by Duke H. Vytantis:
Originally posted by Suspector:

Nice try, where is the russian studio ?
Here are the credits:
Directed by Ben Falcone Design Anna Terekhova Technical Director Rod Green Core Gameplay Programming Friso Kristiansen AI and General Programming Jon Kreuzer Construction Programming Guillaume Kehren Graphics Programming Dominik Kyeck Additional Programming Alexandre Haffner Environments Nathan Srigley Character TD Josh Murtack Animation Chris Lalli Corey Belina Additional Animation Auguste Chang Roland Vallet And Michael Mellor Lead 3D Artist Lukas Patrus 3D Character Artist Artem Dorokhin 3D Vegetation Artist: Vanessa Boelke Additional Art Malte Resenberger-Loosmann Wayne Dalton Daniel Molin Michael Palm Additional 3d art provided by Obelisk Studio Artem Dorokhin Nikolay Naumov Dmitriy Masaltsev Nikita Grigoryev Maria Anikina Evgeniy Badaev Ilya Drobod Mikhail Beresten Andrey Podgornov Aleksandr Chernyshev Nikolay Appazov Alexey Trofimov Stanislav Mikhailov Kayzi Gilev Andrey Ferar Tatiana Turukina Julia Kozlova Additional UI design James McWilliams Concept Art Marina Ortega Creatures designed by Lindsey Wakefield Lead Tester Evan Haley QA Testers Kevin Doan David Jodar Mocap Actors Lori O'Connell Kirsten Wicklund Travis Friday Chris Olson Recorded at Beyond Capture Studios Voice Actors Leon Luna Brandon Thornhill Ray Girard Chelsey Moore Sydney Doberstein Lani Minella Kevin Powe Recorded at KOKO Productions Localization by Localize Direct Music by Gabe Castro BAD PIVOT IS Dave Benedict Danny Craig Additional Vocals Karen Lee Batten Audio by Kpow Audio Audio Director Michael Theiler Additional Audio Assistance Peret Von Sturmer Dan Penpraze Matt Schenkel Scott Boyd Made with Made with FMOD Studio by Firelight Technologies Pty Ltd. Special thanks Valve, Augusta Butlin, Farket Charles Lai, Stuart Bruzek, Evan Fraser Jordan Chamberlin, Brodie Stokes, Angela Mackay

Obelisk Studio is located in Zagreb.


Thanks for update about source, I couldn't immediatly find it myself cause well I was looking for Russian haha.

Yeah doesn't seem weird or anything. Just ordering a company to make you some assets, nothing wrong with this in today's day and age. I'd honestly rather have their small 15-man studio do this so they can focus on coding.
Update, my mistake.
Not Zagreb, its Limassol, Cyprus but still far away from Ru...

Source: https://www.artstation.com/obeliskstudio
Last edited by Suspector; Mar 31, 2023 @ 12:16pm
Tebeas Mar 31, 2023 @ 12:19pm 
Originally posted by Suspector:
Originally posted by Tebeas:

It was- hmm.. Actually I forgot the exact source but IIRC it was reputable. Perhaps check the credits and report back?

Terrain generation is done by everyone these days.. Not a secret to be honest. Neither is buying assets off unity store and/or out-sourcing the rest to what I can only define as 3rd world studios. Countless such cases..

Nice try, where is the russian studio ?
Here are the credits:
Directed by Ben Falcone Design Anna Terekhova Technical Director Rod Green Core Gameplay Programming Friso Kristiansen AI and General Programming Jon Kreuzer Construction Programming Guillaume Kehren Graphics Programming Dominik Kyeck Additional Programming Alexandre Haffner Environments Nathan Srigley Character TD Josh Murtack Animation Chris Lalli Corey Belina Additional Animation Auguste Chang Roland Vallet And Michael Mellor Lead 3D Artist Lukas Patrus 3D Character Artist Artem Dorokhin 3D Vegetation Artist: Vanessa Boelke Additional Art Malte Resenberger-Loosmann Wayne Dalton Daniel Molin Michael Palm Additional 3d art provided by Obelisk Studio Artem Dorokhin Nikolay Naumov Dmitriy Masaltsev Nikita Grigoryev Maria Anikina Evgeniy Badaev Ilya Drobod Mikhail Beresten Andrey Podgornov Aleksandr Chernyshev Nikolay Appazov Alexey Trofimov Stanislav Mikhailov Kayzi Gilev Andrey Ferar Tatiana Turukina Julia Kozlova Additional UI design James McWilliams Concept Art Marina Ortega Creatures designed by Lindsey Wakefield Lead Tester Evan Haley QA Testers Kevin Doan David Jodar Mocap Actors Lori O'Connell Kirsten Wicklund Travis Friday Chris Olson Recorded at Beyond Capture Studios Voice Actors Leon Luna Brandon Thornhill Ray Girard Chelsey Moore Sydney Doberstein Lani Minella Kevin Powe Recorded at KOKO Productions Localization by Localize Direct Music by Gabe Castro BAD PIVOT IS Dave Benedict Danny Craig Additional Vocals Karen Lee Batten Audio by Kpow Audio Audio Director Michael Theiler Additional Audio Assistance Peret Von Sturmer Dan Penpraze Matt Schenkel Scott Boyd Made with Made with FMOD Studio by Firelight Technologies Pty Ltd. Special thanks Valve, Augusta Butlin, Farket Charles Lai, Stuart Bruzek, Evan Fraser Jordan Chamberlin, Brodie Stokes, Angela Mackay

Obelisk Studio is located in Zagreb.


4 seconds. That is how long it took me to notice obelisk without ever reading the credits before due to the Russian names standing out like a sore thumb. Lets go over them shall we?

Additional 3d art provided by
Obelisk Studio

Artem Dorokhin
Nikolay Naumov
Dmitriy Masaltsev
Nikita Grigoryev
Maria Anikina
Evgeniy Badaev
Ilya Drobod
Mikhail Beresten
Andrey Podgornov
Aleksandr Chernyshev
Nikolay Appazov
Alexey Trofimov
Stanislav Mikhailov
Kayzi Gilev
Andrey Ferar
Tatiana Turukina
Julia Kozlova

90% of them are Russian. The other ones seem to be created due to Russian influence however I am not an expert on the matter hence feel free to provide sources for their exact origins

https://www.artstation.com/obeliskstudio

They are located in Cyprus just like countless other companies.. Do you want to know why? Tax evasion and low operating costs. There are no other reasons. The studio is obviously Russian lmao.. I never claimed that it was located IN Russia. Merely that it was (and is) in fact, Russian due to the overall ethnicity of the staff

Besides, the headquarters might be in Cyprus due to the aforementioned reasons. Yet does anyone know the exact location of the studio(s) in which they create assets? I hope everyone realizes those basic tax strategies.. Even shoe companies like Adidas/Nike are using them hehe
Last edited by Tebeas; Mar 31, 2023 @ 12:21pm
Duke H. Vytantis Mar 31, 2023 @ 12:21pm 
Originally posted by Tebeas:
Originally posted by Duke H. Vytantis:
Yeah I know they've made it in Unity and that one can just buy assets from the store.
That isn't even a bad thing. Infact you could argue it's really good because it allows small companies to develop games faster. The nice engine and the world itself in SOTF was never a point of criticism for me personally.

But yeah time to look this Russian studio stuff up..

>For profit mass-produced assets with zero creativity are actually a good thing

Quality over quanity. I could understand if they were a 'small indie' studio with limited time and money forcing them to out-source some of the smaller - less important background assets in order to give them time and resources to finish the main game mechanics/story. Yet that is very clearly not the case. They made ~200 milion dollars off The Forest alone. Even publicly admitted to selling over 5 milion copies (on PC only if memory serves right) and that was a LONG time ago

>Unity
>Nice engine (for 3D open world games)

AHAHAHAAHAHAHHAHAHAHAHAAHHAAHAHAHAHHAAHHAHAHAAHHAAHHAAH

Wheeze.. Not to mention they also used IL2CPP for no clear reason at all which makes modding far more difficult than it needs to be. No need for me to elaborate on that it seems.. Plenty of modders already talking about it (including the creator of ModAPI) and a quick online search will give everyone the much needed info

>B-But cannot you just be positive!!?

About what exactly? There are far more important things in the world. 30 dollars is enough for a few meals for poor African villages cut off from the rest of the world due to things like extreme corruption and poor infrastructure both of which are connected. Getting off-topic I know.. Just wanted to highlit that praising some well-off canadian studio will not give any results. Fair criticism will not either. They already made their money hehe. No need to even feed the cash cow. Plenty of grass in the field if you know what I mean

The whole indie studio argument stands as solid as a soap bubble. Because they should've already have enough experience and cash from TF.
They paid youtubers to been flown over to their studio to playtest their game. That is where they then should've kept it at and kept playtesting but instead they went on and released EA.
I also find it baffling how as a studio they are their 2nd game in and you have to feedback their bugs through steam forum. As if they can't afford a proper website. With bug templates, bugged file uploads and poll systems.
There is also no bug report system in-game AFAIK.

Other than that, the argument what engine is best or not I care very little for. If it works it works.
Tebeas Mar 31, 2023 @ 12:29pm 
Originally posted by Duke H. Vytantis:
Originally posted by Tebeas:

>For profit mass-produced assets with zero creativity are actually a good thing

Quality over quanity. I could understand if they were a 'small indie' studio with limited time and money forcing them to out-source some of the smaller - less important background assets in order to give them time and resources to finish the main game mechanics/story. Yet that is very clearly not the case. They made ~200 milion dollars off The Forest alone. Even publicly admitted to selling over 5 milion copies (on PC only if memory serves right) and that was a LONG time ago

>Unity
>Nice engine (for 3D open world games)

AHAHAHAAHAHAHHAHAHAHAHAAHHAAHAHAHAHHAAHHAHAHAAHHAAHHAAH

Wheeze.. Not to mention they also used IL2CPP for no clear reason at all which makes modding far more difficult than it needs to be. No need for me to elaborate on that it seems.. Plenty of modders already talking about it (including the creator of ModAPI) and a quick online search will give everyone the much needed info

>B-But cannot you just be positive!!?

About what exactly? There are far more important things in the world. 30 dollars is enough for a few meals for poor African villages cut off from the rest of the world due to things like extreme corruption and poor infrastructure both of which are connected. Getting off-topic I know.. Just wanted to highlit that praising some well-off canadian studio will not give any results. Fair criticism will not either. They already made their money hehe. No need to even feed the cash cow. Plenty of grass in the field if you know what I mean

The whole indie studio argument stands as solid as a soap bubble. Because they should've already have enough experience and cash from TF.
They paid youtubers to been flown over to their studio to playtest their game. That is where they then should've kept it at and kept playtesting but instead they went on and released EA.
I also find it baffling how as a studio they are their 2nd game in and you have to feedback their bugs through steam forum. As if they can't afford a proper website. With bug templates, bugged file uploads and poll systems.
There is also no bug report system in-game AFAIK.

Other than that, the argument what engine is best or not I care very little for. If it works it works.

Except that it very clearly does not work. Optimization issues and bloat code is shown very clearly in-game. Not to mention that the addition of the shovel was merely a publicity stunt as Unity does not seem to handle real-time terrain modification very well.. Even games built specifically around that have to use work arounds in order to save on performance

Subnautica was also a small game at first and had an in-game bug report system which was very easy to use. No idea when it was added exactly and if the forums were day 1 yet today the system itself seems to be working very well. No clear reason as to why endnight does not want to implement similar things. As we already established that is very clearly not a budget issue
Originally posted by Duke H. Vytantis:
They paid youtubers to been flown over to their studio to playtest their game. That is where they then should've kept it at and kept playtesting but instead they went on and released EA.
Well I was sure about someone paid to someone since any youtuber could claim this "Best game ever made" day after release..
Of course if someone loves it, I admire it but saying it´s the best game ever... :steamfacepalm::steamfacepalm:

https://www.youtube.com/watch?v=D6z16RaGHCE
Tebeas Mar 31, 2023 @ 1:18pm 
And now that I took a deeper look into obelisk studios.. They seem to have created - co-created almost everything in-game. From characters/cannibals to bunkers and animals, small props etc.. Just take a look at these ABSOLUTE units: https://www.artstation.com/artwork/vD 1lXD (includes nudity)

There does not seem to be anything wrong with the assets themselves. Assuming that they went in blind and created everything by-hand (yeah, sometimes even 3rd party companies out-source their out-sourcing hehe) they did a very good job. The assets seem to be in high definition however I guess someone could export the assets and count the poligons in a program like Blender if they want to take a closer look at them. Overall I do not have anything against obelisk. They did what they were supposed to do and if everything I said is correct they did it well. Endnight on the other hand.. Has enough resources to create assets by hand. Yet the quality of what they do does not seem to be.. Up to modern standards to say the least. Unless they also out-sourced the source code itself. Tesselation (am I even talking about the correct thing?) on things like rocks could be FAR better. They are just 2D textures with what I can only assume to be zero depth
Jinx Mar 31, 2023 @ 1:24pm 
Originally posted by Suspector:
Originally posted by Tebeas:

It was- hmm.. Actually I forgot the exact source but IIRC it was reputable. Perhaps check the credits and report back?

Terrain generation is done by everyone these days.. Not a secret to be honest. Neither is buying assets off unity store and/or out-sourcing the rest to what I can only define as 3rd world studios. Countless such cases..

Nice try, where is the russian studio ?
Here are the credits:
Directed by Ben Falcone Design Anna Terekhova Technical Director Rod Green Core Gameplay Programming Friso Kristiansen AI and General Programming Jon Kreuzer Construction Programming Guillaume Kehren Graphics Programming Dominik Kyeck Additional Programming Alexandre Haffner Environments Nathan Srigley Character TD Josh Murtack Animation Chris Lalli Corey Belina Additional Animation Auguste Chang Roland Vallet And Michael Mellor Lead 3D Artist Lukas Patrus 3D Character Artist Artem Dorokhin 3D Vegetation Artist: Vanessa Boelke Additional Art Malte Resenberger-Loosmann Wayne Dalton Daniel Molin Michael Palm Additional 3d art provided by Obelisk Studio Artem Dorokhin Nikolay Naumov Dmitriy Masaltsev Nikita Grigoryev Maria Anikina Evgeniy Badaev Ilya Drobod Mikhail Beresten Andrey Podgornov Aleksandr Chernyshev Nikolay Appazov Alexey Trofimov Stanislav Mikhailov Kayzi Gilev Andrey Ferar Tatiana Turukina Julia Kozlova Additional UI design James McWilliams Concept Art Marina Ortega Creatures designed by Lindsey Wakefield Lead Tester Evan Haley QA Testers Kevin Doan David Jodar Mocap Actors Lori O'Connell Kirsten Wicklund Travis Friday Chris Olson Recorded at Beyond Capture Studios Voice Actors Leon Luna Brandon Thornhill Ray Girard Chelsey Moore Sydney Doberstein Lani Minella Kevin Powe Recorded at KOKO Productions Localization by Localize Direct Music by Gabe Castro BAD PIVOT IS Dave Benedict Danny Craig Additional Vocals Karen Lee Batten Audio by Kpow Audio Audio Director Michael Theiler Additional Audio Assistance Peret Von Sturmer Dan Penpraze Matt Schenkel Scott Boyd Made with Made with FMOD Studio by Firelight Technologies Pty Ltd. Special thanks Valve, Augusta Butlin, Farket Charles Lai, Stuart Bruzek, Evan Fraser Jordan Chamberlin, Brodie Stokes, Angela Mackay

Obelisk Studio is located in Limassol, Cyprus
The guy doesn't even own the game. Don't bother with baits.

Originally posted by Tebeas:
Wait until you learn about the out-sourcing to a Russian studio.. Procedurally generated terrain and cut content hehe. Oh, I guess I spoiled the surprise :(

Either way this one peculiar private steam account above my comment seems to write a lot.. Should you not be busy playing SOTF? What have you done in the game recently? Game went from.. 300k? Players to barely reaching 30k in peak hours. For context other similar games have much higher player retention. I wonder why..
Why exactly do you hang out in these threads then, if you have nothing better to do yourself? You don't even own the game.
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Date Posted: Mar 31, 2023 @ 11:32am
Posts: 259