Jumplight Odyssey

Jumplight Odyssey

 This topic has been pinned, so it's probably important
[LoG] Trent Kusters  [developer] Dec 5, 2023 @ 3:29pm
A Development Update - FAQ
Hi folks,

For those who haven’t heard yet, we’ve unfortunately had to pause development on our beloved Starship Adventure Sim, Jumplight Odyssey. You can catch up on that post here.

We know you’re going to have so many questions, and so many feelings. For those of you who are the kind of folks who want all the details or might have some follow up questions, our plan (as always) is to be as transparent as possible.

We’ve set up this FAQ in the hopes of giving you far more context than one post could ever manage.

So why is this happening?

To be very clear, this isn’t a case of execs at the top wanting to make an extra bonus, or a call to change “strategic direction” or any of the other things you’ve heard big companies say before - this one really came down to our hands being forced.

This project (along with Solium Infernum) was greenlit and co-funded by ourselves and our pals at Kowloon Nights in early 2021. Since then, costs of wages, software, rent and more have increased dramatically, the AUD (we’re based in Melbourne, Australia) has continually fallen against the USD, and we have been unable to return to a studio environment, lengthening development time. In a budget’s contingency, you allow for random external factors like this, but all of them increasing at such unprecedented levels was not something we could ever hope to plan for and as such it has created a funding gap.

We have been unable to cover that funding gap, either with earnings from Early Access sales, or via external investment/funding. Thus leaving us in a situation where we can no longer sustain the costs of development.

What does a “funding gap” mean?

A “funding gap” is a common occurrence in creative commercial projects where during production you need more money to finish the game/film/whatever than you initially budgeted. Thus creating a funding gap between what you have and what is needed.

When you have a funding gap, that needs to be filled with money. Often referred to as “finishing funds.” As mentioned, this is quite normal, especially in video game development and in previous years securing finishing funds would not have been an issue.

So you don’t have enough money to finish the game? Why not just get more?

Unfortunately for us, in the last six months almost all funding and investment has evaporated from the videogame industry. Capital (aka; money) is more expensive and rare than it has been in over a decade (see; the over 7000 layoffs in the industry already this year) and the only projects being backed right now are sure-fire guaranteed hits.

With the positive trajectory of not only copies sold but the review score (which we had shifted from Mixed to Very Positive in just three months), we believe that Jumplight Odyssey was headed to a successful full launch. But with the global economy tightening its belt, securing investment in 2023 has proven challenging, to say the least.

If you’re interested in the broader economic landscape right now in videogames and how that can impact studios like ours, I actually sat down with gamesindustry.biz last month to talk more about that, which you can read here[www.gamesindustry.biz], but I want to keep this post centred on Jumplight Odyssey itself.

Couldn’t you have just cut things you had planned instead?

Correct! And we did. We cut a lot from our initial vision of the game. Even after the Early Access launch. Ultimately though, the game still needed another six months in development, as what remains on our roadmap is critical to JLO’s viability as a successful final product. Cutting another feature here or there, dropping platforms, etc, wasn’t ever going to net us the savings we needed to save the game, and only served to jeopardise the final product and its success.

Why now and not before launch/later on/at another time?

Honestly, because we had a major investment deal fall through last month. Two in fact. In the span of three weeks. Admittedly, this blindsided us.

With our deadline for funding fast approaching, this forced us into a position where there was a very real chance of us having to close our doors completely. Sales revenue from the game in Early Access did not give us enough time to keep looking for other ways to bridge that gap. And so, we were out of time. We were forced to choose between pausing development on JLO, or shutting down entirely.

So it’s not your fault, then?

We take full responsibility as the directors of this studio. We could have paid more attention to the market. We could have acted faster and more decisively. We could have made a million different choices as decision makers to avoid the Early Access launch issues that we had. The list goes on.

When you run a company, you are ultimately responsible for the fate of that company, its products and most importantly, its employees. Regardless of external factors, to be in this position, we have failed you, our customers, and our team.

For this, we are sincerely and deeply sorry.

We want to be clear that our team - the people who brought their hearts and souls to these games - are not at fault for this outcome. They all did their absolute best and deserve the world. Especially your support.

But the game’s on Steam in Early Access? Isn’t that covering your costs?

Nope. It would be naive and even dishonest of us to avoid the fact that we had a rough Early Access launch. To say the least. One that we take full responsibility for, and while we feel with those lessons learned that the game is back on track, the sales from Early Access are still nowhere near enough to sustain a team anywhere near the size required to support a game of Jumplight Odyssey’s scope and ambitions.

Why Jumplight Odyssey and not Solium Infernum?

It’s very important to us that all of you understand, this wasn’t a decision of which game we opted to save or believed in more. There were only two possible scenarios with the money we had left in the bank account; Pause development on Jumplight Odyssey so we can release Solium Infernum as planned, or cancel both games immediately and shut down LoG for good.

JLO was set to launch in 6 months, and SI is two months from launch. The amount of money required to complete JLO is 2-3 times as much as SI, not to mention the complexity of console development compared to a game that is coming to PC only.

There was no scenario in which we could get JLO to v1.0 without a substantial financial investment. An investment that never materialised.

What Comes Next for JLO?

Over the next few weeks, Jumplight Odyssey will be winding down. We’ll be tying a bow on as many things as possible in the short time we have left on the project. As mentioned, there will be one more patch (v0.3.1) that contains all the things that were remotely ready to go - as well as some stuff we were saving for later!

It’s important to be clear and set the right expectations; the game won’t have realised its potential with this upcoming patch. There were so many things we still wanted to do, and there will absolutely still be many bugs kicking around that we simply won’t have the time to squash. We are so very sorry.

Can I suggest some things to go into the final patch?

As you all know, our list is the same as yours based on all the work we've been doing to take your feedback on board. So chances are if you've brought it up in the past, it will be on our dartboard of things we'd love to do.

Do keep in mind that time is unfortunately not on our side here, so it's very likely we won't get around to a lot of things you each individually might want out of a final patch. We're sorry for that, and if we could change it we would.

How can we help? Can we make a crowdfunding campaign? I have a rich uncle!

Unfortunately, the funding gap isn’t a problem a Kickstarter or grass-roots campaign can solve. We’re continuing our conversations with investors in the hopes they may bear fruit down the line sometime.

The best thing you can do right now is support the people who have worked so hard to make these games. If you love what they’ve made or believed in our vision here at any point, take the opportunity to let them know. Post here, or on twitter, anywhere you see our talented devs online and tell them. I can’t express how much it means to a game developer when you share what you love about their work.

If you’re reading this as someone in a position to hire, get in touch with us and we’ll connect you. Our team are some of the most incredibly talented, smart and innovative humans we know. I’ve been personally calling as many studio heads and companies as possible to place these folks in positions, but we can only do so much for these great people.

Additionally, our remaining crew at LoG are working tirelessly to bring Solium Infernum to the world - if it looks like something up your alley, Wishlist and be there on Feb 14 to buy it and support the staff that are still remaining.

Lastly, tell your gamer pals to not only buy indie games, but to support the people behind the projects you love. Just in the way you all have supported us. We’re not the first studio to be in this position and it's very likely we won’t be the last either. Your support has made all the difference, and 2024 doesn’t look like it’s gonna be any kinder to indies of our size.

Can you open up the source code / Steam Workshop so that we can finish the game as players?

Opening up the game's source code isn’t something that we’re looking at, as we would love to retain the ability to kick off development again should the opportunity arise, and if we’ve opened the project up it can place us in an unnecessarily complex position from a legal/licensing perspective. Not to mention, the project being open source can lessen our chances of securing external investment opportunities.

Steam Workshop is not a viable option either, as it's not a case of simply 'switching on / opening up' Steam Workshop. In order to support modding the game needs to be set up to support it, and to do so would require a large amount of development time (many weeks), and as you all know, we're all out of development time (aka; money).

We hope that the v0.3.1 update and some of the stories we plan to share with the final patch goes some way to honouring the potential of the Starship Adventure Simulator we were all building together.

What does this mean for Armello?

Not much. Armello support will continue as it has for the past few months - Armello earns enough to cover the costs of keeping the servers online and hanging out with our awesome community of players. The Armello fans among us will not see any demonstrable impact.

Will Solium Infernum receive post launch support?

We have enough development funding on Solium Infernum to see us through launch and a couple updates. Hopefully a DLC too, but right now we don't want to make any promises that we cannot keep. From there, it will all depend on how the game performs.

For the SI multiplayer crew among you, you’ll be happy to know we’re quite confident that we’ll be able to ensure that multiplayer and community support will be able to be sustained well into the future (much like Armello).

What does this mean for the League of Geeks community? Discord? Etc?

We don’t intend to go anywhere. Though we’ve had to say goodbye to some folks in the Publishing team as a result of this news, as long as we are still making games, we’ll still be hanging out with you all in the Discord.

What will happen to the game on Steam?

After much internal discussion, the game will remain available for sale on Steam. We feel it is important to the developers who worked on this game for so long that people are able to continue accessing it and enjoying their work.

We also feel that just like so many of you have enjoyed hundreds of hours on the SDF Catalina, there are more folks out there yet to discover and love our game.

We will do our best to clearly communicate the fact to new purchasers that development has paused, including an in-game message going live with v0.3.1.

Can I get a refund?

If you feel that you would like a refund, we encourage you to utilise Steam’s refund policy. The smart folks at Steam have set it up with situations like these in mind. We wouldn’t begrudge anyone from doing so.

One Final Thing…

Moving forward, we want to ensure that Jumplight Odyssey does something to give back to our fantastic team who worked so hard on it.

So for the next twelve months or until development is resumed, whichever comes first, half of our profit from every copy sold will be distributed to our team (including those whose employment was impacted).

LoG was literally founded on the belief that those who contribute to our projects should share in the spoils of our success, so it's important to us that we continue to live that value.

It’s at least some way we can honour our friends and colleagues who have given so much to this game, and for new players to support the folks who made it special in the first place.


Thanks, folks.

That’s all for now. We’ll continue to update this post with more information as we have it, and answer as many questions as we can.


Lots of love,

<3 Trent
Co-Founder & Studio Director
Last edited by [LoG] Trent Kusters; Dec 10, 2023 @ 1:35pm
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Showing 1-15 of 27 comments
ReilanT Dec 5, 2023 @ 10:20pm 
""Can I get a refund?

If you feel that you would like a refund, we encourage you to utilise Steam’s refund policy. The smart folks at Steam have set it up with situations like these in mind. We wouldn’t begrudge anyone from doing so.""


That Not True ... Steam Refuse to Refound if we have play more Than 2 hours .. i'm Sad, a game i like will be never finished and i cannot be refounded to take another Game..
Last edited by ReilanT; Dec 5, 2023 @ 10:20pm
RaptorMother Dec 6, 2023 @ 3:35am 
Originally posted by ReilanT:
""Can I get a refund?

If you feel that you would like a refund, we encourage you to utilise Steam’s refund policy. The smart folks at Steam have set it up with situations like these in mind. We wouldn’t begrudge anyone from doing so.""


That Not True ... Steam Refuse to Refound if we have play more Than 2 hours .. i'm Sad, a game i like will be never finished and i cannot be refounded to take another Game..

True. As much as I adored the game premise, I wasn't willing to keep the game if it's going to be abandoned. I wrote steam support twice, explaining the situation, and they still denied refund.

Look, 30€ is not nothing. I know it wasn't your fault, but at that point I would have rather have that money for something else.

As it is, with a dead game in my library that I can't refund, this will inevitably sour my expectations going forward from these devs and publisher. It is what it is.
dt Dec 6, 2023 @ 7:18am 
no open sourcing in case the development kicks off again in the future... Could it happen if it doesn't happen after a while? The game was lovely, and the community could use it at least for bug fixing...
Evergame Studios Dec 6, 2023 @ 7:29am 
Originally posted by RaptorMother:
Originally posted by ReilanT:
""Can I get a refund?

If you feel that you would like a refund, we encourage you to utilise Steam’s refund policy. The smart folks at Steam have set it up with situations like these in mind. We wouldn’t begrudge anyone from doing so.""


That Not True ... Steam Refuse to Refound if we have play more Than 2 hours .. i'm Sad, a game i like will be never finished and i cannot be refounded to take another Game..

True. As much as I adored the game premise, I wasn't willing to keep the game if it's going to be abandoned. I wrote steam support twice, explaining the situation, and they still denied refund.

Look, 30€ is not nothing. I know it wasn't your fault, but at that point I would have rather have that money for something else.

As it is, with a dead game in my library that I can't refund, this will inevitably sour my expectations going forward from these devs and publisher. It is what it is.

no offence to the dev team, but saying it's not their fault is not really being correct, having a game in ea for a year or two and then saying we can't finish is one thing, but putting it on EA and 4 months later saying we can't afford to work on it cause not enough people bought it is a lame excuse, making a game is not just about doing code, it's also about proper planning ahead, you can't make half a game and just hope you be able to sell enough to be able to finish it. the planning of it was bad, even worse when you have more than one game in the pipeline, if you don't have the money in advance to complete a game but just going on and work on more games at the same time, this is bad work ethics, whoever is in charge of finances/planning over there should be fired.
it is not fair while everyone is trying to make a living in this hard times, 4 months after EA game is stop and i just lost money cause of steam not willing to make refund cause of the time passing.
Chan Dec 6, 2023 @ 11:50am 
Originally posted by Evergame Studios:
Originally posted by RaptorMother:

True. As much as I adored the game premise, I wasn't willing to keep the game if it's going to be abandoned. I wrote steam support twice, explaining the situation, and they still denied refund.

Look, 30€ is not nothing. I know it wasn't your fault, but at that point I would have rather have that money for something else.

As it is, with a dead game in my library that I can't refund, this will inevitably sour my expectations going forward from these devs and publisher. It is what it is.

no offence to the dev team, but saying it's not their fault is not really being correct, having a game in ea for a year or two and then saying we can't finish is one thing, but putting it on EA and 4 months later saying we can't afford to work on it cause not enough people bought it is a lame excuse, making a game is not just about doing code, it's also about proper planning ahead, you can't make half a game and just hope you be able to sell enough to be able to finish it. the planning of it was bad, even worse when you have more than one game in the pipeline, if you don't have the money in advance to complete a game but just going on and work on more games at the same time, this is bad work ethics, whoever is in charge of finances/planning over there should be fired.
it is not fair while everyone is trying to make a living in this hard times, 4 months after EA game is stop and i just lost money cause of steam not willing to make refund cause of the time passing.

Absolutely, it is our fault. And we take full responsibility for it. There could have been a lot of things done differently -- we could've watched the market conditions a bit closer, shifted our development focus, made decisions earlier.. But hindsight is always 20/20 and we really did our best. Indie Publishing is really, really hard.

Although I just want to correct a few things in your writeup, if that's okay:
- Most creative projects, especially indie video games, rely heavily on grants and funding. We're no exception. We've never had the backing and/or funding that AAA titles have. Like we mention in this FAQ, we had 3-4 serious, large deals on the table -- each one enough to pull us through to full release -- that all pulled out at the last minute. It wasn't really a matter of "not being able to afford it because no one brought", but if we performed well during EA things would certainly be easier, indeed.

- I'd suggest that while the game isn't finished, it's had a lot of love, effort and hours spent on patches and updates. It's definitely enjoyable to play, at least for some folks.

- We've been quite clear and communicative about Solium Infernum throughout the whole journey of Jumplight Odyssey. And it was by absolutely no means an easy decision to say goodbye to JLO. As we explain in the FAQ, it became a matter of either releasing no game and shutting the studio, or releasing SI and protecting the other half of the studio's jobs.

- Thank you for having enough faith to buy the game. I'm really sorry you've used that money and feel like it's not well-spent. In a perfect world with infinite funding, we'd be able to deliver a perfect product for you to enjoy. I'm sorry that's not the reality, unfortunately. We're also literally unable to operate outside of Steam's refund policy. We've asked. You can, if you haven't already, reach out to them directly to make a case.
Evergame Studios Dec 6, 2023 @ 12:11pm 
Originally posted by Chan:
Originally posted by Evergame Studios:

no offence to the dev team, but saying it's not their fault is not really being correct, having a game in ea for a year or two and then saying we can't finish is one thing, but putting it on EA and 4 months later saying we can't afford to work on it cause not enough people bought it is a lame excuse, making a game is not just about doing code, it's also about proper planning ahead, you can't make half a game and just hope you be able to sell enough to be able to finish it. the planning of it was bad, even worse when you have more than one game in the pipeline, if you don't have the money in advance to complete a game but just going on and work on more games at the same time, this is bad work ethics, whoever is in charge of finances/planning over there should be fired.
it is not fair while everyone is trying to make a living in this hard times, 4 months after EA game is stop and i just lost money cause of steam not willing to make refund cause of the time passing.

Absolutely, it is our fault. And we take full responsibility for it. There could have been a lot of things done differently -- we could've watched the market conditions a bit closer, shifted our development focus, made decisions earlier.. But hindsight is always 20/20 and we really did our best. Indie Publishing is really, really hard.

Although I just want to correct a few things in your writeup, if that's okay:
- Most creative projects, especially indie video games, rely heavily on grants and funding. We're no exception. We've never had the backing and/or funding that AAA titles have. Like we mention in this FAQ, we had 3-4 serious, large deals on the table -- each one enough to pull us through to full release -- that all pulled out at the last minute. It wasn't really a matter of "not being able to afford it because no one brought", but if we performed well during EA things would certainly be easier, indeed.

- I'd suggest that while the game isn't finished, it's had a lot of love, effort and hours spent on patches and updates. It's definitely enjoyable to play, at least for some folks.

- We've been quite clear and communicative about Solium Infernum throughout the whole journey of Jumplight Odyssey. And it was by absolutely no means an easy decision to say goodbye to JLO. As we explain in the FAQ, it became a matter of either releasing no game and shutting the studio, or releasing SI and protecting the other half of the studio's jobs.

- Thank you for having enough faith to buy the game. I'm really sorry you've used that money and feel like it's not well-spent. In a perfect world with infinite funding, we'd be able to deliver a perfect product for you to enjoy. I'm sorry that's not the reality, unfortunately. We're also literally unable to operate outside of Steam's refund policy. We've asked. You can, if you haven't already, reach out to them directly to make a case.

Just to be clear, i wasn't actually blaming the dev team, who i'm sure worked hard on the game, i'm more blaming the management, even as Indie studio, there should be planning ahead and not making a a risk like that, there are a lot of other staff that could of been done in order to test the water, maybe even getting some kind of fund me or other staff like that, but releasing a game when you know you can only afford a few months unless you sell a certain amount, is just poor planning.
That being said i hope you all get better deals with your other games, and maybe make enough money to at some point return and actually finish this game, or maybe even sell the IP to a different company.
Originally posted by Chan:
Originally posted by Evergame Studios:

no offence to the dev team, but saying it's not their fault is not really being correct, having a game in ea for a year or two and then saying we can't finish is one thing, but putting it on EA and 4 months later saying we can't afford to work on it cause not enough people bought it is a lame excuse, making a game is not just about doing code, it's also about proper planning ahead, you can't make half a game and just hope you be able to sell enough to be able to finish it. the planning of it was bad, even worse when you have more than one game in the pipeline, if you don't have the money in advance to complete a game but just going on and work on more games at the same time, this is bad work ethics, whoever is in charge of finances/planning over there should be fired.
it is not fair while everyone is trying to make a living in this hard times, 4 months after EA game is stop and i just lost money cause of steam not willing to make refund cause of the time passing.

Absolutely, it is our fault. And we take full responsibility for it. There could have been a lot of things done differently -- we could've watched the market conditions a bit closer, shifted our development focus, made decisions earlier.. But hindsight is always 20/20 and we really did our best. Indie Publishing is really, really hard.

Although I just want to correct a few things in your writeup, if that's okay:
- Most creative projects, especially indie video games, rely heavily on grants and funding. We're no exception. We've never had the backing and/or funding that AAA titles have. Like we mention in this FAQ, we had 3-4 serious, large deals on the table -- each one enough to pull us through to full release -- that all pulled out at the last minute. It wasn't really a matter of "not being able to afford it because no one brought", but if we performed well during EA things would certainly be easier, indeed.

- I'd suggest that while the game isn't finished, it's had a lot of love, effort and hours spent on patches and updates. It's definitely enjoyable to play, at least for some folks.

- We've been quite clear and communicative about Solium Infernum throughout the whole journey of Jumplight Odyssey. And it was by absolutely no means an easy decision to say goodbye to JLO. As we explain in the FAQ, it became a matter of either releasing no game and shutting the studio, or releasing SI and protecting the other half of the studio's jobs.

- Thank you for having enough faith to buy the game. I'm really sorry you've used that money and feel like it's not well-spent. In a perfect world with infinite funding, we'd be able to deliver a perfect product for you to enjoy. I'm sorry that's not the reality, unfortunately. We're also literally unable to operate outside of Steam's refund policy. We've asked. You can, if you haven't already, reach out to them directly to make a case.

I'm a big anime fan so as soon as I seen the EA release window I was right on board. Picked the game up day one and ran head long into a laundry list of bugs. But hey, its early access. The dev's seem cool and it will get patched eventually I thought. Plus I have that huge humble bundle library that I've been meaning to through so I can wait a bit.

Seen the news today, 4 months in with only 2.5 hours playtime in game. Yeah okay. Very little chance of the game ever getting a full release, but if it does I can pick it up then full price. I raise x2 tickets to steam support asking for a refund and I get a copy paste answer from I'm guessing a robot that as it's over 2 weeks since purchase they're rejecting my refund. I cannot speak to a person and there does not appear to be a way to raise a complaint or anyway to see if a human can take a look at the case so, as of right now, I'm stuck.
Tia1230 Dec 6, 2023 @ 5:58pm 
Do you guys not read the EA labels you risk buying a game in EA. It could reach full release or not reach it. You should buy the game with the thought of does it look good with the content it has and will enjoy it. Things happen that aren't in the developers control and they do the best they can. The best solution for them was to finish the game that was almost done and not lose the company. You are all acting immature over the whole situation. They are human they don't deserve the nasty responses some have been giving them. You are paying for the right to play the game you don't own the game. So be more compassionate. Yes I realize you are mad or upset it might not ever get released but its only a game. I feel like people are the most important not a video game.
Nebelheim Dec 7, 2023 @ 3:11am 
Originally posted by LoG Trent Kusters:
Can I get a refund?

If you feel that you would like a refund, we encourage you to utilise Steam’s refund policy. The smart folks at Steam have set it up with situations like these in mind. We wouldn’t begrudge anyone from doing so.

Steam does not make refund if more than 2 hours of play or 14 days have passed. Steam doesn't care that the entire development team is fired and the game may never come out. So if buyers fall under these return restrictions, then the answer from Steam is “Nope”

I bought it at the start. I only played it for 30 minutes, I liked it, but then I didn’t have the opportunity to play it and I decided to wait for the release. Accordingly, more than 14 days have passed since the purchase. The refund was denied according to Steam rules.
To be honest, right now I have little hope that development will continue. Most likely the game will drown in the abyss of Steam forever.
Last edited by Nebelheim; Dec 7, 2023 @ 3:25am
Sabrina Dec 7, 2023 @ 10:51am 
DAMIT!!! So idk I will say I am heart broken the game just clicked so many boxes. But at the same time why all the anger? I mean if losing your job right smack in the middle of the holiday season wasn't enough. Or in the same right having to be the person to do the firing. That's punishment enough to not have a bunch of people saying where is my 20 bucks etc.

We all know steams return policy and what early access means. I have skipped getting games because I didn't think the hour or so was enough time to really evaluate it. So just relax let the rest of us who really believed and loved the game to come here and lament,show support or even a little mourning of a game we will surely miss and be sad that it will not be finished anytime soon if at all.

To the devs the coders the art managers etc and then some thank you! All of you were on an awesome project that had serious potential from my stand point and I appreciate it. I am sad why can't I get a sweet updated ftl with a little rimworld spliced in why dear gaming gods why! I even watched Star blazers for all of you. And now I can't get that time back 😞. I was really looking forward to the other ships and captains. Hopefully there was one where the adventure never ended.

But as with most I read the horrible news yesterday. I panicked ran to my steam app and loaded up the discussion board. Maybe it is some other gamig company maybe there is some more news the news article had missed. But no it was true jump light odyssey was dead in the water.

My only final thought is I know you are very much against releasing the base code or letting us toy with it on workshop. But don't they still have to buy the base game to use it? Don't you still get payed? You really want to help those people that got laid off? Then let us finish the game for you and if you really wanted you could give that money to them. We can save this game if you let us. Once again appreciate everything

Sincerely,
A sad gamer
Ypnos Dec 7, 2023 @ 3:31pm 
Steam has refused to refund as I was 3 hours in. This is supremely lame and honestly 4 months in EA and then folded comes across as scammy.

At the very least, you should give people £25 off the other game you're using our money fund. Otherwise, you've basically baited and switched on people.
JTKETH Dec 7, 2023 @ 6:20pm 
My best wishes to everyone involved in the project. I enjoyed my time with your creation! May you be happy and successful where ever life takes you!
Ulthar Dec 8, 2023 @ 11:05am 
1. Take it off steam for purchase.

2. What about our 30 bucks? Just "Sucks to be you, I guess..maybe we'll work on this in the future, hahah."

Authorize Steam to issue refunds. This is absurd. This like the George Santos of Game devs.

"We aren't working on it anymore, oopsie..did we leave it up on Steam for a few more suckers to buy it..my bad...I guess i'll (never issue refunds)...."

It's not feature complete. Give us our money back. Stop selling EA games if you can't commit to the funding.

Last edited by Ulthar; Dec 8, 2023 @ 11:10am
larryjr410 Dec 9, 2023 @ 5:04am 
I am sadden to hear this as this is an exciting game for me, plus I love the artwork in this, I am sorry that your team has to go, but I understand, at least you gave us a reason, not as other games that have been abandoned, but at least you gave us a semi finished ending, and I will continue to play this game as I love it, and hope that one day you will get back to it, do you think that there might be a fundraiser or support page that will be in the future for this, so that your team may continue the work on this or give us a next chapter, like hopefully lading on the planet and creating a building type of survival city building , Well anyways, again I am very sorry to hear that the team was not able to continue, but I will still keep my eyes open to hear that you received funds to continue the game, my best to you all, and thank you for a wonderful game!!!
Alakki Dec 9, 2023 @ 5:10am 
The news of the development is truly sad.
I was looking forward to the amazing prospects this game had the outlook to become.

But that still won't change the fact of yet another game in EA not being finished.
Considering that the game was "more than 20 euro", I cannot say it was an insignificant amount of money, as 20 euro can buy a person quite a bit of groceries or another game.

I personally would be happy about a 15 or 20 euro partial refund, and yes I attempted to get one, but Steam straight up refused said refund on the grounds of their "refund within 14 days policy", so as it is right now, the "refund" statement in this announcement sadly isn't true.

This is a sad situation regardless of which side you view it from, Developer, Customer, even the Investor side in this current situation, the game had started to slowly take shape and it had the outlook to be a TON of fun for me personally, but reality must be faced, even though it is sad.

P.S. The news makes me quite sad, I was looking forward to what would have become an amazing game.
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