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I have played many survival and indy games , i must say they are far from slow for an open world with many complexities . They are right on the average spot . Most games with few devs will make a major update like once a year max .
the forest is a finished game and thier sequel game is mainstream crap.
soulmask isnt even out yet and is an mmo on top. so that comparison is a bit silly.
enshrouded is also mainstream fokused and lacks depth in every way due to that and well it came out 1 month ago and has gotten ONE SINGLE PATCH so far and no new content yet so putting that in comparison when you have no idea how long THEY will take for new content is..... pure guess on your end.
the amount of developers varies per game. more cooks dont make the meal better in the end of the game.
while ashlands is definitly exeeding any kind of godwill if it doesnt arrive within the next 3 months as promised on thier blog aslong as it turns out atleast as good as mistlands ill be willing to hold out for these 3 months now.
While having more cooks doesn't automatically make for a better meal, having the same lower number doesn't mean things improve over time for said meal either.
Think of it this way, the longer they take to doll out smallish content, the more people lose patience and move onto other games. While this game isn't going anywhere, it is still having to compete with newer games on the market, like Enshrouded for one example, PZ for another (and believe me, indie stone take forever with their content updates as well).
Looking around I've seen Hello games managing to drop content within a year, sometimes even twice in a year, but even then, that's still better than dolling out a few decorative trinkets and a biome filled with AI that run around aimlessly (yes I'm still irked by Valheim's braindead AI that also happens to know exactly when you're about to fire at them with a few arrows).
The least the devs could do is hire just a few more, doesn't have to be 100 extra staff, we know they are low in number, so around 20 more can always help (we've seen studios with hundreds upon hundreds of devs, so a total of 40 staff is not the end of the world, before anyone suggests it's too much).
If you need a reminder of this, check out the poster child - Star Citizen.
Convenient of you to leave out the fact steam takes a 30% cut and the publisher also takes a 30% cut of the revenue from your numbers. GG.
Also goto factor in the cost of out sourcing the Console port from said revenue and the hireing of all that extra staff.
You also leave out the early dev numbers for Valheim (which was 4 btw) but include it for some of the others, bias much?
Might be the best to put the game down till full release. Or maybe dive into some mods. You know any that can really enrich the experience?
Forgot about steam taking 30% of sales which is of course has impact on revenue.
Porting games. especially indie ones is not that expensive though. So even if you cover all available consoles you can squeeze it under 100K $. It can easily be done in half of the mentioned budget.
Last argument about initial 4 devs doesn't speak on your side. If they have more or them now they should be managing it all better in my opinion. But you know how it is with opinions, they are like butts, everyone has one.
There's nothing different or wait-worthy about ashlands. That was his entire point