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The decision to move to casual and mobile games back when Crimsonland 2 probably should have been made was largely forced on us. While Crimsonland was a hit of a certain scale, the income was such that going all in on Crimsonland 2 didn't seem like a good idea at all, businesswise. As the company was just formed, medium term security was the obvious top priority.
Luckily casual games turned out to be exactly the correct choice, and a few years later mobile started working for us as well. We stayed alive, and even managed to grow as a company.
The desire to make Crimsonland 2 never went away though. That's why we originally started it, and unfortunately announced it admittedly too soon, as it turned out we weren't in a position to finish and release it. And we even repeated the mistake. Communication with fans could have been better too, and we understand how some of the fans eventually perceived us as leading them on. This was never our intention though, and we apologize for the hurt feelings.
As Crimsonland was the game we started with, we think it's fairly obvious we have passion for hardcore games. There's been plenty of internal discussion about returning to hardcore games at least partially, as the markets are changing left and right. A ship, and even several ships may have sailed for Crimsonland 2, but we hope not *all* ships.
If we ever decide to announce Crimsonland 2 though, this time we'll definitely make sure to release it too.
The one thing I will give you points on is that 10tons did drop the ball on communication for CL2, but so what? The only people who ever even knew about this dropped communication anyways was that "ravenous fan-base".
Did you even read my post, or simply scan a sentence here and there in "Twitter-sized" portions? Because there are a couple pretty big straw men you built in your reply there... You're also making some accusations that are contradictory with what I wrote, like this bit about me "daring [to] suggest that making a living wage is less important than the possibility and pretty much impossible-to-predict chance of 'making it big'."
You're getting all worked up about notions that I didn't even propose. This kind of behavior would usually suggest the irrational "white-knighting" antics of a teenager behind the keyboard. But if you tell me you're an adult who just lost his cool for whatever reason, I'll give you the benefit of the doubt and take your word for it (if you promise to actually read my post this time, that is).
Now, do you want to tell me what the issue is really about, and what you'd like to me to understand?
PS: That Crimsonland forum you mentioned is nowhere close to being representative of the game's actual fan base, even during its worst market year. In the early 2000s, the use of social media and forums weren't nearly as prevalent as they are today. The whole casual gaming scene and culture was different, as far as online presence (forums, wikis, FAQs, "Let's Play" videos and networking). And by the time this kind of social interaction was becoming the norm, 10tons wasn't fostering that avenue, for presumably the same reason it eventually abandoned the sequel.
Regardless, Crimsonland's fan appeal was among the top of all casual games in the early- to mid-2000s. Hell, this game alone probably helped the Reflexive portal eek out its viability for a while longer, before it the company had to close its doors. It's still considered the quintessential PC "twin-stick shooter" to this day, inspiring countless game developers in the genre who grew up playing it.
So, we don't know anything about Crimsonland 2 future, but what about Crimsonland 1 ? What about adding it to STEAM?
Plenty of companies have made a name for themselves in mobile development. If 10tons haven't "made it big", it's for other reasons than because they didn't go on to develop Crimsonland 2.