What changed
0 fixes1 addition0 changes0 removals
addedHappy Holiday's everybody from everyone here at A Maniacal Game. It's unfortunate for us to make this announcement but our responsibility to do so. We're halting all development for Screaming Eagles as well as any future projects for the foreseeable future. We'll continue to support our game if issues and bugs appear or are reported by users. But the development of new features or the expected multiplayer feature is indefinitely halted. It's not a financial reason, we've talked amongst the development staff to include a client-based multiplayer feature which would help us to avoid the costs of a dedicated server. The reason is more to do with the number of players that have the game. Less than one hundred people have purchased the game and it doesn't exactly warrant the amount of time necessary to devote to the finalization of the multiplayer feature. We take responsibilities for our failures as a developer. We spent six years making Screaming Eagles and plenty of us just wanted it to be done and out on the market. We wanted to do it right, make sure it was complete to a deliverable point. We debated at what price point we should put on the game considering what we wanted to deliver and by a vote we sold it at the price most of you bought it at. But we should have sold it at a lower price and then offer the multiplayer feature as DLC given the number of units sold. By the time we saw where things were headed, it was too late to change the standard price until now. If I could refund the partial amount back to the players that bought it already at the initial price, I honestly would. I never got into game development to screw players over, or even to make money. You're probably rolling your eyes as you read this, but I fervently believe if you create a game that is engaging, entertaining, immersive or innovative in some sort of way and as fun as it can be for you, it should sell no matter what. We're not businessmen/women, we're game developers and we made a bad business decision. We're sorry that we didn't have enough foresight to think about the consequences of these actions. If we ever make another game under this studio, we'll strive to be better at this. But for now, we're calling it quits. We hope you all have a lovely holiday with family and friends. Farewell...at least for now.
Screaming Eagles changes
addedHappy Holiday's everybody from everyone here at A Maniacal Game. It's unfortunate for us to make this announcement but our responsibility to do so. We're halting all development for Screaming Eagles as well as any future projects for the foreseeable future. We'll continue to support our game if issues and bugs appear or are reported by users. But the development of new features or the expected multiplayer feature is indefinitely halted. It's not a financial reason, we've talked amongst the development staff to include a client-based multiplayer feature which would help us to avoid the costs of a dedicated server. The reason is more to do with the number of players that have the game. Less than one hundred people have purchased the game and it doesn't exactly warrant the amount of time necessary to devote to the finalization of the multiplayer feature. We take responsibilities for our failures as a developer. We spent six years making Screaming Eagles and plenty of us just wanted it to be done and out on the market. We wanted to do it right, make sure it was complete to a deliverable point. We debated at what price point we should put on the game considering what we wanted to deliver and by a vote we sold it at the price most of you bought it at. But we should have sold it at a lower price and then offer the multiplayer feature as DLC given the number of units sold. By the time we saw where things were headed, it was too late to change the standard price until now. If I could refund the partial amount back to the players that bought it already at the initial price, I honestly would. I never got into game development to screw players over, or even to make money. You're probably rolling your eyes as you read this, but I fervently believe if you create a game that is engaging, entertaining, immersive or innovative in some sort of way and as fun as it can be for you, it should sell no matter what. We're not businessmen/women, we're game developers and we made a bad business decision. We're sorry that we didn't have enough foresight to think about the consequences of these actions. If we ever make another game under this studio, we'll strive to be better at this. But for now, we're calling it quits. We hope you all have a lovely holiday with family and friends. Farewell...at least for now.
Happy Holiday's everybody from everyone here at A Maniacal Game. It's unfortunate for us to make this announcement but our responsibility to do so. We're halting all development for Screaming Eagles as well as any future projects for the foreseeable future. We'll continue to support our game if issues and bugs appear or are reported by users. But the development of new features or the expected multiplayer feature is indefinitely halted. It's not a financial reason, we've talked amongst the development staff to include a client-based multiplayer feature which would help us to avoid the costs of a dedicated server. The reason is more to do with the number of players that have the game. Less than one hundred people have purchased the game and it doesn't exactly warrant the amount of time necessary to devote to the finalization of the multiplayer feature. We take responsibilities for our failures as a developer. We spent six years making Screaming Eagles and plenty of us just wanted it to be done and out on the market. We wanted to do it right, make sure it was complete to a deliverable point. We debated at what price point we should put on the game considering what we wanted to deliver and by a vote we sold it at the price most of you bought it at. But we should have sold it at a lower price and then offer the multiplayer feature as DLC given the number of units sold. By the time we saw where things were headed, it was too late to change the standard price until now. If I could refund the partial amount back to the players that bought it already at the initial price, I honestly would. I never got into game development to screw players over, or even to make money. You're probably rolling your eyes as you read this, but I fervently believe if you create a game that is engaging, entertaining, immersive or innovative in some sort of way and as fun as it can be for you, it should sell no matter what. We're not businessmen/women, we're game developers and we made a bad business decision. We're sorry that we didn't have enough foresight to think about the consequences of these actions. If we ever make another game under this studio, we'll strive to be better at this. But for now, we're calling it quits. We hope you all have a lovely holiday with family and friends. Farewell...at least for now.