For all of those who have been interested in playing with me when they start the servers back up, I will be posting relevant information in here. Hopefully, they can get these issues sorted out so we can dominate the server.
The announcement of the servers being taken offline here
Inside scoop because IF broke “NDA” first . Whenever J.C. Smith posts, some reality bombs are dropped.
On a more positive note, what your first 40 minutes will kind of look like
Here’s to a swift resolution of their troubles.
meh its to be expected. games have problems at times ya know
Well, these are the new plans that they have. Not completely unexpected on the move to Unreal, but there is a fun little addition they decided to add in.
Atleast they’re coming with new info 😀 That’s a good sign
Fragmented is out! Earlier backers should now have a key in the Steam game library. Initial cost is 25$
So, as I’m sure no one has been paying attention to this, Above and Beyond Tech just got bought out by Idea Fabrik PLC. Under normal circumstances, I would try to cash out and move my broken heart along, but what they’re doing is re-releasing the old Hero Engine game, and they’re trying to do it in the next few weeks.
Here is the main post. Lets hope they don’t goof on this.
Always good to see a game get a bit of a turnaround, might take a second look.
Nice timing with the post too, just a day short of a year later~
From the big man of ABT.
by J.C. Smith » Sun Jan 15, 2017 8:57 am
@dandaab: Fragmented was our means to generating money because we didn’t feel that going back to Kickstarter would go over well. We had a pretty high overhead when fully staffed, and we didn’t have nearly enough money to port to a new engine without generating money as it would take some time. Fragmented was our means to generate that. It let us get acquainted with Unreal Engine and it was forming the base code that we would need to reuse for Repop. The basic idea was to get Fragmented with a small team (we couldn’t afford to have the full staff for that length of time) and then to use that money to restaff, build up the new client as we went, basing it on the Fragmented code but adding in the MMORPG specific bits (quests, networking, abilities, etc) based on top of that to become Repop. Give Fragmented to all Repop players for free as some type of a compensation for the downtime because we knew it would take us a year or more to port to Unreal Engine and get things into a ready enough state for testing. This also gave us a chance to test code during the process because we were unfamiliar with UE4. It allowed us to use the same graphical assets that we had used in Repop which allowed us to get it to the market quickly. Most of the people who worked on Fragmented were doing so on a percentage (minus support staff who was on salary). We allotted a portion of the money to go into the company (which covered server costs and the money that went towards servers and Repop).
The problem we ran into is that we overestimated the amount of money it would generate. And we also underestimated how angry some players would be to see this happening, when our move was intended to get Repop to a launch and we felt that was the best chance of doing so at the time. In our timeline we would have been fully restaffed last summer and we expected to be able to be back into testing by the end of the year. Fragmented did not generate enough money to ever get there though. Originally it was doing okay, but not as well as we had hoped. This set us back but it was recoverable. We began to develop the Repop specific bits of code while developing Fragmented, but never got back to fully staffed.
Repop players understandably began growing irritated by the downtime, and applying pressure in the form of negative reviews, and that coincided with Steam moving to a Recent review system instead of the overall review system. This wound up slamming us down to mostly negative reviews on the Recent Reviews and Mixed on the overall reviews, and at that point sales basically died. People’s checks got far too small to survive on (below minimum wage) and some staff members needed to start looking for ways to make ends meet and splitting time, which was further setting us back. Once you get into that kind of cycle it’s tough to recover. So we set our hopes on the console release for Fragmented as the means to turn things around. So the situation was spirally into a dangerous direction and we began to become very concerned. Players also began to become concerned and the negative reviews and comments became more and more common.
So at that point our hopes were entirely pinned on the console release doing well enough that it could get us back on track so we could restaff, but we knew that even after we got to that point it would take probably around six months to get the content where it needed to be. While splitting time between the two games we were able to get most of the gameplay systems into various stages of completion, but content was a different story due to the staffing issues. We were doing everything we could to turn things around while making next to nothing over the past few months but we had to start facing the reality that if Fragmented did not go well on console, we may not be able to complete it. And meanwhile players just got angrier and angrier and we felt that it was unfair to them to put them into this situation. We had to find a way to get the game launched.
This is where Idea Fabrik entered back into the picture. A lot of things had changed for both of us since our paths had split last January. This was a move that made sense for both them and us. It ensured that the game would get back online soon and at this point their financial situation was much better than our own, which will allow them give the game the staffing that it deserves. After opening conversations back up with them we felt that they were the best bet for the games survival and success. They have a lot of reason to want the game to be successful. Not only financially, but as a showcase for the engine. In speaking with them we felt they would work hard to make the game a success. It’s certainly hard for us to give up control of a game that we spent years developing. That was a hard choice. But when we looked at the possibly future scenarios we just felt this was the best play to make. And I believe Idea Fabrik is going to do right by players in this scenario. We’re also going to be involved to an extent, as well.
We understand the criticism here. If we’ve let you down, all we can do at this point is apologize. Things haven’t go according to script. But you own all own a copy of the game. Servers will be going back online soon. There will be quite a bit of new content in the pipeline. The 15.10.2 patch was massive ( viewtopic.php?f=28&t=11137 ) and never saw the light of day as its launch date coincided with when these issues first began. Idea Fabrik is adding new content as well. I hope to see a lot of players giving it a chance when the servers go back online.
TLDR, shitheads posting negative reviews tanked Fragmented sales, which destroyed ABTs income, which tanked Unreal Engine TheRepopulation, so they had to sell it to IF
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