Let’s talk about dates for a moment.
In the past, we’ve been very reluctant to talk about target dates – and with good reason, because (like almost all games) development has taken longer than expected. In our Kickstarter campaign, we set a target launch date of December 2016 – which obviously didn’t happen, and that means we are fast approaching the point where our project will be more than a year over our original timeline.
…and that sucks.
BUT, while we are regretful of the delay, we also stand by the decisions that have led us here: namely, whenever we hit a point where something is “not good enough,” we make the (often quite painful) decision to go back, spend more time, and rebuild it.
Traditionally, there is a temptation to view large projects as a linear set of tasks; check all the boxes, ship it and you’re done. Crowfall® has never been that kind of project. Our company’s victory condition requires living up to the faith that our backers have placed in us. We need to fulfill the promise of Crowfall, a dynamic-world MMO where the players control the world, and we need to make it great.
Iteration makes the game better, but it also means more time.
Our first combat iteration wasn’t good enough. You said so, we agreed, and we fixed it… which took many months. Our movement controller wasn’t responsive enough. You said so, we agreed, and we fixed it… which took more months. We want to thank all of you for being patient and for continuing to support us through these iterations.
So, all of that said…
It’s pretty apparent that we’re not going to soft launch Crowfall by the end of this year. We know that won’t be a shock to most of you. This has been a FANTASTIC year of progress for the project; we have functional Kingdoms, Campaigns running 24-7 in our LIVE environment, and the 5.3 version (with separate Races and Classes, the Skills revamp and more) just rolled out to TEST.
But “progress” isn’t the same as “done”, and obviously there isn’t enough time left in 2017 to get everything done. For that reason, we’re resetting the “line in the sand” to next year and we’re going to push like hell to get the game to soft launch as early in 2018 as we can. I’m not going to give a more specific date than that because the goal isn’t (and has never been) to make some artificial deadline. The goal is to make Crowfall a virtual world unlike any other, a game where we hand the fate of the world to you, the players.
That’s OUR victory condition as a company, and the idea is as exciting now as it was when we started ArtCraft – and, as always, we want to thank you for your continued patience and support. We couldn’t be doing this without you.