Safe Travels
Greetings Voiders,
Despite our best attempts, we will be closing our doors.
We reached out to so many publishers, influencers and media outlets etc. to no avail, not even receiving the courtesy of a single rejection email and as some of you may know our crowdfunding campaign reached less than 1% of our meager goal to simply survive and keep working on a great game.
We have no regrets with our chosen pricing structure - a full game for a fair price - and sadly could not survive one set back after another, both personally and professionally, having sold less 150 units, half of which were refunded for reasons as simple as 'Its a Unity game' among other minor issues such as not having keybindings on early-access release. At the end of the day, we did our best and failed miserably and blame no one but ourselves for this failure.
We'd like to thank the few of you that did believe in us and support us but sadly we have to let you and ourselves down. our biggest mistake: having little to no funding and putting too much time and effort into making our game technically sound in every possible way and having fair pricing in a market that has long since outgrown it. It really is a pity that the small things we thought would give us an edge went completely unnoticed, as we did, for the most part.
We bid you all farewell, and safe travels.
Despite our best attempts, we will be closing our doors.
We reached out to so many publishers, influencers and media outlets etc. to no avail, not even receiving the courtesy of a single rejection email and as some of you may know our crowdfunding campaign reached less than 1% of our meager goal to simply survive and keep working on a great game.
We have no regrets with our chosen pricing structure - a full game for a fair price - and sadly could not survive one set back after another, both personally and professionally, having sold less 150 units, half of which were refunded for reasons as simple as 'Its a Unity game' among other minor issues such as not having keybindings on early-access release. At the end of the day, we did our best and failed miserably and blame no one but ourselves for this failure.
We'd like to thank the few of you that did believe in us and support us but sadly we have to let you and ourselves down. our biggest mistake: having little to no funding and putting too much time and effort into making our game technically sound in every possible way and having fair pricing in a market that has long since outgrown it. It really is a pity that the small things we thought would give us an edge went completely unnoticed, as we did, for the most part.
We bid you all farewell, and safe travels.