I begin to fear deeply for plucky little pixel art Star Trek simulator, [I]Halcyon 6: Starbase Commander[/I]. The Kickstarter was a decent success for developer Massive Damage, netting about 4 times its original (tiny) goal of $40K CAD just over a year ago. In the process of doing so, they tacked on a ton of Stretch Goals and seemed pretty upbeat, as any newfound indie devs who just came into almost 200 Grand would be!
In the intervening year, they’ve [unsurprisingly] blown past their December 2015 launch date and eventually decided to pre-launch as an Early Access title on Steam in January. While the newspost itself made the reason fairly clear, a dev comment solidified it:
Originally posted by Massive Damage:
@Tim we’d like to get extra funding so I can keep the team as full sized (10) as we are now. i know there has been delays already but the game is SO SO MUCH BETTER and FUN today than it was back in November (our original estimated launch date). We want to get the game in your hands as soon as possible but there’s no point in launching something that isn’t good. It won’t help our company and it’s not delivering our promise to make a great game to our backers.
Shades of Space Base 9, anyone?
There was a little grumbling from backers over the proposed EA price (some to-do over changing exchange rates, IIRC), and questions about whether Alpha Backers would actually get access first (they would, by a couple of weeks at best). But for the most part, backers seemed happy to hear the game was coming along and apparently nearing release.
Well, in any case, the Early Access launched last month, featuring the game’s First Act, no ground combat, a simplified Officer progression system, and more than a little test artwork here and there. But, it reviewed well and apparently was decently fun!
The devs are now updating that they’re very pleased with how the launch went (was in top sellers for a time) and happy that people liked it (95% “Liked It” on Steam EA). . . but. . .
Originally posted by Massive Damage:
Despite the initial sales, our daily sales now are much lower than we expected. It’s tough to get people to trust in an Early Access game so we have a ton of people who put us on their Wishlist but have yet to purchase. That’s why your reviews are so important!
. . .
What’s our strategy to maximize our sales and maintain our team? Well, we are not resting on our laurels that’s for sure. We’re going to keep pushing towards the Final Release of the game as soon as possible!
. . .
Once the two major updates are out, we’ll launch the Full Release version of the game. After the Full Release, we’ll work on immediate stuff like Linux version and the stretch goals (as promised!).
Some backer customization rewards will be incorporated before Full Release but some of the other ones will be dependant on the completion of some stretch goals. The physical backer rewards like the Artbook and soundtrack will be finished once the Full Release is stabilized and final content is fully complete. We want the best version of these rewards as possible and we can focus on that much better once the game is complete.
Ah. . . well then.
I remain hopeful that the game comes out and is exactly and cute and fun as I hope it will be (really hoping for a mix of Spacebase DF9, Orion Trail, and FTL myself), but with so much of the game unreleased, sales slowing, talks of staffing cuts more regular, and news that stretch goals and physical backer rewards aren’t even yet on the horizon, I am. . . doubtful :(