Hello Everyone,
First of all allow me to introduce myself, I'm Lee "Noontide" Moon and I am the Community Manager at Subterranean Games.
As you can imagine, those of us here at our office, (5 of us consisting of the whole code team, myself and my boss the CEO and Creative Director for the project) were just gathered around a single computer watching TB's Video; to which we must thank him for his critical and entirely fair review. We are deeply sorry to everyone who has been disappointed by our game upon it's launch; It should have been ready, we were convinced we could make it ready.
Ultimately we were unprepared for how colossal a game like this could be, something that may have been better as a second, third or even fourth title from an upcoming studio rather than their first title. As neophytes to the industry we were overly confident that we could make our dream and the dreams of others come true, on time, within budget and without significant feature creep.
Naturally development of a video game is never simple and we entirely underestimated how complicated a game of this genre could be, while we have the skills and dedication of the incredible people on our team there's only so much that a small team spread across the world can do, we've made mistakes[1] , big ones, which have cost us crucial time and resources and that we have been trying to catch up and deal with ever since.
As TB quite rightly says he's sure we had our reasons for release now and that is certainly true, it also does not excuse us for our failure. It does not excuse us for the poor experience facing many players right now. We recognise the dreams of so many fans, people like ourselves lie at our feet and that it on us to make this right.
The question is now where do we go from here?
The answer to that is simple; we continue to dedicate ourselves, our hearts and souls to this game as we have for years now. We are working around the clock to fix the most critical issues facing our players at this very moment, the gamebreakers, some new and some which had hidden themselves amongst the code for years. We are continuing to push patches as fast as we possibly can for these issues and we are committed to ensuring they are fixed as soon as possible.
That's our short term strategy, once the critical issues are out of the way we'll be polishing up the other areas of the game. Examples like the placeholder text, left over from the mismanagement of a writing deficiency on our team, we have clearly defined our design goals for these and in some cases have text ready, we'll be getting those implemented as soon as we can. 4-Player Multiplayer and Skirmish will be re-implemented once we've re-stabilised them and their lobbies replaced with the correct ones as soon as our UI contractor is back. Needless to say we'll be going over the whole game and working out where improvements are needed, based off our own vision and feedback from our community.
Even longer term as you may be aware we have plans to expand the game, but we do not intend to even start on these until the above issues are fixed.
Though I'm sure this may appear hollow please accept our humblest apologies, I'd like to assure everyone that we're deeply committed to this project, this game and to our community.
Finally we'd like to thank everyone for the support we've received over the years, that's our Kickstarter backers, without whom we couldn't have started, early-access purchases, without whom we couldn't have reached this point and all of you who have deemed to support us since release.
It is thanks to your support and faith that we can continue to develop War for the Overworld and hopefully bring it to the standard expected by you, ourselves and of the Dungeon Management Community.
Thank you,
Lee Moon Community Manager Subterranean Games