At the same time tutorials are less common. Learning a complicated game isn't that much fun if it turns out to be something that you don't like but sometimes it can take a long time to learn a game that is worthwhile. You might think this is fair, that people who buy games and then refund them repeatedly are getting something for free, but it isn't that much fun. The trouble is that it takes me awhile to learn a game and I don't even remember all the games I've tried out and returned. The second time they wouldn't let me return the game because I spent more than 120 minutes total playing the game between the first time I bought it and the second time I bought it. If you owned it once before and returned it after playing for an hour they put that hour on your new timer and if you don't pay attention your 120 minutes to evaluate the game will soon be gone and you won't be able to return it. A few years later I bought it again and what steam is doing now is they do not start you with a new gameplay timer. I bought the game but got it refunded when it was early access. Thank you for all your time and effort Alex. I for one, will continue to play and enjoy ROI for a long time to come. I wish You and the team at Recipe for Disaster better luck than you have all had to face with ROI. ( I use the very recent news from "The Settlers 2022" as an example, as even they had to postpone the release from this Month to the end of the Year, as the game did not meet with the gaming communities very high standards, normally associated with that Games history, to say it got slammed with its comments is an understatement ). Even the player-base itself can often cripple a game before it even makes it to market, thankfully ROI did, and I am really glad that happened. Indie companies have to fight so much harder to get their games noticed over the much bigger, better financed and recognizable companies. Having followed ROI since Alpha/Beta times, and still playing around 4 days EVERY week ( So yeah, You and the Team did that good a job on ROI Alex ) ) Sadly this is something I witness on an almost weekly basis, especially to the smaller Indie companies like Dapper Penguin Studios / Kasedo Games. Really sad, to have seen this happen to such a great game, that must have been a really tough decision having to sell the IP. We always strive for providing entertaining afternoons and evenings of grey matter content, and we'll keep working as hard as we can to keep doing it for you all. Once the 1.0 build is out, sales should go up (there is a lot of hesitation to buy an Early Access game), so the planned content can be developed post-launch, for free. The game will not be cancelled nor abandoned, but please understand that maybe the scope might be reduced a bit, combined with "ready when ready" patches, to take into account the reduction in team size (I simply cannot pay everyone with these sale numbers). All support will go through keep in mind that now all hands are on Recipe for Disaster. This means that the game will never be updated by our studio, Dapper Penguins. I'm not even a moderator in my own creation's forums, or received nor will receive a single cent of any sale that happened this year. It was sold for pennies, in a desperate move to keep paying everyone in the studio and not close the doors, preventing Recipe for Disaster to be left abandoned and unfinished.Īll this to say that everything related to Rise of Industry is no longer in my hands I don't even have access to the source code, art or music. I say this now, to let you know that some months ago, I had to do one of the most difficult things I've ever done: selling the Rise of Industry IP. ![]() Unfortunately, after over two years making Recipe for Disaster, the income from Rise of Industry has long since ran out, combined with the depressing, heartbreaking and saddeningly low sales and exposure the game is getting. The idea was to have a cyclic development: the success and income of one game, would fund the next one, endlessly. Of course, this would've never been possible without everyone's support, feedback and dedication over the years, ever since our humble beginnings on itch.io. Once finished, we spent an extra couple of years adding more free content and mechanics to what was an already entertaining and enjoyed game. ![]() Ended up taking over half a decade of our lives and countless debts and credit cards to make it see the light of day. It suffered many ups and downs, but in the end, it was an incredibly rewarding and telling experience. Rise of Industry was our first big project. This will be a difficult open letter to write. Just want to take some time to sit down and update you with the situation. Hey guys, hope you are all doing fine and you're safe at home.
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