We’ve seen declining player numbers and player investment for a while now, and diminishing returns on all of our latest gameplay changes and marketing campaigns. With the state of the current playerbase we’re no longer in a position where working on Battlerite and Battlerite Royale are sustainable as main projects for the studio. But today we’re announcing that we will be scaling back on development, and things will be changing moving forward. Throughout it all, Battlerite became a defining identity: not just for the studio, but also for the people who work here in office on it every day and for the people who play it online. There have been new Champions, new events, new tournaments and leagues, and a lot of memories and friends made. From its inception as the successor to Bloodline Champions, to an Early Access launch that blew expectations out of the water, to a Free to Play launch that shattered the previous concurrent player record. Battlerite has been a project that has gone through a lot of evolution and change within the past four years of development.
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