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Monetization and the financial state of Subterfuge

PostPosted: Sun Mar 20, 2016 10:17 am
by wtfruit
I apologize if these are discussion that have already been had (recently). I've been playing the game since last October, I have a fierce love-hate relationship with it and I don't want to see it die out. I was following the devblog, then I stopped for quite awhile. Yesterday another player mentioned in passing that the devs won't continue the game due to lack of profits. I checked back into the devblog and the forum to see if I could find any more information on this but haven't found anything recent.

Anyway, partially I'm posting this because I'm curious about the projected future of Subterfuge at the moment. Do the devs currently have a grim outlook on its future?

The second thing is that this discussion may have happened already, but this is a game that I would willingly pay a subscription to. I already paid the $10 fee without complain, but if a subscription model is what it would take to be able to continue playing, I would gladly do so and that's pretty rare for me to say.

Re: Monetization and the financial state of Subterfuge

PostPosted: Sun Mar 20, 2016 10:26 am
by roadkiehl
It looks like the devs have moved on to other projects. It just wasn't a profitable game.

Re: Monetization and the financial state of Subterfuge

PostPosted: Sun Mar 20, 2016 11:27 pm
by tombolala
Ahoi,

I think it would be a good idea to create subterfuge 2 with not too much effort and get people to pay $10 again (or maybe $5 for upgrading). Also I think the game has potential to run very long as this is a very outstanding game.

In general the leaderboard with points I think is not such a good idea IMHO. I think people should fight for medals - or in general try to win the game and not for finishing in some lower position, but gain few points. I got the feeling this leads to people taking no risk.

Also I think the game takes too much effort. This is also mostly because after some time people have more speed and can even attack one of your outposts during the time you are asleep and you are not able to counter it then. That is also the reason I will take a break now ;-)

/tombolala

Re: Monetization and the financial state of Subterfuge

PostPosted: Mon Mar 21, 2016 2:03 am
by tw2000
Yes we (as forums regulars) have all discussed these issues to great depth. They will come under some rather solemn sounding titles is you go back far enough in the General Forums (within the last 10 pages definitely, but probably the last 5 there are quite a few). and Tom, I had proposed a way around the problem, but the Devs didn't get around to implementing it.

But, just in case you're curious, my idea was to create 'lightning subterfuge' (borrowed from the chess 'lightning chess'), in which players play an average game of subterfuge in 30 minutes to an hour. This means less checking throughout the week, and more games. A higher rate of action means that more young people will probably play it as well. Unfortunately, as I had said already, the Devs just didn't have any time left... :(

We've also discussed other issues including hand-overs and sources code disclosing, but nothing has happened so far (as far as I know anyway)