Really weird thing to happen before the game is even released. The game previously got delayed and is now being moved to a different team.

  • @[email protected]
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    547 months ago

    It’s so sad when you go back to the early dev diaries on YouTube where the guys who made PA1 are clearly just creating a passion project. And now PDX has turned it into just another one of their DLC treadmill games and introduced a slew of game breaking bugs in the process.

    • @[email protected]
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      177 months ago

      Yeah I was an early adopter myself, it was my gateway drug into rimworld and dwarf fortress. I stopped playing shortly after they sold the studio

      • @osprior
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        157 months ago

        Introversion still exists and wasn’t sold, they’re making a somewhat similar game now - The Last Starship.

        • @[email protected]
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          57 months ago

          PA is still fun if you can look past the bugs. It’s a really interesting twist on the colony sim formula to have basically an adversarial relationship with your pawns. It makes you think about security zones in much the same way as someone designing a secure facility like a bank vault or military base.

      • @Quetzalcutlass
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        7 months ago

        I believe the last pre-Paradox build is still available under Steam Betas.

        It’s a damn shame what Paradox did to the game. It turned from a near-perfect sim with excellent optimization and stability into a laggy, buggy mess with loads of DLCs that both fixed and introduced more bugs. So the usual Paradox product, where stability is completely random based on which DLCs you own.

    • Shirasho
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      37 months ago

      The first game is still loaded with bugs to this day. I had no faith in a second game, and this news does it no favors.

      • @[email protected]
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        7 months ago

        First game was relatively bug free before paradox bought it. Then once they started pushing them to add DLC content, the bugs started appearing rapidly. It’s so transparent exactly what was happening behind the scenes. PDX pushed them to add DLC to recoup their investment, and the deadlines they pushed didn’t let the studio implement them properly on top of the existing codebase (which they didn’t create with endless DLC in mind) without cutting corners like crazy.