Blood Moons No Longer Receiving Major Updates - Will Remain in Indefinite Early Access

If this excellent project were released as a DLC for 7DTD, it would be very well-received; however, selling it as a standalone game and scaling back development on 7DTD would backfire. Breaking away from an established model is a very unwise choice. If it were up to me, I’d improve the 7DTD server so it runs more smoothly and make this DLC a playable option within it—like hosting team challenges in certain locations to earn rare items, and so on. This is just a joke, so please don’t criticize me for this comment. I’m just kidding. Hahahaha
 
I ended up getting so sick of seeing all the negativity about TFP and the game i decided to buy it to try it out of pure spite.
But after buying it and loading it up, i could not figure out how to start a game. It just kept saying cannot find game and i could not find a way to play solo.
 
It doesn't really surprise me that much. A lot of the marketing of it seemed to be towards 7D2D players, but it isn't the same kind of game, so my thought when they first announced it was that only a very small percentage of 7D2D players would play that game. They really needed to market it to others instead of to us. For that matter, I don't think I even heard anything about it anywhere other than on this forum or if I was specifically looking up 7D2D or Bloodmoons on Steam, so marketing seemed to be really poorly handled.
 
They really needed to market it to others instead of to us.
They really needed to think twice before hopping aboard the "live service", predatory bandwagon. There are too many reasons the C-suite's pipe dream failed to list, not least because those who play such games picked theirs long ago and aren't looking for any new ones. Yet, industry execs insisted every studio and its brother produce one, which is much of the reason for the massive layoffs, company reputation ruination and studio closures in the industry of late, including such respected names as Arkane. (See: Redfall fiasco. Nothing like tasking a studio with no experience producing live service games to produce a live service game. See also the Fallout 76 launch dumpster fire. Same phenomenon: task a single player studio with no experience producing live service games to produce a live service game. The writing was on the wall even then and some executive or other decided to just dump FO76 on the market and wash their hands of it before it was anywhere close to being finished with predictable results. I suppose BGS can be credited with "saving" it despite Phil Spencer's plans to axe it and I'm obviously using the word "saving" loosely.)

Even Obsidian had been tasked with producing one by somebody. That's what Avowed was supposed to be until someone somewhere managed to convince one C-suite exec or another that Obsidian should stick to what its good at and Avowed was stripped of that nonsense. Too late not to affect the game, apparently, but that's where we are with the centralized, homogenous industry at large: it's completely unconscious, unregulated, excessively greedy phase and developers & players both are paying the ultimate price with company (studio), job and income losses. Of course, the temporary boon afforded the industry by the Covid pandemic also played a part among many other factors.

I'm sure it's tempting, especially for the triple As, to produce lousily designed money-making machines based on the mobile, "FTP" business model that run on automatic and require only that their in-game stores function, but (as the C-suite obviously haven't noticed), veteran players, especially, aren't going along with it. They must think "the masses" are not only billionaires, but dumb as rocks.

Out of line? You bet. I can see the surprised emojis now, but honestly think it would best for game development companies of all kinds (but especially the indie variety) to become consciously aware that industry trends and financial bubbles aren't healthy for the prospects of long term success and viability.
 
In hindsight I would guess that young players who mostly would want to play such games would either want better graphics or wouldn't want to pay upfront for a "less-than-AAA-quality-graphics" game.

And naturally, as Riamus said, the gamble to market it to 7d2d players in the hope that this would give the necessary attention-push on steam was amitious and did not pay off. There once was a mod that did something comparable and was somewhat popular, maybe that was what made them think it could work. But that mod had still a lot of vanilla in it, bloodmoon was far away from its roots in timings, world interaction and graphics.
 
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