The Universim

The Universim

View Stats:
 This topic has been pinned, so it's probably important
Alex  [developer] 5 Sep, 2018 @ 12:37pm
Long Development Time Concern
We think it’s time to address the mammoth in the room. We’ve seen a fair amount of negative comments and reviews regarding our development time, which we want to discuss in this open letter.

Yes, the game has been in production for 4 years, which is certainly longer than initially anticipated. We announced release dates on Kickstarter that seemed achievable, but quickly realized that we didn't leave ourselves enough time to achieve our ultimate vision. It would have been a complete mess to release a rushed game, especially considering this is our first title as a studio. We want to make a huge splash in the industry.

The Universim is a project we have loved and believed in from its very first moments, and we know that’s something we share with all of you. If any of us lacked that faith, we wouldn’t be here today. The Kickstarter would have failed and The Universim may never have existed. Our fans offered us a unique opportunity to make something great, and that’s what we intend to do.

We didn’t want to be another Kickstarter flop. We have far too much respect for our fans and the trust they have placed in us. There are quality standards we have worked enormously hard to achieve, especially considering the size of our team. It has killed us inside to keep everyone waiting, and even more so when we read comments like “too little, too late” or “this is all you’ve done in 4 years?” on features or updates that the team has put so much effort into.

The truth is, game development is a very complicated and challenging process, especially when developing a title that requires so much new technology to be built. We had to rewrite physics systems and AI pathfinding (shift from typical planar movement to a fully spherical, procedural solution that also performs well with large unit counts); construct and optimize a system that procedurally generates planets, simulates weather (everything related to natural systems), and handles all AI-related tasks; and build an engaging and enjoyable experience that bridges the gap between indie and AAA. This is where 4 years went -- building tech and systems that will be used throughout the game (including procedural alien worlds).

Everything we showed in the Kickstarter trailer is still coming, and it’s going to be great. We’ve read comments mentioning that we have somehow cut content out, but that couldn’t be further from the truth. In fact, we have pushed the quality well beyond anything that the initial trailer showcased, but that takes time.

We hate to drag money into this, but it’s been another topic that is brought up constantly. We received around $400,000 through Kickstarter back in 2014. That seems like a ridiculous amount of money, and many of us wish we could have just 10% of that sitting in our bank accounts, but it doesn’t amount to much when you’re making a game. Once you deduct 21% for taxes, remove the Kickstarter fee, remove the Amazon processing fee, and fulfill physical rewards, you’re lucky to be left with $150,000. That makes it very difficult to pay just 4 full-time programmers for a year, let alone freelancers, contributors, and more for 4 years. Continued sales through our website saved the project and got it to where it is now.

There are so many tiny things that add up and extend delays, but it’s been an amazing journey of learning and discovery. We don’t want to give you the wrong idea; we love what we do so very much. All of the setbacks, technical hiccups, and hair-pulling problems have certainly caused frustration for both us and the community, but all of the knowledge we have gained has made the team stronger and more capable than ever. Sometimes, the road you travel can be rough, but the wisdom gained will lead to greatness in the future.

To all of our supporters, past, present, and future, we can’t thank you enough for your contributions. This project wouldn’t exist without you, and we are truly sorry for the delays. All of us here at Crytivo will continue to do our absolute best to make this game something phenomenal. We are proud of everything we have achieved so far, and we can’t wait to show you what’s coming. The major foundations are now present in the game, and it’ll only get better from here.

Thanks again for sticking with us! We hope this clears things up.

All of our love,

The Crytivo Crew
< >
Showing 1-15 of 61 comments
grapplehoeker 5 Sep, 2018 @ 1:55pm 
Thank you for your sincerity and commitment.
I for one, backed you from the start and I'm patient as a rock ;) This isn't the first indie game I've backed and it won't be the last, so I'm well aware of the hurdles your small team has had to contend with. I am not concerned about the time it takes as long as you remain true to your goal. For me it's all about seeing the game realise its' potential and nothing else. So, whether it will reach a v1.0 next year or in two or even five years from now won't matter so much to me as long as it does get over the finishing line.
Keep up the good work and please no more silly political ideas ;)
Silky Rough 5 Sep, 2018 @ 3:22pm 
Originally posted by Alex:
Everything we showed in the Kickstarter trailer is still coming, and it’s going to be great. We’ve read comments mentioning that we have somehow cut content out, but that couldn’t be further from the truth.
And yet you have no problem letting people believe you have progressed further than where you actually have? Using terms like "gameplay" in your trailers is exactly why people, including myself, say what they say about missing content.

You need to clarify the content deliverables on your trailers IN the trailers instead of leaving it to an obscure line in the EA caveat.

The truth is, game development is a very complicated and challenging process,
And many know this - including many of your negative reviewers. The question here is one of scale. The expectation of far more in deliverables within 4 years is not an unreasonable response. Even RPS took note of it.

At the pointy end of the history lesson is the simplest of questions. Can we, the customer, expect project updates and completion within a reasonable timeframe given you have already had 4 years?

If you cannot, the history as stated here, will become irrelevant very quickly.
Xenon Dragon 5 Sep, 2018 @ 5:25pm 
These issues were about to make it or break it for me on weather or not to buy the game. My biggest worry is that you guys didn't seem to even address the issue on here, that is until today.
I have purchased the game and am still warry but playing a few hours I can tell there was certainly some love put into this title so far, lots of small details and little things that make the experience a great one. I just hope your love for your project lasts and you continue to work your miracles on it to push out an incredible game.

I am probably speaking for more than a few people when I say:

Thank You for acknowledging this issue on here!
Just that can help quite a bit with feeling more at ease with your team. Thanks again and be sure to keep giving us updates, Good and Bad on how you guys are coming along. :charm:
Chris 5 Sep, 2018 @ 8:56pm 
No rush - don't give in to the haters!

Unfortunately, with all products released, whether it be a video game or a new line of clothing, there's always some kind of skepticism. It doesn't matter if a game takes a year, five years, or ten years as it is your guy's product. It is unfortunate, but, some people are just not able to communicate clearly, and make it a one-sided argument... ultimately making the situation look worse than what it already is. :/

Some people just need to appreciate the little things in life. Unfortunately, it just takes them some time to realize what they got.
Last edited by Chris; 5 Sep, 2018 @ 8:58pm
GameOverRIP 6 Sep, 2018 @ 12:06am 
Originally posted by Alex:
We think it’s time to address the mammoth in the room. We’ve seen a fair amount of negative comments and reviews regarding our development time, which we want to discuss in this open letter.

Yes, the game has been in production for 4 years, which is certainly longer than initially anticipated. We announced release dates on Kickstarter that seemed achievable, but quickly realized that we didn't leave ourselves enough time to achieve our ultimate vision. It would have been a complete mess to release a rushed game, especially considering this is our first title as a studio. We want to make a huge splash in the industry.

The Universim is a project we have loved and believed in from its very first moments, and we know that’s something we share with all of you. If any of us lacked that faith, we wouldn’t be here today. The Kickstarter would have failed and The Universim may never have existed. Our fans offered us a unique opportunity to make something great, and that’s what we intend to do.

We didn’t want to be another Kickstarter flop. We have far too much respect for our fans and the trust they have placed in us. There are quality standards we have worked enormously hard to achieve, especially considering the size of our team. It has killed us inside to keep everyone waiting, and even more so when we read comments like “too little, too late” or “this is all you’ve done in 4 years?” on features or updates that the team has put so much effort into.

The truth is, game development is a very complicated and challenging process, especially when developing a title that requires so much new technology to be built. We had to rewrite physics systems and AI pathfinding (shift from typical planar movement to a fully spherical, procedural solution that also performs well with large unit counts); construct and optimize a system that procedurally generates planets, simulates weather (everything related to natural systems), and handles all AI-related tasks; and build an engaging and enjoyable experience that bridges the gap between indie and AAA. This is where 4 years went -- building tech and systems that will be used throughout the game (including procedural alien worlds).

Everything we showed in the Kickstarter trailer is still coming, and it’s going to be great. We’ve read comments mentioning that we have somehow cut content out, but that couldn’t be further from the truth. In fact, we have pushed the quality well beyond anything that the initial trailer showcased, but that takes time.

We hate to drag money into this, but it’s been another topic that is brought up constantly. We received around $400,000 through Kickstarter back in 2014. That seems like a ridiculous amount of money, and many of us wish we could have just 10% of that sitting in our bank accounts, but it doesn’t amount to much when you’re making a game. Once you deduct 21% for taxes, remove the Kickstarter fee, remove the Amazon processing fee, and fulfill physical rewards, you’re lucky to be left with $150,000. That makes it very difficult to pay just 4 full-time programmers for a year, let alone freelancers, contributors, and more for 4 years. Continued sales through our website saved the project and got it to where it is now.

There are so many tiny things that add up and extend delays, but it’s been an amazing journey of learning and discovery. We don’t want to give you the wrong idea; we love what we do so very much. All of the setbacks, technical hiccups, and hair-pulling problems have certainly caused frustration for both us and the community, but all of the knowledge we have gained has made the team stronger and more capable than ever. Sometimes, the road you travel can be rough, but the wisdom gained will lead to greatness in the future.

To all of our supporters, past, present, and future, we can’t thank you enough for your contributions. This project wouldn’t exist without you, and we are truly sorry for the delays. All of us here at Crytivo will continue to do our absolute best to make this game something phenomenal. We are proud of everything we have achieved so far, and we can’t wait to show you what’s coming. The major foundations are now present in the game, and it’ll only get better from here.

Thanks again for sticking with us! We hope this clears things up.

All of our love,

The Crytivo Crew

Aslong as there is communication of where things are headed and there is progress many would be all good :)

Don't let this turn into another Godus type affair (amongst many others) where the developers make all sorts of promises, don't deliver on any of them and then have the gaul to just dump the paid supporters alltogether and cease communications whilst working on a free version. Just an example :)
grapplehoeker 6 Sep, 2018 @ 12:39am 
Originally posted by GameOverRIP:
Don't let this turn into another Godus type affair (amongst many others) where the developers make all sorts of promises, don't deliver on any of them and then have the gaul to just dump the paid supporters alltogether and cease communications whilst working on a free version. Just an example :)
In fairness, it has to be said that Godus was the brainchild of the godfather (excuse the pun) of the god game genre, Peter Molyneux. He was responsible for Populous and Black & White, the classic games that have clearly been the inspiration for Universim. Mr Molyneux was an outstanding innovator but also notoriously lacking in terms of management and communicating with the fans. So, you have to take the good with the bad in his case.
What Crytivo can do is learn from his mistakes and continue the openness and honesty that they have thus far displayed and I'm sure that there won't be too much discontent.
Last edited by grapplehoeker; 6 Sep, 2018 @ 12:39am
Lori37 6 Sep, 2018 @ 2:05am 
a mammoth in the room? Waaahhh!

Nah, just kidding: guys, take the time you need to create/make/fix things, but please, keep us in the loop. That's pretty much all I ask....
grapplehoeker 6 Sep, 2018 @ 3:26am 
Originally posted by Kohl:
I'm their creator after all.
Hmm... I have never seen it that way. We are more like a celestial being that has powers able to affect the environment and living creatures, but we are not the creators. Whether we use this power responsibly and to the benefit of life or chaotically and malignly should be optional, but you can't use the creator excuse.
If you choose to be good or evil, then you should own it and not seek excuses ;)
Last edited by grapplehoeker; 6 Sep, 2018 @ 3:27am
Zazzy 6 Sep, 2018 @ 7:04am 
Hi Alex (Sasha) and the team involved with the Universim project,

You have all done an amazing job so far and I want to congratulate everyone on developing such a beautiful game in its Alpha state. I really hope that your venture into Steam has helped with the financial issues experienced over the past four years and boosted the support needed for Crytivo Games to get this project into Beta and final AAA release.

I purchased and played the game since it was made available on Steam, however I have been following its progress for over a year now. I am really glad that Crytivo took the steps to become transparent and publicly state why development has taken so long.

The best thing I have to say that I love about this game is the smoothness, beauty and attention to detail. Flying around (once you get the hang of the controls) feels so natural. Linking it to my personal experience in real life, I get a very similar feeling after deploying my parachute and gliding around observing the beautiful planet and seeing the ‘nuggets’ creating a life for themselves!
The experience and feeling is truly hypnotising, Crytivo have nailed it!

I have been following some other games that have incredible potential such as ‘Star Citizen’ and I believe if your team needs the money, you can easily get it, simply ask by state what it will honestly take to get this game into AAA final release.
This game has incredible potential and any person that states that it is not worth the spend already is naive!

The Crytivo team have taken so many amazing concept ideas from a lot of our past time favourite games as well as creating original ideas and packing them into one masterpiece that is now in development!

Please just please promise me and the community currently supporting this project that Cryptivo will not sell out like ‘No Mans Sky’ and lose its true vision, mission and values for this game.

All the best!
Keep up the amazing work :)
protista123 6 Sep, 2018 @ 9:10am 
Keep up the good work! Better to improve and refine the simulation than to rush.
The last patch showed a lot of effort on your part, and was sincerely appreciated.
All the best! Please know that your efforts are noticed and we have the feeling that, given time, hard work, and patience, The Universim will become one of the top 10 games being played on Steam. It has this much potential!
Joelle 6 Sep, 2018 @ 11:12am 
Awesome game, it is progressing nicely. I'm a new supporter, but am excited to see what is to come over the next year.
grapplehoeker 6 Sep, 2018 @ 11:23am 
Originally posted by Specialt:
Awesome game, it is progressing nicely. I'm a new supporter, but am excited to see what is to come over the next year.
...or two, or three years...
CoolTech87 6 Sep, 2018 @ 11:28am 
Thanks for the letter! Still don't fall into the haters or remarks it's like a Movie you guys are making real movies take years to make they get lot's of bad feedback or remarks even trolls. It's just part of life! Sometimes at work I get people whom are Angery or snap back at me or trolls do I get fired no?! Just a Bad day at the Office! Do keep your day time job!! And your game is Great! I am already a supporter!
Last edited by CoolTech87; 6 Sep, 2018 @ 11:35am
Doomy 7 Sep, 2018 @ 2:27am 
I noticed theres allot more positive response than negative...thetes always an angry offended air head with too much opinion around...I’d rather you acknowledge the supporters and tell us what we could expect when as opposed to explaining yourselves to people that probably haven’t bought it yet...bunch of trolls. Anycase...loving the game!!
Alex  [developer] 7 Sep, 2018 @ 9:31am 
Thank you guys for all your positive feedback & support. This really drives us forward and we are glad to have such an amazing people in our community! Next week we would like to release a roadmap for everyone to see where we are heading towards to and what our plans. You will be able to see what features are coming and what will be implemented next.

Thank you again for your support !
< >
Showing 1-15 of 61 comments
Per page: 1530 50