Any horror stories about Tactical Intervention, anons?
http://www.moddb.com/games/tactical-intervention/news/ti-reloaded-crowdfunding-campaign
https://archive.fo/pPQtP
https://www.kickstarter.com/projects/1837299704/tactical-intervention-reloaded
https://archive.fo/e6vix
>Against our better judgement, we had to release TI almost one year ahead of schedule. We had no choice but to do as we were told, since not all, but some of our publishers and investors did not understand that our concerns were justified.
>There was a long list of technical issues – most notably catastrophic bugs and glitches that caused many crashes, threw players out of the levels or caused them to get stuck.
>In the end, the game that we were forced to release was an alpha-version with a lot of potential, but little to no polishing and a number of catastrophic flaws.
>We have since spent four years – some of us unpaid for some of the time, others for all of the time - working very hard to repair the broken bits, and what we’ve come up with is in all honesty a decent and honest First Person Shooter.
>Unfortunately, in the end we lacked the means to keep up the very expensive infrastructure necessary to host the quite terrible “Free to Play” payment system, so the game had to be shut down.
>First of all, we want to bring it back on STEAM for USD 14.99 in a one-time-payment that gives you access to every weapon, every piece of equipment and anything else that is relevant to the gameplay. We want to use the downtime to get the last remaining problems of the game fixed, to make it substantially better and worth every penny of those $ 14.99.
>That means to rip out anything related to the F2P-concept, including the cumbersome inventory and shop system. We want the game to be accessible, simple and fun, yet precise and properly balanced.