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Chronicles of Elyria Face Layoffs

By: Fevir posted at Jan 17, 2018 6:49 pm
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Chronicles of Elyria has had to put forward a bit of a staffing correction after having anticipated a long term investor or publisher would come on board this year.  From 2016 to 2017 the team over at Soulbound Studio had doubled in size but without being able to secure additional support they've had to issue layoffs to be able to sustain the new employees based on sales in the store.


This news comes on the back of the criticism they have faced after dropping SpatialOS midway through development as well as selling the $10 000 Monarch Founder's Packs.  I believe each move they've made has been for the best of the game and their studio and these are the types of things that generally happen behind closed doors- conversations made without people being able to watch and listen.. but in a crowdfunded title aiming for transparency you get to see and watch as the money you so generously pledged is spent on things that don't pan out or are learning experiences.


I think Ch

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One Step Forward or Backward? Chronicles of Elyria Drops SpatialOS

By: Nocht posted at Jan 16, 2018 7:30 pm
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Just this week, Chronicles of Elyria announced in a very long, end of the year recap post of 2017, that they will be stopping their usage of the developing platform, SpatialOS. They will be utilizing in-house means for further development. Now, SpatialOS is not a game engine, it is simply a platform on which Chronicles of Elyria could be built, meaning its developers still had to write all of its code. From myunderstanding of the long blog announcement, Chronicles of Elyria is essentially saying that the game could be brought to life easier, cheaper and perhaps faster without SpatialOS as a means of foundation building.

More about Chronicles of Elyria - https://mmopulse.com/game/chronicles-of-elyria


Here is what they had to say about it:

"When this happened, the engineering guild and I spent several meetings exploring our options with respect to shimming an interop layer between SpatialOS and our JavaScript-based backend. But in the end, we realized that it would be too

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