Krafton says the former heads of Unknown Worlds were fired with cause to keep them from "permanently damaging Unknown Worlds' most valuable IP."
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KSP2 was bad? I guess I haven’t heard anything about it, lately.

lime!
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the early access release was so broken that development completely stalled

Captain Aggravated
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KSP2 is a pretty apt comparison because it was fucked over by corporate acquisitions.

Someone had a vision, formed a studio called Squad, ran a very successful early access campaign and built a critically acclaimed game. Then, it was acquired by Take Two Interactive which of course has some parent company whatever, and then you start getting ideas like "We’ll make an expansion to the original game. No, we’ll make it a whole other game but it has to be based on the original code, which is a big pile of tech debt spaghetti. They put out some cool looking trailers, they show off some beautiful artwork, then the lizard people in the C suite say “Wait, we could make big profits this quarter if we shut down the whole studio, laid off all developers, and left the game as it is on sale on Steam.” Which is where the game is now.

This is the future of the Subnautica franchise under Krafton. Krafton, by causing this whole kerfluffle by being shitty dead souled businessmen, have already burned down Subnautica.

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They basically did a KSP port to Unity (i think?), slapped a vew graphical modpacks on it and called it a day, failing the promises of better performance, reactive world and giant part-counts. But i wouldn’t say it damaged the franchise but rather the (AAA) franchise damaged KSP.

A few from the old team and some big modders are working now on KSA as a replacement, though there’s not much news yet.

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KSP was already in Unity, think they moved to Unreal? It also wasn’t even a 1:1 port as it was missing a lot of features. More like a port of the early beta of KSP1.

stephen01king
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The team that did the porting had no access to the original dev team, and the performance is worse than KSP1, so I’d say its pretty bad.

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Not only did they not have access to the original team, the studio demanded absolute secrecy. Potential employees were not told anything about the project until after they were hired.

The game required highly specialized skills to make and they made sure the studio wouldn’t be able to acquire those skills.

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Also ksp2 didn’t have half the features ksp1 had. So much was missing from the game that it made no sense to play it over ksp1.

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