


Having watched this game change over time from Closed Beta 1 onward it feels like they knew certain balance changes were bad for the game and would kill it early but did them anyway. So again, thank you.Īll Clash really needed was a few minor tweaks which we had given advise on but it fell on deaf ears and would have helped with player retention especially for those who weren't a fan of the BR mode or Dominion. Spellbreak transformed our studio and touched the lives of so many. While this is goodbye for Spellbreak, I cannot thank this community enough for the support and help along the way. While we could not get the escape velocity needed, I do not regret the bold decisions we made in bringing Spellbreak to life. We picked a hard path as an independent studio and decided to compete with some of the biggest games in the world. Spellbreak was not able to break through and reach a sustainable place where we could continue to invest in it in the way we had dreamed of. Unfortunately, the game industry is a difficult business. It is even more difficult to tell you that we will be shutting down Spellbreak early next year. It is challenging to sum up the experience of both building Spellbreak and launching it to the world with the help of every single one of you. Over 10 million players have dropped into the Hollow Lands, which is an incredible milestone for any new IP launching from any developer. Spellbreak was the first game ever released fully cross-platform with cross-play on day one across PC, PS4, Xbox One, and Switch. The excitement and engagement from the community allowed us to push the boundaries on quality, gameplay, platforms, and more. When we started development on Spellbreak, we thought we would be lucky if we got an early-access, PC-only release. I feel we achieved that-in combat, art style, storytelling and more. Spellbreak started as an idea to create a revolutionary multiplayer fantasy experience.
