Monsters and Memories (Project_N) - Old School Indie MMO

Kirun

Buzzfeed Editor
21,269
18,366
So let me get this straight...

The current plan is: stay mostly part-time volunteers for "a couple of years," use Early Access funds to hopefully transition into more full-time staff, and then eventually deliver a 1.0 that contains "a couple expansions worth of content"…after years of incremental development? That doesn't sound like a roadmap to me, it sounds like a prayer.

This is exactly the monetization reality people have been pointing out. You're effectively saying: We don't have the manpower now. We need subs to maybe get the manpower. Once we get the manpower, development will accelerate. Then, after years, 1.0 happens. Then the real long-term content cadence begins.

That's not how modern live service works anymore and that's what I've been pointing out ad naseum. Early Access is not a magical bridge that lets you float indefinitely while "eventually" scaling up. It's a clock. And that clock starts the second you charge money. The brutal reality is that Early Access isn't just a funding stream (though many devs treat it as such now), it's also your reputation. If players perceive that they're paying to subsidize a multi-year buildout with mostly volunteer staffing, you're dangerously close to the pattern we've seen repeatedly - early hype, paid EA influx, slow cadence, population drop, revenue shrinks, "We'll accelerate once we can hire" becomes impossible and now content ambitions quietly scale down.

That's the blueprint for the graveyard of the last decade of MMOs.

And the language here of - "we'll get to 1.0 in a couple years," "we'll scale up staffing," "we'll add more full-time team members once we can" reads less like a funded production pipeline and more like an aspirational bootstrap. That works in a single-player indie. It is extremely risky in a subscription MMO with server costs, live ops, support, and player expectations. You don't get infinite time just because you call it Early Access. Modern audiences don't wait three years for a volunteer project to find its financial footing. They churn. Fast. And once they churn, reacquisition is brutal.

The part that really jumps out though is this idea of launching 1.0 with "a couple expansions worth of content." That sounds great on paper. But expansions take teams. Systems teams. Encounter designers. Itemization balance passes. QA. Infrastructure. If you don't have that now, you're effectively saying: "Trust us to build a much larger version of this later, using money from this smaller version." That's not inherently malicious but it is financially fragile and feels very "scammy".

All of this is where the chickens come home to roost on the earlier debates. You can't simultaneously: reject Steam exposure, reject broader monetization, target a 5-10k niche, rely on volunteer labor, and promise multi-expansion-scale scope. Something has to give. Either the niche grows, monetization expands, or scope contracts. Those are the three levers. Right now this reads like an Early Access gamble: use sub revenue to slowly bootstrap toward a larger team and hope retention holds long enough to get there.

That's not impossible. But it's not some romantic "we're just making what we love" fairy tale either. It's a high-risk funding strategy in a genre that has chewed up far better capitalized teams. The concern isn't that they shouldn't dream big. It's that the timeline and financial scaffolding don't match the ambition and in 2026, ambition without runway isn't "charming". It's a massive red flag.
 
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Quaid

Trump's Staff
12,423
6,954
None of that is unexpected. They have talked about the various modules coming after ea for ages. Module 2 with the trolls is end of year in best case scenario, but early ish next year is probably more real. Figure another race+ city and surrounding zones every ~8 months or so after that until they are done with them. Other hub cities, and dungeons etc in there as they come.
Easy 2-3 years right there.

I'll be surprised if Module 1 launches before December. Beta and EA will surely take developer attention.

When did the tree city become available to run through? Last July? 8 months later and it's still not close to fully populated or finished? These hub cities are massive undertakings and unless they are WAAAAAY ahead of what they've shown in Module 1/Underdocks I'm expecting long waits once EA starts.
 
Last edited:

Gravel

Mr. Poopybutthole
46,228
166,766
So let me get this straight...

The current plan is: stay mostly part-time volunteers for "a couple of years," use Early Access funds to hopefully transition into more full-time staff, and then eventually deliver a 1.0 that contains "a couple expansions worth of content"…after years of incremental development? That doesn't sound like a roadmap to me, it sounds like a prayer.

This is exactly the monetization reality people have been pointing out. You're effectively saying: We don't have the manpower now. We need subs to maybe get the manpower. Once we get the manpower, development will accelerate. Then, after years, 1.0 happens. Then the real long-term content cadence begins.

That's not how modern live service works anymore and that's what I've been pointing out ad naseum. Early Access is not a magical bridge that lets you float indefinitely while "eventually" scaling up. It's a clock. And that clock starts the second you charge money. The brutal reality is that Early Access isn't just a funding stream (though many devs treat it as such now), it's also your reputation. If players perceive that they're paying to subsidize a multi-year buildout with mostly volunteer staffing, you're dangerously close to the pattern we've seen repeatedly - early hype, paid EA influx, slow cadence, population drop, revenue shrinks, "We'll accelerate once we can hire" becomes impossible and now content ambitions quietly scale down.

That's the blueprint for the graveyard of the last decade of MMOs.

And the language here of - "we'll get to 1.0 in a couple years," "we'll scale up staffing," "we'll add more full-time team members once we can" reads less like a funded production pipeline and more like an aspirational bootstrap. That works in a single-player indie. It is extremely risky in a subscription MMO with server costs, live ops, support, and player expectations. You don't get infinite time just because you call it Early Access. Modern audiences don't wait three years for a volunteer project to find its financial footing. They churn. Fast. And once they churn, reacquisition is brutal.

The part that really jumps out though is this idea of launching 1.0 with "a couple expansions worth of content." That sounds great on paper. But expansions take teams. Systems teams. Encounter designers. Itemization balance passes. QA. Infrastructure. If you don't have that now, you're effectively saying: "Trust us to build a much larger version of this later, using money from this smaller version." That's not inherently malicious but it is financially fragile and feels very "scammy".

All of this is where the chickens come home to roost on the earlier debates. You can't simultaneously: reject Steam exposure, reject broader monetization, target a 5-10k niche, rely on volunteer labor, and promise multi-expansion-scale scope. Something has to give. Either the niche grows, monetization expands, or scope contracts. Those are the three levers. Right now this reads like an Early Access gamble: use sub revenue to slowly bootstrap toward a larger team and hope retention holds long enough to get there.

That's not impossible. But it's not some romantic "we're just making what we love" fairy tale either. It's a high-risk funding strategy in a genre that has chewed up far better capitalized teams. The concern isn't that they shouldn't dream big. It's that the timeline and financial scaffolding don't match the ambition and in 2026, ambition without runway isn't "charming". It's a massive red flag.
"Please pay us $15 a month so we can finish the game in a few years."
 

moonarchia

The Scientific Shitlord
<Bronze Donator>
29,861
58,063
"Please pay us $15 a month so we can finish the game in a few years."
No Way GIF
 

bolok

Trakanon Raider
1,390
782
I'll be surprised if Module 1 launches before December. Beta and EA will surely take developer attention.

When did the tree city become available to run through? Last July? 8 months later and it's still not close to fully populated or finished? These hub cities are massive undertakings and unless they are WAAAAAY ahead of what they've shown in Module 1/Underdocks I'm expecting long waits once EA starts.
Tree city isn’t a real hub city like NH is. But I’m not sure when it was first avail. I only started seriously poking around in those zones fairly recently. It’s missing some notable trade skill npcs, but is fairly fleshed out in terms of vendors and quests at this point.

I know they’ve been working on module 1 for sometime already, but it’s all secret mode except for flashes of models or animations. Even so, end of year wouldn’t shock me for it.
 

Quaid

Trump's Staff
12,423
6,954
Tree city isn’t a real hub city like NH is. But I’m not sure when it was first avail. I only started seriously poking around in those zones fairly recently. It’s missing some notable trade skill npcs, but is fairly fleshed out in terms of vendors and quests at this point.

I know they’ve been working on module 1 for sometime already, but it’s all secret mode except for flashes of models or animations. Even so, end of year wouldn’t shock me for it.

I was wrong - it wasn't July.

Faelindral was launched January/February 2025. If it's not a hub city and a plain-jane starter city takes over year to flesh out fully, we're in for a long ride.

 

Hatorade

A nice asshole.
9,358
8,849
Give me Trolls and a few more starting cities along with current content and I am mostly good. My biggest annoyance is bag space and inventory management. If I need to switch out both my weapons to equip my logging axe don't make it a chore. Give me an EQ style bandolier, or allow a macro. If I have 3 small bags and 1 giant stop auto putting small things in my giant bag just because it is closest to the left.

Trade skills all still feeling like pre-pre alpha is also of concern, mostly because of how important they are. Don't need EQ2 level of sub combines or vanguard diplomancy system but something cohesive and not needing 300 scraps of cloth to maybe make one bag would be a good start.