I was falsely lured by promises!
As explained above, we've tried to do what we felt was best with the game's direction to deliver on the end-game promises. The game is still on-going in development, and you were warned before purchasing that the game came "As is".
I never received a playable product!
W28 (http://gfycat.com/PleasingFavorableBison), W71 (http://gfycat.com/WellgroomedImaginativeAmericancrocodile), Micah's Unity Standalones (http://forums.blockaderunnergame.com/index.php?board=32.0), the New Engine builds (http://forums.blockaderunnergame.com/index.php?board=29.0)
I can play earlier versions, but they're not a complete game!
Hence "alpha", in development, etc.
I want to play the newest version!
We're finally approaching "stable" again, with the only thing holding it up is our automating the process of releasing new builds so we're not wasting hours and hours of precious development time for each build we release. The long delay is due to our foregoing (and therefore, failing) the promised "sandbox builds" in 2014, and instead having integrated Artemis (http://gamadu.com/artemis/) and CS-Script (http://www.csscript.net/) deep into the game's code.
The FAQ and other pages are horribly misleading!
This is being corrected this week. We'd long been planning a switch to a new website, but the wait for the CMS we're looking to switch to (ghost.org (https://ghost.org/)) to mature is taking too long.
You guys look like a mess!
We put our efforts towards development of a game instead of our appearances. That said, for the sake of the Founders we'll try to take some time to tidy up.
Unity3D means your engine is kaput!
No, it's not. Our custom game engine is flexible, built off of low-level DX, and streamlined for our game's unique purposes. That said, with platforms like Unity3D maturing, we can easily tie into any one of them if it were to become necessary.
You don't need a custom game engine!
Yes, you do. If you see an original ground-breaking game that's not "Early Access", it's usually with a custom engine at its back.
You're too slow at making a game engine!
Star-Made's engine took four years (2008-2012), with content made afterward. Space Engineers took five~ years (via Miner Wars' VRAGE engine, 2008-2014), with content made afterward. We started our new engine in 2013, and are probably about halfway done with it.
When your engine is done in
2016 2017 2048, it'll be behind everyone else!
It'll also have been built for modern hardware (DX12, 64-bit, SSD) from the outset. We're on schedule, but aiming for the longterm.
You guys don't have enough sales to make this game!
We greatly appreciate your financial support for the game, but we've always been self-funded. We charged money for the game to eliminate any perception of the game being a hobby or freeware.
There's too much competition out there already!
Good, a healthy market! When Blizzard was developing Starcraft back in 1995, there were over 70 other RTS games in development. Blizzard released Starcraft in 1998 as a graphically inferior game that was way behind schedule.
Nobody will care when the game is released!
Welp, we're gonna make a game we think is fun and unique and hope others agree. We're glad the folks at Grinding Gear Games never listened to such nonsense when they spent 7 years making Path of Exile (http://www.pathofexile.com/)!
You guys suck at marketing, even if you make a good game nobody will know about it!
We'll worry about the marketing when we're clearly getting close to launch.
You need to get popular like [X] and [Y] if you want to be the next Minecraft!
We're setting out to make a quality game we think would be fun to play. We're not interested in being the next Minecraft. Edit: Not meant as a dis on Minecraft, but a fact that we're not delusional enough to assume we're going to trigger a global phenomenon.
Too many people are copying your 'idea' for BR!
Nothing original about voxels in space.
Why don't you tell us your original ideas then!
We're a long ways away from being done. What sense would there be in giving the 'competition' new material to work from?
Why continue selling the game as Early Access then?
This is a question we've wondered recently. Notch's Early Access model is ill-suited for our agile, yet slow and quiet nature of development. We want the game to be sold on its own merit, and after years of watching the rise and fall of Early Access, we're convinced that the EA sales model is (with rare exception) built almost entirely on hype and disappointment despite the best intentions of the developers. Hindsight is 20/20 and all, but we very much regret that the toxic nature of Early Access was the introduction to Blockade Runner for so many people.