Edit: Dr.Martex, did you ever purchase the game?
Yeah, we made a lot of mistakes, and we're aware the branding of Blockade Runner (let alone 'ZanMgt') is probably forever tarnished. But meh, we have a pretty cool engine that does things we haven't seen before and actually does allow us to make "all new projects" while we're at it, and above all we enjoy what we do... so we'll deal with the marketing side of things when it comes back to that again.
We aren't blind though, and have been watching the evolution of Early Access and the rise and fall of numerous indie projects while trying to figure out where we can fit in with a return to the public eye. It's just that public attention beyond you guys (the original supporters) does not appeal much to us, atleast not until we have a proper shiney toy that's worth a look, you know?
One thing I think I've gathered after all this time, is that there's really two kinds of games. with two kinds of outcomes:
* Traditional games, with traditional mechanics (i.e. Stardew Valley, FTL, Papers Please) tend to be able to have a sane "develop > debug > release" structure. You know your limits while developing this type of game, and usually are just recreating something that's already been done with a new twist. With indies, these games can be innovative, but aren't crazy in what they're trying to accomplish and have a development scope that just needs to be filled in.
* Innovative games, attempt to use revolutionary mechanics to break new ground (i.e., voxels, procedural generation, mmo with a small team), but tend to never be 'finished', atleast not when you measure them to traditional games. Their development drags on for a long time, and rely on regular weekly/monthly updates or multiple iterations, as well as the promise that someday it can all be put together. The failure I think with these games is usually the assumption that there can be (or should be) a deadline and a "final" version, when the reality is without a gargantuan budget it'd be impossible. The "final version" really has to come from a sequel that refines the concept, and probably with big studio cash to back it up.
So, for a long time, we've hit ourselves hard with what the "finished" version of Blockade Runner would look like, and couldn't figure out why it always seemed out of reach. The issue really comes down to whether we want to make a game that pushes the envelope but is never finished, or make a "traditional" game, with a closed scope. After much mulling, I think (and hope), with our game engine we can try and get the best of both worlds. We can innovate by continuing to develop our steamlined engine that is built for multiplayer and allows some some crazy use of voxels, while making smaller games with limited scope (i.e. A Staryard editor, a Liquid Cubed style game, A capital ship combat game, etc) that come free with the purchase of Blockade Runner. It just means we have to abandon our more ambitious ideas for a bigger game.
Just want to say, thank you guys for even caring though, it means a lot!