
At the time, many people, including myself, pointed out that this loss of players is completely normal.

From its all time high of 30,000 daily players, Vermintide 2 went down to 12,000 in April, and kept crashing down to 5,000 in May.

Nowadays, however, the game is not really doing very well. Huge amounts of hype kept flowing regardless of these very serious problems, and people kept buying. Still, this staggering screw up didn’t affect Fatshark.
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In not one situation did we ever have such a profound breakdown in process that we did not know what version of our software our customers were using. I have been a professional programmer for 15 years now, and I’ve straddled gaming, banking, data analytic, and real estate industries in that career. Nobody noticed this bug for weeks because the “public” build internal Fatshark was not the same as the actual “public” build that was on Steam. Vermintide 2 ended up making headlines earlier this year when the game sold a million copies in about a month, following fever hype from a small, committed base of raving fans that staunchly set themselves behind the game, despite a troubled beta process and a few incredibly embarrassing technical faux pas in following release, including one instance where the core balancing mechanic of the game was broken. In that decade, though, they’d never had a better opportunity than when they got the chance to crack at the Warhammer Fantasy universe with the now-famous Vermintide. The Swedish developer has been making games for almost a decade now, and in that time has gone from the curious mess of Lead and Gold, to the very solid Bionic Commando Rearmed 2, to the cult favorite War of the Roses.
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It turns out, honesty really is the best policy.įatshark knows how to complete a game.
