[Zelter] About Future Development Plans

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14 Nov 2024
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Hello everyone

I'm Sangbin Han, the CEO of G1 Playground.


It's been over two years since I last posted a Zelter development Development note.

I would like to sincerely apologize for not sharing the development status with you.

I have nothing to say to our backers who have supported us since the Kickstarter...


Zelter was last updated in October 2022, and we've been unable to make any further updates.

We apologize. I'm so sorry again.


As you know, Zelter's early success has been terrible.

The amount of content, the quality of content, the bugs... none of it was right.


Zelter's Early Access was a forced release because we couldn't afford to pay our employees anymore.

But I don't think that's an excuse.

Sorry...


We managed to raise investment after launch, but the sales and reviews of the game were already at a point of no return.

So we decided to do it right and do it once, rather than multiple updates, so we spent almost a year preparing for the update.


However, because of the rushed development, the program structure was messed up, and there were so many things to fix, the development speed was too slow, and as a result, the year-long update was a failure.


Sales were disastrous, pushing the company to the brink of bankruptcy and causing the entire staff to leave. 

Inevitably, development of Zelter came to a halt.


This left me, the founder, deeply depressed, and after an extended stay in the hospital, I began to think deeply about the reasons for Zelter's failure.


I concluded that the reasons for Zelter's failure were as follows.


1. The survival game genre requires more development manpower, longer development period, and higher development skills than expected.

2. adding multiplayer features to a single-player game is like reinventing the wheel.

3. Zelter is fundamentally flawed from its basic game mechanics.


I think the biggest reason for its failure was that a few amateur developers thought they could make it in a short period of time.

I don't blame anyone but myself for making poor decisions due to my lack of skills as the CEO.


I would have loved to start working on Zelter again somehow, but the company was already in so much debt that we couldn't hire people reliably, and Zelter's development kept getting pushed back.


I'm embarrassed to say that I sold my house and car, hired a small team of people, and have been slowly getting the company back on track by paying off debts through outsourced work. I'm looking for additional investment, but it's not easy to find it in the current economic climate.


We're also pulling out projects we've developed and abandoned in the past, tweaking them, and getting them ready to launch.

It's slow and frustrating, but we're slowly getting ready to resume development on Zelter.


I believe that in order to avoid repeating the mistakes of the past, we need a minimum development period and an environment where we can retain talented developers.

I'm going to get the company back on track as quickly as possible, set up an environment where we can develop a full release version of Zelter, and then resume development of Zelter. 


I can't say yet when we'll be able to start development, but I do believe that a full release of Zelter is a goal that we will work towards as long as this company is alive.


We'd like to apologize again to everyone who believed in us, and to the many people who have shown interest in Zelter,

We ask for your patience as we work hard to resume development on Zelter as soon as possible.

We'll do everything we can to make sure Zelter has a successful launch.


We apologize and thank you.


Sangbin Han

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