Stormgate Comeback Still Possible But CEO Calls It A Huge Challenge

Stormgate had a hard early access launch. CEO Tim Morten explains what went wrong. He also says what he would change next time.
Stormgate Comeback Still Possible But CEO Calls It A Huge Challenge
Stormgate is a real time strategy game that was created by a group of experienced developers who once worked for Blizzard. The game was promoted as a fresh new RTS that could carry the spirit of StarCraft forward. When it first appeared in early access about a year ago many players became excited. The promise of a self published title with the quality and depth of StarCraft sounded like a dream for strategy fans. The developers at Frost Giant Studios spoke about big ideas and features. Many people expected a polished experience with strong competitive play. Sadly what followed was not what many fans had hoped for. The game was released in a state that was not ready for such high expectations. Even the chief executive of Frost Giant Studios Tim Morten admitted that the game was undercooked. Players who tried it were disappointed and their feedback was harsh. The full release that arrived last month did not fix these problems. Instead the reaction from players became even more negative.

Stormgate was built to compete with StarCraft for the title of best RTS game. It placed a heavy focus on player versus player battles. Each faction was designed to have enough strength and unique mechanics to be competitive in the game meta. The idea was that no matter which faction a player chose they could have a fair chance at winning if they played skillfully. However the execution fell flat. At the start the game lacked depth polish and stability. Even after major updates the game never recovered its reputation.


Today Stormgate holds a mixed rating on Steam. Only forty nine percent of the total reviews are positive. The recent reviews are even worse. Just thirty nine percent of recent feedback from players is positive which gives it a mostly negative rating. These numbers show that the community is not happy with the full release. Players who may have been willing to give the game another chance now feel that the problems run too deep.

Tim Morten shared his thoughts on LinkedIn about what went wrong. He explained that Stormgate launched into early access before it was ready and he accepted responsibility for this decision. He wrote that the product scope the speed of implementation and the available time and capital all played roles in the disappointing launch. He also mentioned that there were regrettable communication moments with the community which only made the situation worse.

Morten said that if he could go back and do things differently he would have limited the early access version to the campaign and the one versus one competitive mode. He would have held back on adding more modes until those core elements were fully polished. He also admitted that the studio should have been more rigid with their deadlines and not rushed content before it was ready. These reflections show that the studio overhyped the project and underdelivered on its promises.

Despite all of these issues Morten believes that Stormgate still has genuine potential. He acknowledges that realizing this potential will not be easy after such a rocky beginning. He explained that any launch even when labeled as early access tends to create a binary outcome in the minds of players. People quickly decide whether they like or dislike a game and that opinion rarely changes. Recovering from a bad launch is extremely difficult. He used No Mans Sky and Cyberpunk 2077 as examples of rare exceptions. These two games managed to turn their reputations around after poor launches but such cases are uncommon. He referred to them as unicorns among games.

Morten also shared his thoughts on what Frost Giant would do if it were launching Stormgate today. He said that the economic climate is different now compared to last year. In this current climate the studio would need to take a more radical production approach. This could involve outsourcing labor from outside North America to reduce costs. It might also include the use of AI to handle some tasks. Employing a chatbot or other AI tools could be a bold strategy to save money and improve development speed.

Unfortunately many problems in game development are linked to funding. Even a double A budget like the one used for Stormgate can be insufficient if the game fails to make a strong first impression. The poor communication with Kickstarter backers and the disastrous full launch have harmed the studio’s reputation. The result is that the game now has an average of only eighty nine players this month. This is a very small player base for a competitive RTS game.

To understand why Stormgate struggled so much we can look at several factors. First the early access phase is meant to gather feedback and improve a game but it can also damage a game if the initial version is too weak. Many players who tried Stormgate early formed negative opinions that persisted. Second competitive RTS games rely on a strong and active player community. Without a healthy number of players matchmaking times become long and the quality of matches suffers. This discourages even more players from participating creating a downward spiral. Third the studio’s communication missteps created a sense of mistrust. Backers and fans felt misled or ignored which reduced goodwill.

The comparison to StarCraft added pressure. StarCraft is remembered as one of the best RTS games of all time with polished mechanics deep strategy and a dedicated esports scene. Trying to claim that crown without meeting those standards set Stormgate up for criticism. Fans expected the same level of quality and when they did not see it they reacted strongly.

Frost Giant’s acknowledgment of mistakes is a positive step. Admitting fault shows honesty and a desire to improve. However rebuilding a community’s trust takes time and consistent effort. Future updates and communication would need to be carefully managed. Adding new content or improving existing systems alone may not be enough. The studio would need to show that it listens to feedback and can deliver on promises.

The idea of using AI or outsourcing could be controversial among players. Some may view these moves as cost cutting measures that could further reduce quality. Others may see them as practical steps to survive in a difficult economic environment. Balancing these approaches while maintaining quality would be challenging.

Stormgate’s situation is a reminder of how fragile the success of a game can be. A bad first impression can overshadow years of work. Even talented developers with a good concept can stumble if timing scope and communication are mishandled. For future projects studios can learn that focusing on a polished core experience before expanding features is vital. Building trust with players is equally important.

In the broader context of the gaming industry Stormgate’s story fits a pattern seen before. Games like No Mans Sky and Cyberpunk 2077 showed that recovery is possible but rare. Other titles have faded away after disappointing launches. The difference often lies in the resources the studio can dedicate to fixing problems and the patience of the community.

As of now Stormgate faces an uphill battle. With fewer than one hundred active players on average it is difficult to sustain competitive matchmaking. Without significant changes or a major update that captures attention the player base may continue to decline. Frost Giant may need to consider relaunch strategies or partnerships to breathe life back into the game. They may also explore ways to engage the remaining community and encourage word of mouth support.

In conclusion Stormgate began with high hopes but failed to deliver a polished experience. The developers admitted their mistakes and outlined what they would do differently. While there is still potential in the game the path forward is uncertain. The story of Stormgate is both a cautionary tale and a lesson for future game developers. It shows that even with experienced talent and a beloved genre success is never guaranteed. Careful planning realistic promises strong communication and a commitment to quality are essential for any game seeking to earn and maintain a loyal player base.

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