Camelot Unchained’s latest newsletter reaffirms its old-school business model

    
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We’ve had one Camelot Unchained newsletter, yes, but what about second newsletter? Then prepare for paragraphs from City State Entertainment as it showcases the work of animation debugging and lighting improvement.

As in previous newsletters, these topics are drilled down to significant depths, as one dev talks up his last year’s worth of work on creating a tool to help with the process of improving animations in terms of its functionality and GUI visuals (seriously there are a lot of paragraphs and pics about a tool window), while others outline new solutions for global illumination and showcase several improvements in terms of nighttime visibility, shadows, and how it all drapes across various types of textures.

The newsletter closes with yet another round of promises from City State Entertainment boss Mark Jacobs regarding hiring more people whose sole purpose is working on the MMORPG, speeding up the delivery of CU, and “a number of other things” in the coming months.

“First, before anybody gets concerned, the changes I’m talking about have nothing to do with adding Web3 stuff of any kind, as many games have tried to do. Camelot Unchained was intended to be and still is intended to be an old-school, buy-to-play game with a subscription. Secondly, I’m also not talking about doing a 180 with the game and turning into a WoW-like clone or some such silliness. So, what am I talking about then? Over the last few months, we’ve made some additions to the team that we are going to be talking about before the end of the year. Some of these additions, with more to come, have considerable experience with the kind of game that we want to see Camelot Unchained become. We have also restarted looking to add people to the team again, with some new people being tasked exclusively for Camelot Unchained. Our initial focus will be to look at all the tech, design, and art assets of the game currently and get the game in the kind of shape that we want it to be – fun.”

“For now the best thing for me to do is to say that the work of Camelot Unchained continues to move forward,” Jacobs concludes. “And when we hire the right people to the team, I expect the pace will pick up.”

MMORPG veterans will know that Camelot Unchained, which was originally Kickstarted in 2013, has taken flak over the years thanks to delays, the founding of a second studio, the announcement of a second game using CU’s custom-built engine, delayed refunds, and lack of accountability. The game entered its “beta one” phase back in 2018, with tests capable of putting 3000 humans and bots on the battlefield simultaneously. Though CSE said in 2021 it was still paying refunds and working on both games, some players still say their 2020 refunds haven’t processed, and Final Stand Ragnarok is unpopulated. As of 2023, CSE raised an additional $15M from investors and claims to be “hiring like crazy” but is still evading press inquiries.
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