There are a few things I want to point out. Firstly: Josh promised he would release the game on different platforms such as Steam; this contributed to the pool of Kickstarter money he received. I don't think anyone can deny that. He thus has an obligation to fulfill that to the best of his abilities, unless he is a con artist (which he is not: he has always intended to release it to us, and that much is very clear). I normally agree with you, Flatfingers (well, apart from politics

), but the idea of "the community doesn't matter to Josh" simply doesn't make sense. The community has
always mattered to Josh - otherwise, why would he have made the dev videos? Why would he have hired me as community manager? Why would he have been making these devlogs in the first place? Sales matter to him as well. He intends to go back to school after Limit Theory comes out, according to what he's said. In order for that to happen, he needs to earn
something from LT's release. Something else that matters to him is continuing his career, and if he doesn't release LT to good acclaim, how can he expect anyone to want to hire him? I've talked to him enough to be certain that he knows and understands all this very well.
No, the idea that Limit Theory is being developed solely for himself is quite silly, in my opinion, and I'd say it's a result of trying to read "too far" between the lines, to the point that it's essentially being taken out of context. The
intent behind what Josh said was to reassure people that
everything would be okay and things would naturally improve as time went on. He wanted to let people understand that he wanted the game just as much as we did - that he wasn't doing it purely for money, and he wanted it to be a good game.
That should be the takeaway from his words, not that he doesn't care about us. He clearly does, in his own way.
The thing is,
Josh is very, very bad at PR. He merely "got lucky" with trying to be a showman early on, as it turned out people
liked when he was a showman. This was actually a bad thing overall, unfortunately, because it was very much non-sustainable, and because it caused more problems in the long run - showing again that Josh just doesn't always "get" PR. Another thing that shows it plainly is that he wants to give us big, flashy updates, when all people really need is "I'm still working, here's what I'm working on this week, catch you guys later!" We're working on that, though.
To address a few other random points:
- People are
absolutely within their rights to be dissatisfied with the current level of communication. I am too! If I had more info on what was going on and
any ability to share it, I'd be making updates myself to help everyone stay up-to-date.
- There are plenty of successful games that spent three or more years overcoming technical problems. The first that comes to mind is Team Fortress II. There are others as well. Usually it results from engine changes - which is pretty much what Josh has been dealing with as well. I'd say it's expected, and quite far from being a problem that's unique to amateur programmers.
- Limit Theory does not need to "compete" with other space games. I don't know about you guys, but I have a whole library of games to play - dozens at least - and I've played and enjoyed almost all of them. He doesn't have to "outdo" anyone else for his game to be successful. There's plenty of room for more. Most people play more than one game in their lifetimes.
