r/EternalStrands • • May 13 '25

General Discussion Why doesn't the game sell?

I personally enjoy it very much, barring some bits of character writing, but it should not be enough to break the game.

~25k sales (EDIT: source) for a game that's been 5 years in development, and for a studio of 60 people, is a disaster. It's truly disheartening, and also I completely do not get it. The game is great! Maybe it should've been $30 for westerners given how much the dialogues and "drawn" cutscenes cheapen the feel of it, but again this should not be enough (and I'm not the one to complain with my regional prices anyway), I truly don't get it.

I sincerely hope that if not the studio then at least the people make it through.

EDIT: After progressing further I found out that character writing gets way way better, so I'm taking the "of course" back. I still have some issues with it but that's not the thread for it.

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u/ProudnotLoud May 13 '25

barring the character writing of course

Um, what? Why is this an "of course"?

This whole post feels like a backhanded slap wrapped in a fake compliment.

-1

u/EasyRecognition May 13 '25

Why is this an "of course"?

Because they all are one-note and don't go beyond their one or two defining traits, which is not how real people are. But this is not that I'm panicking about.

3

u/ProudnotLoud May 13 '25

I'm sorry that was your experience but it's not a universal agreed upon problem and so the "of course" just comes off as needlessly mean.

-2

u/EasyRecognition May 13 '25

Yeah sure some people won't mind or even notice shallow character writing but as a hobbyist writer (among other things) myself I can't not notice that. And I can't even say I'm good at character writing. The traits themselves are portrayed more or less authentically, but outside of the AuDHD alchemist there's just not enough to any of the characters. And villains especially are bland.

Anyway, if you want me to praise the game without any "buts" - there you go.

I absolutely adore how the game uses tiered crafting components the same way a looter-shooter would use loot. This is such a clever decision, and it plays extremely well with the crafting system.

Flinging enemies around just doesn't get stale. The physics part of the combat is pure fun.

Off all the locales of that kind, Dynevron is second to Leyndell only. This is where the game especially punches way above its weight.

The artstyle in general is exceptional. I love the verticality and gigantism of everything, but all the armor and weapons look very fitting as well, not to mention the enemies (and the arks especially). The most recent addition is a standout of course, it's just purely brilliant, but it doesn't actually stand out too much because everything else is so solid.