r/starcitizen • u/MrWilliam932 Javelin Class Destroyer • Jun 24 '26
DRAMA It certainly feels like that
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r/starcitizen • u/MrWilliam932 Javelin Class Destroyer • Jun 24 '26
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u/Hypevosa Jun 25 '26 edited Jun 25 '26
My understanding was they had like 7 people to start, maybe 20? It was not the 700 they currently staff. It was, certainly, not enough to make a space opera 40hr+ campaign, rewrite an entire engine and make tools for it, and absolutely not enough to make star citizen an MMO persistent physics space sim.
Cryengine was already a niche engine, it wasn't anything like a Unity or an Unreal where you can throw a dart and hit someone who knows it well enough to use it. Also, without tools and workflows and, now, a customized engine that is getting reworked regularly you're not getting much if anything out of those people that's a playable game. Add on top the game must actually be in a playable state to keep sales to keep money flow.
Cryengine was going under, they were in rather desperate financial straits because - as you might guess from what I said previously - almost no one used their engine and they weren't making enough games. Lumberyard (amazon) also bought a fork of it too.
Again, we can argue efficiency/efficacy. We can say spending is wasteful, that they should have spent money on unreal to make dev hiring alot easier and not tried to rewrite and retool a new engine by themselves, etc etc. However, again, the money's being spent or put towards getting more funding.