And by "included" you mean you got about squat so far
Sure but then I never set a 'due date' for myself when I tossed my 35 bucks at Roberts. I did that only because of the brilliance and scope of the concept, as it read like a dream coming true - with the knowledge most dreams are called as such because that's what they are
Regardless, legally, I do believe I was sold a service/product with a summary of things it contained and SQ42 was in it along with the starter ship and early access. In fact most if not all pledges were like that. The earliest versions also included a lifetime insurance on the included in it, but that was somehow altered, or at least they stopped selling that. And rightly so. But I think I'm entitled to a full refund if the product is not as advertised anyway...
Just for perspective because I checked again today....
View attachment 140198
Did it count down from last time? If so, all is well
Just to put that in perspective we were promised the game in 2012 then they announced Squadron 42 and therefore the game would release in 2014 it is now 5 years later. In terms of content yes I agree with you but what is the point of all of this content if you cannot actually play the real game. I too would love to have $20000 of disposable income to buy that Capital ship(s) they are offering. Don't get me wrong Space Sims are one of my favourite genres but SC reeks of a true lack of logistics.
See this is the sentiment I don't quite understand. Did you log in yet?
The game is being developed with a wide open build for the community. As in, alpha. You can actually SEE the progress that is being made and anyone who's gone into it, I'm sure has to agree there is quite a lot already done. I mean, I've already played deathmatches in FPS mode, I've walked around space stations in a live player hub and I could dogfight with other players at a glorious 100+ FPS in max settings and with impeccably detailed ships all around. What's really missing, in the larger scheme of things, is the actual content. But really, that is the easy part. The harder part is creating the framework to build your content around and they did start from scratch; no assets from past titles, no nothing, and even some mid-development engine woes with CryEngine > Lumberyard and also major adaptations to it.
Another thing that will have likely happened with Lumberyard is a performance/graphical shift. When dev work started, the scope for GPU development and the progress in it was different from today. Also, new API's have come round. Windows 10 is now the thing instead of 7. Etc etc. All of these things pile onto a long dev cycle.
Regardless, what we've been getting lately has been regular new builds with actual content updates, new things, and fixes. This points at work being done, at a decent 'burn rate' for the project tasks, which translates to actual progress towards a set end goal. Teams and projects need those goals, and trust me they have them, otherwise you can't run a project.
Now, does Roberts keep wanting more? Sure! Will he get everything? Hell no. Is some of it purely there to milk more? Obviously, I dare say most of it. But, the crowd seems to be a fantastic cash cow so far. What more can you ask for as a project leader, when you can just conjure up more budget?
The moment those sales start to die down is the moment we oughta worry, and thát will be the moment Roberts is forced to shut the hell up and get product out. You have to understand: this is
a crowd funded project. If the crowd stops funding, the project must finish. The alternative really isn't pretty for the gaming biz, for Roberts, faith in the industry and all of its employees, etc. I doubt that's the intention.