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Asset Flip
One of the games I was looking forward to during the previous Steam sale was one called Grand Emprise: Time Travel Survival. The trailer was amazing, the premise novel, the gameplay was survival-crafting, it had it all! So, imagine my dismay when I read this review:

You can read the full review yourself, but the gist is that the one-person “dev” downloaded a bunch of Unreal marketplace assets and just dumped them as-is into his game. These environmental assets have demo areas already built, along with tools to customize that area or create new ones, but apparently the dev just used the demo areas. Other reviews point out that the dev has a very cynical marketing mindset wherein he publishes a lot of similar asset flips in Steam trying to determine how to generate traffic (and revenue) using as little effort as possible.
This is further supported by the fact that “Karagon (Survival Robot Riding FPS)” – yes, that’s the actual name – was another indie title this dev released three months ago. I had been looking forward to Karagon too, as a sort of ARK substitute to hold me over until the remaster/sequel got released. The reviews further reinforce the notion that the dev swoops in, dumps a game with recycled assets, and swoops away with whatever cash wasn’t refunded.
The concern about asset flips is not limited to this one specific dude, of course. In my last post, I was talking about Craftopia and all the cool things (and a lot of jank) going on there. What I had not realized was that the devs of Craftopia are the same ones as the upcoming Palworld. If you haven’t seen the amazing trailer for Palworld, take a quick peek now, because it’s worth it. Big publishers can have multiple teams working on different products, but something tells me that that isn’t exactly the case here. In PocketPair’s defense, Palworld is slated for an Early Access release January 2024 and Craftopia has a roadmap that ends in September of this year.
In PocketPair’s non-defense though, their latest trailer showed this area for a split-second:

Is it exact? No. I suppose there are only so many different ways you can construct a stone bridge. And, you know, if you need to put out a trailer for an alpha game to generate buzz, you may as well use whatever you have laying around in any case. That said, the shenanigans with Grand Emprise have made me a bit sensitive to this situation. Was Craftopia’s “Seamless Update” really intended to enhance the game? Or did they want to beta-test their Palworld alpha?
There is potentially a conversation to be had as to whether asset flips are bad at all. Things like microtransactions and DLC put the monetary side of the industry front and center, but it is easy to forget that these things that bring us joy are a product being sold. Therefore it is a bit presumptuous of me to characterize someone as being lazy and cynical when that can technically describe all capitalistic aspects of product development. I’d very much prefer devs to have a passion for the game they are making, but as long as it’s fun, who cares? There are apparently many people who played Grand Emprise and had fun with it.
…yeah, no, can’t do it.
I try to have at least one paragraph where I take the opposite side of the argument just to see if there is something I’m missing, but I don’t think so in this case. Asset flips are shitty and it’s especially frustrating to be a fan of the survival genre when it’s apparently ground zero for this chicanery. We are indeed deep in this bizarro world in which even “completed” games feel like abandonware, but Grand Emprise is a whole other level of nihilism.
I suppose we as gamers are not “owed” the same level of passion as ConcernedApe (Stardew Valley) or the people behind Terraria, but it’s still just sad. We become invested in these gaming experiences in a way that we don’t for other products. So, to me, exploiting that investment oftentimes diminishes my very capacity to be invested in things in the future. That is… just restating the definition of being jaded, but the actual diminishment feels much more personal somehow.
Oh well. Caveat emptor and all that.
Impressions: Craftopia
A lot of developers, even in the indie space, like to play things safe. Even if the genre is something out of left field, a lot of the basic game design still feels like +10% skill bonus here, clearly defined tutorial there. Early Access is treated as a soft launch – which it definitely is – of the final product instead of an opportunity to just go nuts.

Meanwhile, Craftopia is the nuts. I don’t remember the last time I played something where you could just feel the devs sitting around a whiteboard saying “That sounds cool, let’s try it out.” And since the team is from Japan, they are already coming at design from sometimes extra weird angles.
On the face of it, Craftopia is… well, let me just post this from the Steam store page:
Craftopia is the brand new multiplayer open-world survival action game.
We have imagined what would happen when we combine our favorite video games altogether.
Chop trees and mine stones as in Sandbox,
Explore the world as in Open-world,
Fight the hunger as in Survival,
Cultivate and harvest as in Farming,
Collect loots in dungeons as in Hack-and-slash,
Automate activities as in Factory management,
Hunt monsters and creatures as in Hunting action,
Cast magical spells as in Fantasy RPG.Now we have a utopia for all of us. That is Craftopia.
After destroying the world in the opening credits, your character emerges from a tutorial cave and you can basically do whatever you want. The game looks like Breath of the Wild and/or Genshin Impact, including the ability to gecko-climb up every surface from the get-go (and build a glider soon after). Following the breadcrumb quests will take you to some NPCs and a small town where you can get acquainted to the crafting. The thing to know is that you can basically build anywhere, which will be important later.

Before the big Seamless World update in late June, the game was basically a series of instanced islands and you needed to unlock things to open portals to other places. Now, you can basically go anywhere you want right off the bat, although you will of course encounter higher-level enemies the farther afield you explore. One of the principle progression mechanics is unlocking special pillars across the landscape using crafted goods. Once you supply the necessary ingredients and then press the button at the top of the resulting pillar, you progress the “Age” and unlock new crafting possibilities.
Let me talk about the pillar for a second though, because it was amazing to me. I supplied the ingredients and then it shot up into the sky. I started climbing the pillar, which is something you can just do, but I started getting nervous halfway up because the ledges were very tiny and, admittedly, the game has a lot of jank. So I threw down a wood platform so I wouldn’t fall off. And then I slapped my forehead with the realization that I could have just built a spiral staircase to reach the top. Which I then did. There’s a floating island you need to reach to get some upgrades, and I presumably would have learned that lesson had I done that earlier, but whatever.

Aside from the crafting aspect, there is a lot of experimentation in the Skill trees as well. You can choose to use Magic of various flavors, enhance your normal weapon attacks, unlock basic movement skills like double-jump, and more. When I played, a large portion was simply unselectable placeholders, but what exists is plenty inventive and makes me feel excited for the possibilities. One Skill lets you throw a knife and then teleport to that location. I was a tad disappointed that its range is limited, but it reminded me how much fun I had with Rogues in WoW with Grappling Hook and Shadowstep.
Also, apparently there is an entire Pokemon element in the game wherein you can capture and breed anything in the game, including NPCs (!!), and ride them into battle (!?!). Actually, I haven’t tried to see if you can ride the NPCs, but I have ridden a cow and what looked like a Shy Guy from Mario 2, so I wouldn’t be surprised.

Also also, there are dungeons with traps and boss fights. Building is more limited inside, but there was a sequence where you had to come up with something to avoid fireball turrets and infinitely falling giant iron balls that roll down the main ramp. I hesitate to call the boss combat Soulslike, but you do need to dodge and counter-attack at precise moments to avoid damage. Or summon a bunch of pets/NPCs and spam attacks? Didn’t try that, personally, but maybe it would work.
What I will say though, is that currently Craftopia has a lot of jank. Like, a lot a alot. When I played, damn near half of the NPC dialog was in untranslated Japanese, and what was in English was very clearly machine-translated. According to one patch note the untranslated dialog was due to a bug, but let’s just say that this isn’t exactly an AA game experience at the moment. It certainly is A game experience, and definitely a BBB game if I ever saw one.

And that’s fine. What I love about Craftopia already is that it can improve in so many different ways and directions from here. That sounds like a backhanded compliment, perhaps, but my point is that these guys threw the entire box of spaghetti at the wall, instead of just a normal amount. With what they got going on so far, I am not worried about them necessarily cutting features and/or nerfing certain builds into the ground. Which means we could just have fun for once in completely unique ways. How many times does that happen?
The one negative I’ll say is that it’s difficult to justify playing exactly right now. For one thing, there is apparently some kind of critical Save Game bug, which is about the worst thing that can happen with a survival-crafting game. But more than that, I worry about playing through things, getting my fill with the novelty, and then them releasing a whole bunch of new elements that I don’t get to experience because I’ve moved on. That’s a Me problem, 100%, but it’s there. The roadmap suggests that an official release may come in or after September, which isn’t too far away, and may be just as well considering that’s when Starfield comes out.
But overall, if you want to experience a game where it feels like almost anything can happen, Craftopia is where it’s at.
Reinvestment
Mar 1
Posted by Azuriel
Palworld, as we’ve established, is having a moment. A sensation, if you will. The latest figures is it selling 25 million copies across Steam and Xbox in a single month. It also breached the 2.1 million concurrent players milestone on Steam, which puts it at #2 of all time, above even Counter-Strike. Palworld has not sustained that concurrency, but it’s nevertheless in exclusive company.
That’s not really what I wanted to talk about today though.
I want to talk about the Japanese blog post by the Palworld game director that was released three days before the official launch. It details the 5+ miracles that he credits with even being able to get Palworld released at all. For example, the gunplay was all designed by a 20-year old convenience store clerk they found on Twitter, who created 3D renders of weapon reload animations in his free time. There are other bits of interesting serendipity, so let Google auto-translate for you and take the ride.
One element that struck me in particular though: funding.
So that was Miracle #5, in that they basically built Palworld without setting a budget at all. It’s actually a bit more interesting than even that, because they didn’t originally want to spend a lot of time making the game at all. But, due to the positive feedback from the initial trailers, they decided to go for broke.
What really gets me though is this last part:
In case you were unaware, before Palworld this company released Craftopia. Which is also still in Early Access. The game isn’t bad, actually, and shows a lot of promise under the jank. Or showed. Because although it is clear that Craftopia’s measured success bankrolled Palworld, it’s not so clear whether any of those millions of Palworld dollars will make their way back back to Craftopia. And that’s just sad.
I get it – this is how most things work pretty much everywhere, especially in the game industry. Release game, collect revenue, use money to continue employing people to create new game, repeat. Indeed, if a particular release falls flat on its face, not only is that series’ future imperiled, sometimes the company itself is at risk. But in this case, the original game (Craftopia) isn’t even done yet. The creators of ARK infamously released a DLC to their Early Access game, but it was arguably necessary because they were running out of cash ($40 million lawsuit settlement will do that to you). I get no sense that Pocket Pair were in similar straits. Rather, it was likely a cold calculation that the Craftopia well was drying up and it was time to move on to other milkshakes, to mix metaphors.
Obviously, the move worked out for Pocket Pair. And, yeah, for millions of players too. I am happy for these devs’ success, as their willingness to try random shit and just go for it is (hopefully) an inspiration to other studios. I just hope some of that Palworld money comes back to Craftopia in a meaningful way, and not just a “we’ll keep these five original dudes employed in a broom closet” way. They don’t have to and economically it would probably be a mistake. But I think they owe it to themselves.
And that’s because without Craftopia there literally wouldn’t be a Palworld. Not just in the funding aspect either. Craftopia actually has capture spheres, riding creatures, and even the ability to capture human NPCs. This is a “Yo dawg, I put Early Access in your Early Access” situation – Palworld is probably 25% of what Craftopia already delivered years ago. Is it the best 25%? Well, it’s hard to argue against a literal pile of
free speechcash.I suppose we’ll have to see how Pocket Pair proceeds. There is technically still a roadmap for Craftopia (circa December 2023) and there have been a few bug patches released since then. I seriously doubt that any amount of reinvestment will have Craftopia achieve a comparable level of success as Palworld – clearly even AAA games have been blown aside – but I do hope that they at least replenish the coffers and allow Craftopia to reach release with the vision and funds it originally earned.
Posted in Commentary
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Tags: Bait & Switch, Craftopia, Early Access, Investment, Palworld, Pocket Pair