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So many PTR updates tweaking the new units while core gameplay and flow is continuously ignored.
Gas/Therium is still somehow not right next to command centers, nor does it have building radius restrictions. Just do one or the other.
Yet more nerfs to base defense in the latest update via Celestial pylons costing 50% more. They also give 50% more supply but no changes to each node form.
Actually makes me miss battle aces a lot since the current game feels like a much worse version of it just with forced economy management and uninteresting 'objective' gameplay that you're also forced to interact with.
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Missed the Tiny Tim's update of the week sadly.
Hopefully spartak can leap in and let us know what happened to the games support if he's not to busy trying to police people on reddit talking the truth his terrible moderation and Tim being a con man.
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It's interesting to see some new units rolling in with the community patches. I guess they had all the focus on finishing the campaign, but you'd think finishing and releasing some of these units before leaving early access could have given the community and even the devs some much needed morale boost.
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On January 08 2026 04:04 Bacillus wrote: It's interesting to see some new units rolling in with the community patches. I guess they had all the focus on finishing the campaign, but you'd think finishing and releasing some of these units before leaving early access could have given the community and even the devs some much needed morale boost.
Frost Giant ran out of money in late July 2025, forcing them to release "0.6" as their big Steam Launch (exiting out of Early Access) in the beginning of August.
The Community Patch was done entirely by volunteers, including some former Frost Giant employees. It ended up being a nice little last hurrah, but it's notably still not complete: you have to switch servers to PTR to even play it, nobody has even tested whether or not the campaign has bugs because of it, there's no localization for any of the new units or abilities, and using even the few triggers that got put into the map editor requires (I am not making this up) clicking the Frost Giant logo ten times just to enable it.
In the mean time, people have noticed that support@frostgiant.com bounces back as an email that no longer exists.
And the player population? It's settled back down to basically where it was pre-patch:
(Ignore that little spike on December 5th, that was apparently a weird bot swarm)
I'm happy for the few fans of Stormgate that had a nice little Christmas present and finally got an update to their favorite game (and I do mean favorite game, many of the folks on Discord posted their Steam stats showing that it was like 70% of their playtime).
But despite Gobsmack posting new guides and videos and "amazingly fun games" furiously to the subreddit, it's pretty clear that the game is not ever coming back in any meaningful way. Frost Giant is defunct, and you can't expect people to keep volunteering their time for a proprietary game owned by a dead company.
So, yeah, that's kinda the end of the story for me. I've got other things to do and so I probably won't be following the saga much any more.
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On January 08 2026 12:17 Jeremy Reimer wrote:Show nested quote +On January 08 2026 04:04 Bacillus wrote: It's interesting to see some new units rolling in with the community patches. I guess they had all the focus on finishing the campaign, but you'd think finishing and releasing some of these units before leaving early access could have given the community and even the devs some much needed morale boost.
Frost Giant ran out of money in late July 2025, forcing them to release "0.6" as their big Steam Launch (exiting out of Early Access) in the beginning of August. The Community Patch was done entirely by volunteers, including some former Frost Giant employees. It ended up being a nice little last hurrah, but it's notably still not complete: you have to switch servers to PTR to even play it, nobody has even tested whether or not the campaign has bugs because of it, there's no localization for any of the new units or abilities, and using even the few triggers that got put into the map editor requires (I am not making this up) clicking the Frost Giant logo ten times just to enable it. Yeah, my assumption was mostly that the community patch pieced together stuff that was sitting around in Frost Giant version control in varying states of completion already. For example I don't think they had any artists named in the patch credits. Based on that, I think they had at least some concept and assets already available and they filled in some blanks and glued together the rest from therer.
Then again, who knows at this point. Frost Giant doesn't really communicate and I don't think Gobsmack has been that informative about the actual process either, he mostly posts teasers about the content.
The thing I was curious was mostly about incomplete stuff there is lying around. Maybe there's some insight available there on how the game could've looked with 6 months of extra funding or so. I don't think it makes any big difference on whether the game sinks or floats, but it's still interesting because the whole thing has so much weirndess going on.
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On January 08 2026 12:17 Jeremy Reimer wrote: So, yeah, that's kinda the end of the story for me. I've got other things to do and so I probably won't be following the saga much any more.
Some have been saying that for month and yet here we are, still beating a dead horse
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I sent an email with subject "Steam Key" and no email body to the support address and it didn't get bounced. This was after that Reddit post.
Still, I assume FG is 100% out of gas now. Gobsmack got the patch and 2v2 he wanted, presumably releasing the remaining game assets worthy of any attention. All that's left is The End.
Morten's weird $5M bank shot fantasy reminds me of the harebrained schemes people create after a breakup. One time I was playing a niche game online (Sauerbraten), and a guy asked me to call his ex on the phone pretending to be someone, and it would somehow get the two of them back to talking. No one just drops what was a central part of their life for years, however much they need to let go.
Going back to that video of his career: the real shame is that he's obviously a very talented marketer and fundraiser. He got $40M, millions of which came directly from tens of thousands of fans, and even got several people to work on his project for free long after it was clearly doomed. As a game dev lead he definitely doesn't "have it", but at a somewhat lower station he wouldn't have wreaked the havoc he did. He's also no more a scammer than a typical person who's in above his head on a flailing project.
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Hopefully they change the need to connect to the server to play the game, so people who have bought the campaigns can still play them.
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Meh I'm officially over it. Funnily enough the server stuttering was the last straw. (Thought it was just due to a Korean opponent ping, but went into ai skirmish after and it was still there).
I might articulate a post over the next few weeks outlining every facet that went wrong (and right) but that's pretty much the last bit of attention I'll give this game barring a major update/rework.
The best service they could do for the RTS community is to make everything open source. With AI assistance a very small and talented team could fill in the holes and alter enough to make it a fresh new experience.
The large project environment is dead. If the quiet quit mentality bleeds into a project driven by passion then it's doomed. People are too afraid to step on toes and sack up to tell others objectively why their shit stinks. The on the other side you have leads scared of getting usurped. If this was an Activision/Tecent project it would be more understandable but I can't imagine being a meaningful part of that team and then being content enough to endure.
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On January 09 2026 19:39 Agh wrote: The best service they could do for the RTS community is to make everything open source. With AI assistance a very small and talented team could fill in the holes and alter enough to make it a fresh new experience.
no, making video games is harder than landing a man on the moon. all games requires teams of 500 at least 5 years to make. 
Seriously though, as i've been saying for many years: all forms of software creation get easier every year.
The marketing jackasses make it seem like the people they employ are splitting the atom while performing rocket surgery. They make these claims in order to jack up the price of the product.
I started coding in a hardcore way in 2000 just before Intellisense became a real thing in MS Visual Studio. "Lemme tell ya son ... Back in my day... "
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United Kingdom20324 Posts
On January 09 2026 05:04 iPlaY.NettleS wrote: Hopefully they change the need to connect to the server to play the game, so people who have bought the campaigns can still play them.
It's significant architectural work since they built it wrong the first time around and the people who would do it got let go months ago
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On January 17 2026 09:40 Cyro wrote:Show nested quote +On January 09 2026 05:04 iPlaY.NettleS wrote: Hopefully they change the need to connect to the server to play the game, so people who have bought the campaigns can still play them. It's significant architectural work and the people who would do it got let go months ago
Yep, that's the case.
I tried to push this change from the start and they ignored it from the start.
Tim is obsessed with live service games with MTX. (C&C 2, LOTV, SG). So preservation of games is against his design philosophy.
That would be a potentially profitable move to hype on Stop Killing Games initiative when they signed up a EU petition. Make a public statement, tell everyone how you like old games, announce an offline mode.
That would use the initiative's hype and attract people from the outside for cheap.
I was already a hater back then, so I haven't suggested it. Tim would ignore the opportunity anyway , so it doesn't matter.
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