After his city builder flopped in early access, Firewatch’s Nels Anderson didn’t give up: ‘Smarter people than me … probably would’ve pulled the plug’

After the early access launch of Generation Exile on Steam last fall, game designer Nels Anderson, known for his work on Firewatch and Mark of the Ninja, found himself in a perplexing situation. Despite the game being wishlisted thousands of times, it managed to sell only a few hundred copies. Anderson shared his thoughts on Reddit shortly after the launch, reflecting on the journey of creating a solarpunk city-builder over seven years. He noted the game’s impressive metrics, including over 35,000 wishlists and recognition as one of the top 70 most played demos during the Next Fest, yet the sales figures told a different story.

Anderson expressed a sense of frustration, stating, “It just ended up feeling kind of fuzzy.” This ambiguity in the game’s reception did not deter him or the team at Sonderlust Studios. Rather than giving up, they dedicated the past six months to refining Generation Exile, completing its final two story chapters, introducing a new biome, fixing bugs, and overhauling the production management user interface. Anderson candidly admitted that many would have likely pulled the plug after a week of disappointing early access feedback, but he felt a strong obligation to fulfill the promises made to those who supported the game.

Commitment to Quality Over Quick Returns

Currently, Generation Exile boasts 31 user reviews on Steam, with an overall positive average. Anderson remarked on the current gaming landscape, where the pressure to deliver immediate results often leads to a hasty approach. “I think that, given the intensity, competitiveness, whatever of the current moment, that some people are letting their analysis swing way closer to, ‘Just barf something out, and if it doesn’t immediately catch fire, just cut bait and go on to the next thing,'” he noted.

There is a poignant irony in this scenario, as the very short-term focus that Anderson critiques—”mortgaging the present at the expense of the future”—serves as a thematic backdrop for Generation Exile. The game challenges players to restore balance to a generation ship on the brink of collapse, mirroring the sustainability message that Anderson aims to convey.

In a world where the gaming industry often prioritizes immediate engagement, Anderson expresses concern over the potential losses incurred by this ‘catch fire or cut bait’ mentality. He questions the implications of game design that prioritizes retention over genuine player satisfaction. “So much of the experience ends up being about … encouraging you to keep coming back and spending more time with [the game],” he explained. “Is that really for the player’s benefit, or is it just to not let this thing out of your attention, out of your psyche, even if it’s not really providing you with something novel or interesting anymore?”

As Generation Exile prepares for its full release on April 17, priced at on Steam, Anderson remains committed to delivering a quality experience. His reflections underscore a broader conversation about the future of game development and the balance between short-term gains and long-term sustainability.

AppWizard
After his city builder flopped in early access, Firewatch's Nels Anderson didn't give up: 'Smarter people than me … probably would've pulled the plug'