Hey folk - we’ve been following this post for a few days and I think it’s probably best I clarify what the intentions are for the end of the year. I’ll caveat as always with; this is just me rambling to the best of my personal knowledge, and an official post will be published at some point in an official format, by an official person.
The information in the news post linked by Starrystock still stands to be correct. Let me cover the key parts, starting with the official servers. I am planning to bring official server support to an end at the end of the year. This is most likely going to be slightly earlier on in December because, well, it’s Christmas, and nobody (esp. me) will be around to fulfill the update Splash-side if it is done any later.
Next on the list, community servers. They’ll continue to run through i3D.net and be available in locations as per this news post. That’s about all that needs to be said on that front as nothing is changing here.
Finally back-end & services. This is the trickiest one for me to navigate because this is where the majority of costs emanate. The ideal scenario for Splash Damage is to provide support for this game for as long as players wish to play it, but I wouldn’t be doing my job properly if I wasn’t mindful about the reoccurring costs associated with doing this. So right now, that’s the battle. We’re (LiveOps/DevOps/Quality Assurance) currently exploring a solution that brings these ongoing costs inline with what I believe to be fair, whilst also keeping the game playable.
I saw that player data, specifically keeping it intact, was questioned in Starrystock’s post. This is naturally something we’ve been discussing internally. There are multiple options with what we’re doing, ranging from keeping everything exactly as is, to allowing all accounts access to a single unlocked inventory with every item accessible. The current intention is to keep your account data intact.
I hope this helps clear things up. If you’ve any follow up questions or comments I’d be happy to hear them.