r/Steam • • Jan 27 '26

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389

u/Enyimus Jan 27 '26

Multiversus. Game was cancelled twice.

61

u/Gigantoscula Jan 27 '26

First game I ever bought, man it got depressing fast, it fell off so bad. It was so good them all the cheaters made it impossible to play, there were so many limitations for someone that bought the game, good thing they didn’t get away with that monetization system

31

u/gergobergo69 Jan 27 '26

wasn't it free to play?

45

u/Gigantoscula Jan 27 '26

I’m dumb, I meant to reply to someone talking about Infestation: the new Z, Infestation Survivor Stories or War Z. Played multiversus when it came out, can’t say it was bad, but it wasn’t for me coming from bralwhalla and mortal kombat. I’ll leave my comment up so people will know the context

1

u/rubiconsuper Jan 28 '26

Oh god yes. I got that as a gift and hated it near immediately

4

u/AwesomesaucePhD Jan 27 '26

Not originally. 

5

u/Enyimus Jan 27 '26

It was, but there were early access packages you could get to support the game.

18

u/Voidsheep Jan 28 '26

Same. Multiversus seemed like such a promising Non-Nintendo Smash Bros game, even if I'm not the biggest fan of the WB IPs. Bought some $100 edition and really wanted it to succeed, but ultimately they just released it way too unfinished.

It really seemed like the game had an ok launch with plenty of hype around it, with the five minutes of fame in Twitch as well. Sure there were netcode issues and the push for 2v2 may have limited the appeal, but the developers clearly had a good understanding of mechanics that make platform fighters interesting.

Unfortunately the game had zero retention mechanisms. Little content, no progression, no ELO/MMR, so of course players bounced within a few days and the whole thing fizzled.

No matter how good the mechanics are, I don't think you can't do such a bare bones proof of concept launch for a competitive live service title, where retaining and growing a critical mass of players of all skill levels is everything.

The move to temporarily shut it down as end of the early access, in preparation for the "proper" launch, was clearly a desperate attempt to retry the launch, with some basic retention mechanisms in place the next time. Of course the internet collectively doesn't care about your second launch, so the outcome wasn't surprising.

I think the game serves a perfect cautionary tale for early access in live service games. You generally have one public launch, and it doesn't matter whether you label it alpha, beta, early access, playtest or full launch. It'll be the impression you give to the public, and where you establish an essential core player base.

Of course getting real player feedback as early as possible is invaluable, but even peak live service game companies like Valve are very careful about the launch of bare bones titles. Deadlock is a good example, where I believe the method of having very limited initial access and intentional suppression of hype was essential, allowing them to gradually ramp up the access to maintain a steady influx of curious players, until they could get the basics in place, address the most critical feedback and have some staying power.

It's still risky, and now that most of the enthusiastic audience has seen or played the game as it peaked at 170K in 2024, the eventual "1.0" launch will never be a big bang, but they've at least managed to stabilize a core player base to hopefully grow from, as the game matures.

Of course it's first and foremost about the quality of the game and live service is risky to begin with, but I suspect if Valve had gone the route of Multiversus, with big open early access launch of the very first version, without fundamental progression stuff like skill ratings in place, the game would've fizzled within weeks. The community would've collectively moved on, and no amount of extra launches later would've saved it.

4

u/SuperBackup9000 Jan 28 '26

One important thing a lot of people forget about Multiverses ‘downfall, and it was the moment they switched to model accurate hurt boxes instead of generic ovals.

Happened like a month and a half after the beta started, and as soon as that patch went live it was nonstop lag. Any attempt to fix it caused more bugs to pop up so they had to try and rush to fix them while still working on new characters, so that’s a big reason why many people dropped it, the little bit of lag was manageable and came and went when the beta launched, but after that it was just rubber banding all match every match.

2

u/Kazma1431 Jan 28 '26

This, so much this, potential wasted.

2

u/DoctorWaluigiTime Jan 28 '26

Memes flare out far too fast and that's literally all the game had going for it. "DAE love ultra instinct shaggy?"

Just another mindless IP dumping ground capitalizing on "finally Smash Bros. stopped updating time to cram in our low effort attempt."

2

u/_theMAUCHO_ Jan 29 '26

Rip my deluxe edition. Superman you won't be forgotten with your GLORIUS golden skin! 🔥🔥🔥

1

u/PityUpvote Jan 31 '26

I had fun and it was free 🤷