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Luna Abyss: Another "Concord"?

Recently a relatively random indie game was brought to the limelight because of a random and completely unnecessary piece of virtue-signaling within the game, in a scene where some kind of robot calls the female protagonist a "lass", and she retorts with "I'm a they, not a she" (even though the robot never uttered the word "she", but whatever).

When people started digging a bit deeper, it turned out that this appears to be yet another "Concord"-like situation in many ways. While not identical, many details are very similar:

Just like Concord, it was developed by a smallish indie game studio. And similarly to Concord, it took a whopping 7 years for the studio to develop the game (for Concord it was 8 years). The amount of content in the game is probably similar. It's not a game that should have taken 7 years to make by a competent team of developers.

(I'm not at this moment aware of what the budget for the game was, but given a 7-person team working for 7 years on the game, it was probably exactly not super-cheap. Likely nowhere near the insanity of Concord's budget, but not a shoestring budget either. If we assume a standard "minimum livable wage" in the US of $50k per person per year, the salaries alone would amount to 2.4 million dollars. That's on top of other running costs such as office space rent, etc. And it's very, very unlikely that they did it for a minimum livable wage, so the real salaries and thus total budget was likely much higher.)

Just like Concord, the sales numbers were abysmal. On Steam, the all-time peak of simultaneous players was 317, and it quickly dropped to under 50 daily. For a game of this kind of budget, team size and development time that's absolutely abysmal, only bringing them a revenue of a microscopic fraction of the budget.

Just like Concord, the entire team was fired almost immediately after the game's publication, no doubt because of the completely abysmal sales numbers.

And just like concord, the team consisted of far-leftist DEI activists, which of course goes to explain why it took so long for the game to be developed.

No better indication of the politics of the team than their very CEO, who's a woman with brightly colored hair and nose piercings, and clearly a far-leftist college graduate.

Hilariously, the CEO tweeted this after the entire team was fired:


Many have noticed a peculiar Freudian slip in that message:

Notice who she is thanking and, especially, who she is not thanking (most probably inadvertently, which is what makes it a Freudian slip.)

That's right, she is thanking the "industry", the "journalists" and the "media". Who she is not thanking are the players, the actual target audience of the video game.

Indeed, just like Concord, and very, very unsurprisingly, the game was once again loved by the far-leftist fake game journalists, and completely shunned by actual players. And, probably inadvertently, she expresses exactly that. 

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