Ok, the scoop, via Cloaken in the CB announcements channel:
On “Maskborne” and Roboworld Entertainment -
Community…you make me proud. We had a friendly little wager running internally on whether or not this would happen. I’m happy to have confirmed you all are as dialed in as I anticipated.
For those puzzled by the subject matter of this piece, about 15 hours ago we were alerted to a tweet from a community member that a game entitled ‘Maskborne,’ published by a company called Roboworld Entertainment (http://www.roboworldentertainment.com/) was available for download on the Google Play store. In short, RGDrew14 (https://twitter.com/RGDrew14/status/1264399826105425920) and Joseph Reyes (https://www.facebook.com/SuperEvilMegacorp/posts/3945311178842701?comment_id=4033015790072239) - Yep. It was us. Let me also take a bit more time to explain the why’s; maybe you’ll find something interesting here. I joined SEMC back in November of last year and I was immediately impressed by the passion, drive, and commitment the team had in carving out what has now solidified into Catalyst Black. To me (an openly passionate but cynical mobile games enthusiast), the game was an incredibly promising concept and one the team had spent a long time prototyping prior to my arrival. That being said, there was an unsettled vibe at work inside the company that I couldn’t initially put my finger on. Unlike many of you, I didn’t have the privilege of being a part of the SEMC community during the early Vainglory days; I was so consumed with work and family. The team and the game were both something I was aware of (particularly with Ciderhelm as a long-time friend of mine and, myself, working on a game in the same genre space), but I had a lot of catching up to do on the company’s history when I arrived, particularly in reference to the positives and negatives of the past. It didn’t take me long to realize we felt a bit haunted.
There are a lot of hot takes out there on Vainglory as a game and why things have resulted in its present state. As someone actively working to ensure VG has a long life ahead of itself with Community Edition (https://www.vainglorygame.com/news/vainglory-community-edition), I can tell you this not for lack of love or ambition; indeed, quite the opposite. Vainglory is a deep brand on this company’s soul; both the good and the bad. Kristian has even commented as such (https://twitter.com/ksegerstrale/status/1251559967380799488). But the learnings, the things the company could have done better with VG, are what bring us to the odd nature of “Maskborne” and Roboworld Entertainment. With the publishing of Maskborne, I truly believe we’ve confronted our deepest regrets and fears when facing our past with Vainglory. It’s no big secret that the elements that kept VG from being overwhelmingly successful had a lot to do with how business, marketing, and effective user acquisition interacted with core design. We knew how to make a great game with a lot of love, with proprietary bleeding-edge mobile tech, at an aggressive development pace, but there were business decisions made early with the game that simply couldn’t be undone. In an effort to openly confront the demons of our past, we have attempted to humble ourselves to learn and grow in these areas. “How can we know Catalyst Black will be an engaging game by its own nature, apart from our history and the SEMC label?” “Maybe we’re wrong. Maybe we don’t know what we’re talking about with this game…” “Do we know how to run compelling mobile ads? How do we make sure…” “What about our data pipeline? Is it set up right? How can we improve our approach to analytics?”
The only way to know the answers to these questions would be to ship a game similar to Catalyst Black as early as possible so we could learn as fast as possible. This very idea made us crazy uncomfortable; we’re all perfectionists and we want everything we do to be the best it can possibly be: “There’s no way this will represent the final quality of the game we’re making…” “What if people absolutely hate it and we weren’t able to put all the polish into it that could have ensured they would love it?” “It will not be optimized at all. It’ll be ugly and still perform horribly on popular devices. Won’t that make the engine look bad?” “What if people find out? What if people realize this is an early version of Catalyst Black?” Maskborne is a directional idea, whereas Catalyst Black will be a destination. Maskborne is a prototype. There is so much broken, missing, and temp in this early version of our game: art, effects, sound, animations, optimization, on and on…but…it has enough to teach us what we need to know. There’s enough here to humble us, help us confront the ghosts of our past, and to move on into the future of what we need to become. We want to make cutting edge games that define the future of interactive entertainment. But, we also have to become a company that knows how to make smart business decisions that allow us to continue to make great games long into the future. Maskborne is a critical step in that journey for us, just as Vainglory has been before.
Let me dive into what are some specific questions likely on your mind:
Did you intend for us to find Maskborne?
No, but we knew it was highly likely that you would (some of us more convinced than others ).
Is this it? Is this what we can expect from Catalyst Black?
It’s probably most helpful to think of Maskborne as a prototype for Catalyst Black. Maskborne is directionally correct only in relation to Catalyst’s moment-to-moment play while even then being in a super early state. There are major elements missing from Maskborne like progression, gearing, itemization, multiple modes, social features, music, art polish (missing models, effects, animation, environment work…), performance optimization, etc.
Isn’t Roboworld Entertainment the company your Technical Art Director (Jean-Eric Khalife) started?
Yes! You all are sharp (and you’re watching our videos!). He was super cool to support the company’s ability to publish under that name.
Is it ok to play?
Sure. Let us know what you think. We encourage you to download it directly from the Google Play store as we cannot vouch for any APKs from various third parties.
Where is Maskborne available?
It is currently only available in the US, Philippines, and Singapore.
The game is not running well on my device. Will it be the same for Catalyst Black?
The optimization and performance of Maskborne is a poor indication of where the game will be when Catalyst Black becomes available. No time was spent on this. Not even the basics. We attempted to restrict our test to the most recent devices where performance was passable, but ended up having to open it to a wider audience. We also only have two servers supporting Maskborne at the moment which will have an impact on your performance both depending on where you are in the world, and how many people are playing at a given moment.
Will Maskborne be made available on iOS or via Testflight?
We don’t currently have plans for this.
If new questions pop up related to Maskborne that are helpful to answer and add here, we’ll edit this post with an update. Thank you for being here and "Never settle for the lesser evil."