The Unwritten Chapter of Immortals of Aveum

In the European gaming market, Immortals of Aveum ranked 469th in terms of sales for 2023. While this position may not be ideal, it could be considered acceptable for a small developer with a limited budget. However, Immortals of Aveum was developed by a team of 100 people, led by a former Call of Duty creative director, and published by EA, making its sales performance less than satisfactory. The game's poor performance led to the layoff of 40 employees just a month after its release. Not every game can be a huge success, and taking risks on new ideas can sometimes backfire. However, what sets Immortals of Aveum apart is that its studio founder, Bret Robbins, is willing to discuss the game's shortcomings. According to Robbins, "You learn more from failures and mistakes than successes. People should hear all sorts of stories, not just about huge breakaway hits, but also when things don't go so well." So, what went wrong? Robbins explains that the game's launch was crowded, with other big titles like Zelda, Star Wars Jedi: Survivor, and Baldur's Gate 3 releasing around the same time. The team was aware of the competition but was caught off guard by the sudden success of Baldur's Gate 3. Despite pushing the game's release date to August 22 to polish the game, the timing ultimately worked against them. The gaming market in 2023 was dominated by big titles, making it challenging for new games to gain traction. Ascendant Studios faced an uphill battle, and Robbins acknowledges that the game's marketing may not have targeted the right audience. The critical consensus was mixed, with some reviewers praising the game while others were less impressed. Robbins attributes this to the game being a new IP, which can be challenging for players to understand and appreciate. Despite the game's poor sales, it has received generally positive feedback from fans, with user scores ranging from 75 to 86% across various stores. However, awareness was a significant issue, and the game's similarities to titles like God of War and Doom Eternal were not immediately apparent to players. When the game went on sale in November, sales increased fivefold, indicating that players were interested in the game but needed time to discover it. The game's development was a significant undertaking, with a reported budget of $85 million. Robbins notes that the game was built on a modest budget compared to other AAA titles and that the team delivered a high-quality game despite the challenges. The game has received updates, and the team is working on a new internal title. Ascendant Studios is also exploring other projects, although details are not yet available. The gaming industry is facing a tough time, but Robbins remains positive, citing the quality of games and the number of players as encouraging signs. He acknowledges that the current situation, with many companies facing layoffs, is difficult but believes that the industry will bounce back. Ultimately, Robbins concludes that Ascendant Studios' story is just beginning, and the company will continue to create new and innovative games.