Developer of "Camelot Unchained" announces second online game before the first is completed.

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Developer of "Camelot Unchained" announces second online game before the first is completed.

"Camelot Unchained," the MMO from the lead designer of "Dark Age of Camelot," ran a successful Kickstarter campaign in 2013, but it appears to be no closer to launch than it was six years ago. The first beta, originally scheduled for 2015, will not appear until 2018, and nothing has yet been announced about a release date. Meanwhile, City State Entertainment is working on a second installment, "Colossus," which is scheduled for release by the end of the year. Oh dear.

Colossus uses the Camelot Unchained engine, but is otherwise a different game, a cooperative PvE one. For a studio that struggled to get its last game off the ground, it's in pretty rough shape; in an interview with MassivelyOP, CSE boss Mark Jacobs admitted that the development of the second game delayed Camelot Unchained's development.

"Without the push for Colossus, we would not have gotten additional investment from investors in CSE," he said.

"As a result, we accelerated the development of the rest of the CU, adding things that were not planned for the CU at launch."

Over the past six months, the team has been working on a Linux-based server stack, matchmaking, tower defense features, and improved NPCs, which will clearly benefit both games. More will also be added over the next 6 months.

As MassivelyOP writes, some of the money raised on Kickstarter was used to develop the engine for Camelot Unchained, which Colossus is using. They have, in part, funded a game that they were unaware of. They will, however, get some compensation.

Every supporter will receive a free copy of Colossus and in-game currency. If the colossus is "exceptionally successful," supporters will receive additional in-game currency from the profits of the game. A portion of these profits will also be used for Camelot Unchained.

Jacobs believes that CSE is doing more than that by offering these things." Legally, there was nothing preventing us from working on more than one game, nor did we have to give discounts to our current patrons. At the time we decided to work on Colossus, our backers (including myself) put in additional funds to cover studio costs for both CU and Colossus, leaving PayPal money in our PayPal account. Again, we were not legally obligated to do so because we were still working on CU, but I believed it was the right thing to do"

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If this still does not work, supporters can also get a refund.

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