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Product management that raises serious doubts about the team's professionalism and competence

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a day ago
Feb 11, 2025, 2:54:22 PM

​After observing the developers’ responses to the latest technical issues in Space Marine 2, the picture that emerges is simply embarrassing. This is not a matter of minor missteps or unforeseen technical problems—it's a clear sign of structural incompetence, lack of leadership, and a complete failure in product management. The statements made by the developers swing between clumsy attempts to justify the unjustifiable and a worrying demonstration of how the project has evidently been left to its own devices.


The video from this reviewer https://www.youtube.com/watch?v=696KswZzcOk&t=856s confirms the situation: disastrous communication, a total lack of long-term vision, and above all, a reactive and unstrategic approach. It is astonishing that a team with the experience and budget of Saber Interactive would publicly admit that they have no control over their own product. No serious company in the industry would expose itself in such a way, as this kind of behavior irreparably undermines customer and market trust.

Amateurish would be a compliment here. This goes beyond that: we’re looking at operational amateurism disguised as professionalism, a mistake that can no longer be tolerated in today’s video game industry. The responses provided not only lack transparency and coherence but also border on insulting the consumer’s intelligence. There are no acceptable excuses for introducing critical bugs with every new patch, nor for publicly admitting that game mechanics are out of control.

When you claim that for example the Bulwark Banner was modified but “bugged” and that you "only realized it later" that the cooldown didn’t work, you are certifying a complete lack of control over your development process. Didn’t notice the bug? Or, as it seems more likely, did you modify the mechanics on the fly to respond to community complaints and then disguise the change as a “bug”? The suspicion is legitimate because your behavior has shown this pattern multiple times: patching up the damage after the fact, without ever addressing the root problem.

And this is just one example. Not to mention the constant disconnections and new bugs introduced with each patch, which, instead of solving problems, create even more serious ones, turning the update process into a frustrating experience for players.


There is no strategy. There is no direction. Only chaos.



A Market Moving Towards Continuous Service—But You’re Left Behind


+++ Today, games are services, no longer one-shot products. The most respected and serious studios in the industry, such as Owlcat Games, have understood this shift. With a significantly smaller budget ($2.3 million raised through crowdfunding for Warhammer 40K: Rogue Trader), they release weekly patches that fix bugs and introduce new features based on community feedback, keeping the game alive and competitive in the market. In just a short period, Rogue Trader sold over 725,000 copies, generating approximately $26 million in revenue—a testament to the success of a well-structured, player-centric development approach .


+++ Similarly, the developers of Warhammer 40,000: Darktide, with a significantly smaller budget compared to Space Marine 2, have demonstrated exemplary management of the development cycle. Despite a rough start, Darktide managed to earn the trust of the community through consistent updates, timely bug fixes, and regularly introduced new features. Thanks to this strategy, the title generated over $60 million in revenue within its first month, solidifying its position in the live-service game market


--- According to market data, Warhammer 40,000: Space Marine 2 has sold over 4.5 million copies, generating an estimated $270 million in revenue (assuming an average price of $60 per copy). At first glance, this may seem impressive, but compared to other successful titles in the same market segment, it’s clear how much more potential could have been realized with proper management. In contrast, Space Marine 2’s sporadic and disorganized updates have frustrated players and eroded community trust. Despite a much larger budget and incredible initial momentum, the game's long-term value has been compromised due to reactive decisions and lack of a coherent development strategy.



The Absence of a Proper Testing Cycle


No serious company would release a patch without passing through these phases:


  1. Internal Testing, conducted by a qualified in-house QA team.
  2. External Beta Testing on separate servers, simulating the real experience and collecting high-quality feedback before compromising the public version.
  3. Controlled Patch Releases, with a gradual rollout process and thorough stability tests.

Your development cycle, on the other hand, is blatantly fragmented and disorganized. Every patch seems like a desperate attempt to "put out fires" rather than a planned improvement to the product. This is not agile development; this is superficial development.



The Consequences for Your Brand’s Future: You Betrayed Your Customers’ Trust


Players remember. And when a company betrays its fanbase’s trust, the consequences are devastating and long-lasting. A well-crafted marketing campaign will not save a compromised brand. The Space Marine 2 community expects much more than occasional patches and half-hearted excuses. They expect continuous service and consistent support, as seen with the market’s best titles.

Once trust is lost, it’s incredibly hard to win back. And with so many alternatives on the market, many players will choose never to buy another title from Focus Entertainment or Saber Interactive. This is not a catastrophic prediction—it’s simply the logical outcome of your decisions. Every company that has ignored these market dynamics has experienced a rapid decline, and you will be no exception if you continue down this path.



Conclusion: Choices Have Consequences


Companies that want to survive in today’s market must show that they listen to their customers, but more importantly, that they have a solid structure, a clear roadmap, and a strict management of their development cycle. Without these elements, every new title will be a brief and failed chapter destined to fade quickly.

The price of this negligence will be a mass exodus of customers, and that moment—if it hasn’t already arrived—is now inevitable.


I am truly saddened to say all of this, but it is a factual analysis of reality that needs to be said. The Rage of Sanguinius is here on me now.

Updated a day ago.
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a day ago
Feb 11, 2025, 6:57:13 PM

Dude, the amount of wrong you are able to contain in a huge wall of text is astonishing.  Next time you feel like posting please sit down for a second, take a deep breath, count to 10, exhale, and see if you still feel the need to post something.


First the video does in no way confirm anything of what are saying.


Second Space Marine 2 has sold over 6 million copies, has extremely positive review scores from playerseverywhere and continues to be in the Steam top sellers game list to this day.  It did that on a budget of around $40-$50 million where a typical triple A game budget is $200 million or more. It was also one of the top grossing Steam games of 2024.  It is responsible for Games Workshop 2.5 times increase in licensing revenue.  PulluP Entertainment posted a 13 times growth in new game revenue because of Space Marine 2.  All these are facts and easily found when searching.


Third there is no comparison here to Darktide.  Darktide was a disaster and trainwreck for the first year.  It took another year to iron things out. Now darktide is in a good place but it took over 2 years.  SM2 is light years ahead of where Darktide was in the same time frame.  The fact that you actually used Darktide game as an example is all we really need to know about your mindset. I rest my case with that.


Conclusion:

The game is a success past anyone's expectations for a warhammer game.  It continues to sell well and get good reviews.  It doesn't matter if it sells one more game it made its budget back from just the first day sales ensuring there will be another one made. Games like this and others have upended the triple A gaming industry. Which in my opinion is a good thing.

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a day ago
Feb 11, 2025, 7:54:45 PM

Blobie, truly, thank you for this moment. Few things are as delightful as watching someone parade their ignorance with such conviction. It’s a rare talent to assemble a reply so meticulously devoid of facts. There’s a certain tragic beauty in it—like watching someone build a house of cards while insisting it’s made of steel. My poor baby friend, I truly feel for you. You remind me of that kid in the playground who sees someone criticize his favorite toy and immediately bursts into tears, clutching it tighter while shouting, “It’s perfect! There’s nothing wrong with it!”. It’s almost touching if it weren’t so hilariously sad. 

Few things are as amusing as watching someone like you, proudly waving around your misconceptions like a clown juggling imaginary facts. What’s even more astonishing is how you managed to write such a response without one single accurate statement.


Listen, next time you feel like jumping into adult discussions,  ask your babysitter if you can use the computer.


Now let me say it in small, tiiiny, teeny-tiny little pieces so you can undestand better:


The Video – It confirms every single issue I mentioned—if, of course, you possess the attention span and comprehension required to follow an argument longer than two sentences. Misunderstanding something doesn’t make it false; it just reveals your limitations.


Darktide Comparison – Darktide was indeed a mess at first, but unlike Saber, Fatshark learned, adapted, and recovered by listening to the community and managing their development properly. This directly supports my argument. Saber, on the other hand, is still fumbling from patch to patch, introducing new bugs while playing damage control. Light years ahead? Please. Saber would love to be where Fatshark is now but lacks the ability to get there.


“The Game is a Success” – If “success” means launch sales alone, sure, let’s clap. But for those capable of thinking beyond day-one revenue, success is built on long-term trust, community engagement, and sustained quality. And no, Steam chart flexing won’t patch the cracks that every player can see.



Blobie, it’s clear critical thinking isn’t your strong suit. I’d recommend sticking to simpler topics ones that don’t require understanding nuance or facts. Leave the grown-up discussions to those of us who can process more than a headline. Until then, the dolls in your echo chamber will undoubtedly keep nodding in agreement.

Updated a day ago.
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15 hours ago
Feb 12, 2025, 4:09:30 AM

There we go. Personal attacks and insults.  The mark of a true debater.  You know what they say about that - insults are the arguments employed by those who are in the wrong.


When someone has a particular view on something or thinks something is a certain way when presented with facts that show that opinion to be wrong people can act in a few different ways.  They can reply and counter with facts of their own to support their original statement.  They can realize their mistake and try and learn from it.  Lastly they refuse to accept those facts and lash out defensively and emotionally with insults.


I think we know which option you went with.


I disagreed with you and said you were wrong.  That's it. I didn't lace my post with insults.  I'm sorry the facts I presented caused you to react emotionally in the way you did, but it is what it is.  The truth is the truth and it's a hard pill for some to swallow. Just something for you to think about.

Updated 15 hours ago.
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13 hours ago
Feb 12, 2025, 6:29:21 AM

Blobie wrote:

There we go. Personal attacks and insults.  The mark of a true debater.  You know what they say about that - insults are the arguments employed by those who are in the wrong.


When someone has a particular view on something or thinks something is a certain way when presented with facts that show that opinion to be wrong people can act in a few different ways.  They can reply and counter with facts of their own to support their original statement.  They can realize their mistake and try and learn from it.  Lastly they refuse to accept those facts and lash out defensively and emotionally with insults.


I think we know which option you went with.


I disagreed with you and said you were wrong.  That's it. I didn't lace my post with insults.  I'm sorry the facts I presented caused you to react emotionally in the way you did, but it is what it is.  The truth is the truth and it's a hard pill for some to swallow. Just something for you to think about.

Sorry but I can't read all of these answers and such a long post in my lunch break so I will just say I agree with Blobie again.

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8 hours ago
Feb 12, 2025, 11:28:16 AM

I agree that they should implement a more comprehensive QA process but I disagree with the rest of your points. I for one, am tired of live service games and yes games can still exist in one shot forms and be a success, just take a look at elden ring, wukong, and hogwarts legacy to name a few. 


I think Saber's biggest mistake was creating a roadmap that gave audiences used to live-service the impression that SM2 is a live-service when it's not, it's predominantly a single player game with online multiplayer like the RTS games before SC2 (and are starting to make a comeback like Tempest Rising), and they added some DLCs for extra monetization. I'd bet that the I want moar updates/content crowd wouldn't have been this loud if they just said maybe we'll release some DLCs from time to time just wait for it.

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6 hours ago
Feb 12, 2025, 1:30:15 PM

ICrusaderI wrote:
Warhammer 40,000: Darktide, with a significantly smaller budget compared to Space Marine 2, have demonstrated exemplary management of the development cycl

LMAO it only took them couple of years to reach barely playable state while they already had 2 tide games released. They are not the example of competence and good communication.


ICrusaderI wrote:
The video from this reviewer https://www.youtube.com/watch?v=696KswZzcOk&t=856s confirms the situation: disastrous communication, a total lack of long-term vision, and above all, a reactive and unstrategic approach

The guy in video says "wow that's a little bit long so I can't read all of that but sounds like it is very detailed". Really? It proves what exactly? Without even reading comments and that's all the video is about: reading patch notes and some random people from YT and reddit.


 

ICrusaderI wrote:
Today, games are services, no longer one-shot products.

And I'm glad Space Marine 2 doesn't follow that shitty trend.



ICrusaderI wrote:
According to market data, Warhammer 40,000: Space Marine 2 has sold over 4.5 million copies,

6 mil, do your homework.



ICrusaderI wrote:
And when a company betrays its fanbase’s trust, the consequences are devastating and long-lasting.

They didn't break my trust, only made it stronger over time by delivering a lot of good things to the game and actrually listening to the community.

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4 hours ago
Feb 12, 2025, 3:15:26 PM

Oh, AshySamurai, reading your comment was like watching a drunk clown trying to explain quantum physics painful, embarrassing, yet oddly fascinating in its complete lack of coherence. There’s a special kind of talent in presenting nonsense with such confidence, a rare example of ignorance.

I must say, you’ve truly outdone yourself. Have you ever thought about becoming the official mascot for Space Marine 2? It would be perfect! You could walk around with a sign saying, “I’m happy with bugs!”, handing out patch notes like flyers for a local fair.


Standing ovation, AshySamurai: Clown of the Month.




"The guy in video says "wow that's a little bit long so I can't read all of that but sounds like it is very detailed". Really? It proves what exactly? Without even reading comments and that's all the video is about: reading patch notes and some random people from YT and reddit."


​Wait, really? Is that the limit of your intellectual capacity? You stopped at that sentence, completely missing the point like someone who struggles to connect two basic thoughts. Did it perhaps escape you that the video contains official responses from the developers—not random user comments, but statements from Saber Interactive, where they openly try to justify their failures with excuses that wouldn’t even fool a child?

Let me explain this slowly, since your grasp of simple concepts seems… well, severely impaired: those responses are not Reddit comments or YouTube opinions. They are official admissions from Saber, showcasing how badly they’ve lost control of their game.

So, before you embarrass yourself further with your wild misinterpretations, watch the video properly and try to understand what an official statement looks like. It might even help you avoid sounding like a clueless clown the next time.


“I’m glad Space Marine 2 doesn’t follow that shitty trend.”


Oh, how adorable! You’re genuinely happy it doesn’t follow the games-as-a-service model? This is precious. You’ve just confirmed your total ignorance of how the modern gaming industry works. Let me help you, my little time traveler from 2005.

Games as a service aren’t some passing trend—they’re the core of modern game development, ensuring longevity, continuous support, and a healthy relationship with the community. Look at Darktide or Rogue Trader: perfect examples of how proper communication and community-driven development can turn a game into a long-term success. Meanwhile, Space Marine 2 operates like an amateur indie project—random patches that solve one problem and create two more. But hey, if you enjoy watching your favorite game slowly fall apart, feel free to stay in your nostalgic bubble.



“Darktide? It was a disaster at first!”


Ah, this part really made me chuckle. Yes, Darktide had a rough start—but here’s where your logic completely collapses. Unlike Saber, Fatshark owned their mistakes, adapted, and steadily improved the game. They rebuilt trust with consistent updates and meaningful fixes. Saber, on the other hand, is still stumbling from one patch to another, introducing new bugs faster than they can fix them. Claiming Saber is light-years ahead of Fatshark is like saying a toddler on a tricycle is faster than a Formula 1 car because the car had to stop for repairs once. Do you realize how ridiculous that sounds?



“6 million, do your homework.”


Wait, what? So you’re actually confirming even higher sales? Are you cognitively challenged, perhaps? Do you even realize what you’ve just done? You’re not contradicting me—you’re reinforcing my argument, you absolute genius.
With 6 million copies sold, Saber had every possible resource to turn Space Marine 2 into a polished, enduring success. Instead, what did they deliver? Scraps. A patchwork of fixes that barely hold the game together, missing out on what could’ve been an incredible long-term community-building opportunity.

At this point, it’s not just that you missed the mark—you loaded the wrong gun and shot yourself straight in the face of reason



“They didn’t break my trust, only made it stronger.”


Oh, AshySamurai, you’re every marketer’s dream come true. They sell you a broken product, slap on a couple of half-baked patches, and you stand there clapping like a seal at feeding time. Do you even have standards, or do you just enjoy being strung along?

While the rest of the community is demanding real updates and meaningful improvements, you’re too busy polishing your red nose and perfecting your balloon-animal skills. You’re like the last clown standing in an empty circus tent, pretending the show is still going on.


Now, do yourself a favor, AshySamurai. Watch the video again (this time without getting distracted by the first sentence you manage to understand), and try to write a response that doesn’t read like a failed comedy sketch. Come back when you’re ready to engage in a real discussion with the grown-ups. Until then, enjoy your little world of perfect patches and imaginary stability.
The circus will always be waiting for you.


Updated 3 hours ago.
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43 minutes ago
Feb 12, 2025, 6:23:27 PM

Blobie wrote:

There we go. Personal attacks and insults.  The mark of a true debater.  You know what they say about that - insults are the arguments employed by those who are in the wrong.


When someone has a particular view on something or thinks something is a certain way when presented with facts that show that opinion to be wrong people can act in a few different ways.  They can reply and counter with facts of their own to support their original statement.  They can realize their mistake and try and learn from it.  Lastly they refuse to accept those facts and lash out defensively and emotionally with insults.


I think we know which option you went with.


I disagreed with you and said you were wrong.  That's it. I didn't lace my post with insults.  I'm sorry the facts I presented caused you to react emotionally in the way you did, but it is what it is.  The truth is the truth and it's a hard pill for some to swallow. Just something for you to think about.

Oh, Blobie, you poor soul. All that time spent purging Xenos in the Emperor's name, and you've been blinded by the most treacherous creature on Terra. The warp itself is easier to comprehend than a troll! What could have possibly happened to our battle-brother Crusader to become such an insatiable being, driven by a hunger for pointless debate, spewing nonsense just to infuriate the unwary reader? Best not to feed this beast.

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