The studio behind Woolfe the Red Hood Diaries has filed for bankruptcy, following disappointing sales and mixed reviews for their game. The game was funded via Kickstarter, and has left all backers without their rewards. We interviewed Wim Wouters about the project and it definitely seemed to show a lot of promise, so I’m sad it will never see console release and that the team have disbanded.
Here is the official statement from GRIN
“It’s done, there is no way back. We tried, we failed.
The team is now dismantled and we have requested bankruptcy unable to pay outstanding bills.
I guess our public silence the last few months already said a lot. It is not out of disrespect that our communication dropped to almost zero… it is out of shame. It is truly devastating to read the negative comments we received by some press and players. With Woolfe being the most passion driven thing we have ever created, it feels horrible to live with the feeling we let you down.
Once the sales numbers began rolling in, the consequences of our beautiful adventure started to become painfully clear.
This is not just the end of Woolfe, but the end of the studio that I founded and nurtured through ups and downs the past 13 years. In 2002, when I founded GRIN with 2 partners, it was our goal to develop independant games. At the time we were focussed on browser based 3D games. Not an easy market to make a living from at the time. Less than 2 years after we started my 2 partners stepped out; there just wasn’t enough work to go round.
While not losing my passion and still spending every minute of spare time, I generated my basic income doing work-for-hire jobs. Every year the company grew a little stronger, a little better, a little more stable. Until 2 years ago, GRIN had 5 full-time employees exclusively making games for clients, we even made enough money to save a little cash on the side. We would use these savings to create the game of our dreams. Little did we know this would be the beginning of the end…
The optimist in me led me to believe we could actually pull off making a “bigger” indie game. I really wanted to prove an indie game did not have to be rendered in pixels or stylized as a solution to cut development costs. I wanted to believe that a team of 6 to 10 people could make a game that looked and felt AAA. Boy was I wrong!
At first we could not believe that our “baby” was not more successful, in our emotions we started looking for explanations not related to the game. Maybe gamers are just spoilt brats, bashing on everything, maybe there is an oversaturation of indie market, maybe all the free-to-play games by big studios are giving players a false sense of value. How could less than $10 be to expensive for a beautiful game like Woolfe? How could this be our fault?
Of course none of the emotional excuses above are the reason of our mixed steam rating. We can only blame ourselves…”
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