Postmortem: Ironclad/Stardock's Sins of a Solar Empire
April 28, 2008 Page 2 of 6
Stardock and Ironclad team up
In the summer of 2006, Stardock was celebrating the success of Galactic Civilizations II. The retail success of the game convinced Stardock that there was an opportunity to bring other titles to market both at retail and through its digital distribution network, TotalGaming.net. The key would be to find a promising game being made by an extremely talented development studio. That search would lead to the meeting between Stardock and Ironclad.
Originally, Ironclad hoped to release Sins of a Solar Empire in February 2007, but after much discussion, the game was pushed to August 2007 so that it could be fleshed out. Stardock felt Sins had a lot of potential as a AAA PC game release, if it was able to have enough content incorporated into it by the release date.
By August 2007, Sins had come a long way. The game's potential convinced Stardock that if more content and balancing could be integrated, Sins might be the top strategy game of the year.
Stardock proposed that the title be pushed to a February 2008 release in order for the game to continue to be beefed up with features and content.
Delaying the game six more months was not an easy decision for Ironclad to make. The cost of making a AAA game for a start-up studio was not insignificant.
And while Stardock was providing advances to help with those costs, six more months would push back many other projects Ironclad had hoped to begin on. In the end, after much discussion, it was decided to push the release date.
Sins battle from the gold master. Battles can involve thousands of units and will run smoothly on lower end systems.
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