As a dedicated enthusiast, I wanted to share some bittersweet news about the much-loved free-to-play tactical third-person shooter, Spectre Divide. In approximately 30 days from now, this game will cease operation. The talented team behind it, Mountaintop Studios, has announced that they will be closing their doors at the end of this week. This news is a tough pill to swallow for many fans like myself who have enjoyed the strategic gameplay and immersive experience Spectre Divide offered. It’s always hard to say goodbye to a cherished gaming community, but we should remember the great memories we made together during our time with this fantastic game.
Back in 2024, I was thrilled when Spectre Divide made its debut on PC via Steam. Fast forward to February 25, 2025, and the excitement multiplied as it released for PlayStation 5 and Xbox Series, marking the beginning of the game’s first season. What a ride it’s been!
In an explanation through a message, the co-founder and CEO of Mountaintop, Nate Mitchell, shared that the first season and console debut didn’t bring in enough success to maintain the game or continue supporting the studio financially.
Initially, we were hopeful for the initial week, with around 400,000 players engaging and a maximum simultaneous player count of approximately 10,000 across all gaming platforms. However, as days have passed, we’ve noticed a lower number of active players and insufficient income to cover the daily expenses of Spectre and our studio, according to Mitchell’s explanation.
Get the full message below.
Two full weeks have passed since we unleashed Spectre Divide’s Season 1: Flashpoint. We can’t thank you enough for the overwhelming enthusiasm and backing you’ve given us during this brief period.
Regrettably, our initial Season 1 release didn’t generate enough popularity to maintain the game or continue supporting it, including Mountaintop.
Initially, we were quite hopeful about the first week of Spectre’s release. A staggering 400,000 gamers engaged with it, with a maximum simultaneous player count peaking at around 10,000 across all platforms. However, as days have passed, the number of active players and generated income hasn’t been sufficient to cover Spectre’s operational costs and the studio’s daily expenses.
As an ardent supporter, I’ve been pouring every last resource into keeping Mountaintop alive since its PC debut. Regrettably, we’ve exhausted our funds, and as of the end of this week, we’ll have to shut down the game. It’s a heartbreaking decision, but it’s what lies ahead for our beloved mountain realm.
In approximately one month, we anticipate removing ‘Spectre’ from service. Meanwhile, we’re halting further purchases and will issue refunds for funds spent since its initial release. More details about this situation will be shared with you shortly.
We exhaustively explored all possible options to continue our journey, such as securing a publishing deal, obtaining further funding, or being acquired. Regrettably, we couldn’t manage to make things successful. At present, the industry is facing some challenging times.
It’s regretful to pass on some news. We hold a special place for Spectre, and we take immense pride in the accomplishments we’ve achieved together as a community.
I hope this version sounds natural and easy to understand!
As a devoted follower of the Spectre community, I just wanted to express my heartfelt gratitude for your unwavering support over the past few years. Every moment spent with you has been nothing short of delightful, and I must admit, saying goodbye will be bittersweet. A special shout-out goes to our exceptional investors whose belief in Spectre made it a reality. Here’s to many more shared memories!
For years, I’ve nurtured a burning affection for this particular genre, and it’s become my life’s work. A motley crew of extraordinary artists and developers, hailing from different corners of the globe, have united under one banner, driven by the shared dream of creating a game that resonates with our passion. We are an independent team, crafting our vision piece by painstaking piece.
In a competitive genre, we aimed to offer something unique and memorable that would foster camaraderie through remarkable experiences. We dared to revolutionize the structure, introduce a novel aesthetic, and collaborate with some of our idols. From the start, we were aware that success was uncertain, but that was precisely why we took on the challenge. It wasn’t guaranteed, but we pressed ahead regardless.
As a gamer, I’d say: When we first kicked off in September, there were a few rocky starts. But my team didn’t back down; instead, we took your insightful critiques for Season 1 and ran with them. We revamped and refined almost every aspect of the game, and even managed to bring it to consoles. Although it wasn’t enough to secure a financial victory, we battled relentlessly and gave it our all until the very end.
The process of creating games is filled with unexpected events, changes in direction, and unforeseen occurrences. Since we embarked on this venture in 2020, the industry has undergone significant transformations. Despite falling short of our goals this time around, we wouldn’t give up this experience for anything else.
That’s all from us. See you out there.
—Nate Mitchell and the Mountaintop Team
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2025-03-13 03:02