BattleBit Remastered, the low-poly, massively multiplayer shooter perhaps best described as Battlefield by way of Roblox, has sure shifted a lot of copies since it became a viral sensation a couple of weeks ago.
BattleBit Remastered launched into Early Access on Steam on June 15th, and is quickly approaching two million sales in the two-a-bit-weeks since, according to a recent interview with coder SgtOkiDoki over on How to Market a Game.
Behind BattleBit’s incredible figure of 1.8 million sales is the game’s explosive success on Steam, which saw it rocket to close to the top of the PC marketplace’s best-seller chart soon after its launch - beaten only by the stalwart Counter-Strike: GO. That comes alongside a whopping concurrent player count of 87,000 people, with more than 56,000 currently playing (as per Steam Charts) as I write this story.
While those numbers look impressive - and they are impressive - SgtOkiDoki offered a more sobering take on BattleBit’s road to success, which revealed it to not be quite the overnight success it seems.
The game’s three-person dev team first announced it as a Steam Greenlight title over six years ago, running weekend playtests to help refine the layout of its maps and weapon balancing.
Around 2018-2019, the team decided to shift the game to a more arcade-like feel, feeling that its low-poly appearance gave players a false sense of its gameplay - which at that point was a more simulationist approach like Arma. (The interview notes that if players jumped too high, they could break their legs, before needing to inject morphine to overcome the injury. Heavy.)
“If the screenshots don’t match the gameplay you have a problem,” SgtOkiDoki said. “Our game played like Squad but
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