In 2018 we took a bold step forward with our business and published Post Scriptum, a WW2 shooter developed by Periscope Games." "In addition to Squad’s revenue on Steam, we have partnerships with some third-party retailers, like the Swedish-based Exertis Ztorm, and have done deals with places like Humble. "I’m proud to say that Offworld Industries has been able to generate enough revenue for us to build our business ever since Squad launched into Steam Early Access," Dustin Ross, Head of Customer Experience, told me over email. Offworld could make a real go of it after 10 years of tinkering in development between Project Reality and some hiccups along the way for Squad. Shortly after Squad went into early access on Steam in 2015, and the Kickstarter campaign had fully concluded, the team would no longer be split between making sure the bills are paid (with daytime jobs or diving into savings accounts) and doing the work they wanted to do. Offworld Industries was born out of that effort."
"The easy answer to that was building our own game out of Project Reality’s concept so that it could become a commercial product.
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"We loved working on and playing Project Reality, the mod we were building for Battlefield 2, and we wondered if there was a way we could turn our hobby into something we could do to make a living," Stahl said. Project Reality made its way to ARMA 2 and ARMA 3 before the project was terminated in favour of a full-fledged game… which also didn't end up coming to fruition. While Project Reality started off as a mod in 2005, it was clear that the crew, now the foundations of Offworld Industries, was looking for more than just to build off of someone else's creation. Squad started off as a spiritual-successor Battlefield 2 mod called Project Reality, which encourages teamwork, cooperation, and crystal clear communication during a match. Offworld is adamant that Squad's development process requires community input, which is how the team continues to be able to provide what their niche audience is looking for: the accessibility of an arcade shooter with the precision and teamwork of a military simulation. More than making smart real estate choices in a volatile market like Vancouver, Offworld Industries has managed to find the elusive sweet spot in game development: maintaining realistic expectations of what's possible while still delivering a product that people want to buy. With a modest studio in New Westminster, the team at Offworld has managed to survive the "great culling" over the last decade by, as Chris Greig, Head of Business Development, told GameDaily, "not renting a studio in Vancouver proper." In the sea of chaos that the Vancouver game industry has become, Offworld Industries is a bit of an anomaly.