Post by D.F.N. on Mar 7, 2017 16:50:47 GMT
History of Apeiron
In 1999, a small company in St. Petersburg, "SoftWarWare" released project E1, the space strategy game "Remember Tomorrow" . One of the key project developers was Vladimir "Vi" Ufnarovsky, a programmer who worked as a teacher at St. Petersburg State University. It was in 1995 when "Vi", at that time a graduate of mathematics at St. Petersburg University, conceived and wrote his game engine. The game engine was impressive for its time with space battles in real time involving hundreds of ships! Then due to financial matters the company ceased to exist. In 2000, he began to develop the foundations of a new tactical game, close to such classical representatives of the genre as UFO , X-COM and Jagged Alliance . For the first year of development he was doing all the job alone. Since mid-2001, Dmitry Ivashkin and Stanislav Simonov have joined him, thus forming the core of the future team. At that time the whole development was conducted in Peterhof (a suburb of St. Petersburg) in the building of the mathematical and mechanical faculty of St. Petersburg State University.
For those that are curious, improvements to the "E1" where projects with the code names "E2", "E3", "E4", but never reached the full-fledged games.
In May 2002, the first non-commercial demo version of the tactical project with the working title E5 is laid out on the Internet. Thanks to active interest from the players, the project becomes known to the leading Russian publisher, the company "1C" , which, having read the project, proposes to conclude a contract for its commercial development.
Thus, at the end of 2002, the company Apeiron ( from the Greek apeiron - unlimited, infinite ) is registered and since February 2003 the official stage of development of the tactical game begins. Brigade E5: New Alliance .
July 29, 2005, the game goes on sale in Russia, CIS and Baltic countries, and shortly before that the company moved to a cozy office in St. Petersburg.
Even before this, Apeiron started working on its sequel, “7.62” - project E6. In the discussions of "what to do next after E5", the Silent Storm engine was offered to the company along with some other ideas.
Then, contracts were signed for the publication of the E5 by the name "Brigade E5: New Jagged Union" in North America (by Strategy First on 17 October 2006) and a number of European countries. The company grows rapidly and the number of employees reach about 20 people.
There was a thought to publish E5 through Steam. It would have been one of the first games published through Steam though the deal was never realised for unknown reasons.
On 24 August 2007, 7.62mm High Calibre is released in Russian and on 2009 in English. Both by 1C publishing.
Project E7 follows with the name 7.62mm Reloaded.
Around that time Dmitry Ivashkin leaves the company. He goes on to work as a programmer in a non-game developing company.
The company tries a different setting with project E8 named "Capitulum" but no publishers are interested in it.
9 September 2009 Byka publishes the last title of Apeiron, project E9 named "Man Of Prey" but also known as "Marauder".
Company does support work on Combat Mission: Afghanistan.
and due to financial problems closes doors in June 2010
On January 19, 2011 Stanislav Simonov died by a tragic, absurd incident at the age of 29.
Vladimir "Vi" Ufnarovsky went back to his old habit of space strategy and re-established "SoftWarWare". He recently (22nd of March 2016) released his game "Galaxia: remember tomorrow" after renaming it to "Polaris Sector"
So why did Apeiron close its doors? Of course the reason is financial but what are the underlying causes?
Here are some of the info i gathered:
- The base code structure -written around 2000 by Vi- was not documented. Although its a common practice among non-professional programmers since it takes time to document everything that already is "in your head" , time that you can spend refining your product, it produces an enormous amount of problems if you bring other programmers to work on your existing code.
- The above was a time sink and a source of bugs. That translates to money.
- There was no experience how to handle/lead a team as a developer and as a result there was lack of focus among the team and a lack of discipline.
- Although the publisher 1C did support Apeiron for an extra 6 months -beyond the contract- during E5 development, it seems that they screwed them over calculation of sales resulting in no royalties.
- A lot of the above reasons led to key people leaving the company with whatever experience they had build until then.