Back:Fade
Back:Fade Announcement One Week Before the Release of 《Back3》
Version
Announcement One Week Before the Release of 《Back3》
Version Date
Sept. 18, 2025
Patch Notes
Announcement One Week Before the Release of 《Back3》
[p]To all guys who have supported the Back series,[/p][p] [/p][p]The third installment of our Back series, 《Back3》, will be launched next week.[/p][p] [/p][p](The current store time is set for September 28, but there is a possibility it may be released earlier on the 27th.)[/p][p] [/p][p]It’s been a while since we last communicated with an announcement. The reasons are threefold: first, we’ve been busy adapting the second creation into a scripted murder mystery game; second, we’ve been occupied with seeking funding for Back 4; and third, due to various internal and external factors, we’ve been feeling uncertain about our path ahead, leading to some deep reflection and hesitation. So, we’d like to take this opportunity to discuss things with everyone.[/p][p] [/p][p](Regarding the code giveaway event for 《Back3》, we’ve received all the emails and won’t be replying to each individually. The codes will be distributed uniformly before the launch.)[/p][p] [/p][p]First and foremost, the biggest issue is that aside from Back 1, all our other products are operating at a loss. Although our team consists of only three people, we’ve had no income for the past 21 months. Therefore, all our future decisions or project approaches will be survival-oriented. After all, we’re ordinary people with families and children to support. Between putting food on the table and pursuing ideals, we must prioritize survival. Even if we’re criticized for "making quick cash," it’s better than letting our children go hungry. Although few people read these announcements, throughout my career, even if my achievements have been modest, I’ve always done everything with a clear conscience. Whether people read the announcements or not is one thing, but it’s my responsibility to be transparent. Even if some malicious streamers use this to mock us for "crying poor," that’s just how things are—everyone has their own perspective.[/p][p] [/p][p]Next, let’s talk about the current FMV market. Honestly, it’s incredibly challenging for individual developers. Traditional indie game developers can often work alone or part-time for years, gradually refining and accumulating content over time to create something that rivals team-produced projects. However, FMVs primarily rely on film production, which requires at least dozens of people working for several days to shoot—there’s no way to cut corners here. In simple terms, the script, filming, and acting determine the final product. As a team of three developers, there’s only so much we can do. What you see is what you get. Additionally, since we’re self-funded and working with a limited budget, many brothers compare our work to other FMVs. While comparisons aren’t inherently bad, from my perspective, there’s little basis for comparison. Even in terms of game design or UI, a team working for six months will naturally outperform what I can do part-time in one month. I acknowledge that my work isn’t as good as others’, and I genuinely hope those investing millions into their projects can turn a profit. Here’s a personal story that reflects my current experience with FMVs:[/p][p] [/p][p]I grew up in an average family. In school, wealthy kids always had crowds around them because they could treat everyone to snacks after PE class or after school. I never liked sucking up to others, so I never joined in, but I envied the attention they received. (By the way, I’m an ENFJ.)[/p][p] [/p][p]I’ve always been average in terms of ability. In class, the really smart students with top grades also had crowds around them because others could copy their homework or ask them for help. I wasn’t particularly interested in studying, so I never asked, but I envied the feeling of being needed by others.[/p][p] [/p][p]I’ve always been average-looking. In class, the pretty girls and handsome boys always had crowds around them because people liked them. I also liked the pretty girls but wasn’t particularly interested in the handsome boys. Still, I envied the feeling of being liked by others.[/p][p] [/p][p]I’ve always had strong desires. So, despite being average in family background, ability, and looks, I wanted to experience better emotional connections. This led me down a path that wasn’t particularly favored by teachers back then—what you might call "attention-seeking." I enjoyed dancing wildly on the podium during breaks, being the first to hand in my exam paper (even if unfinished), and raising my hand enthusiastically in class. Each time, I managed to get some reaction (even if it was modest, it was better than nothing).[/p][p] [/p][p]This is who I am, and this has always been my situation.[/p][p] [/p][p]Why am I sharing this story? Because the current FMV market is filled with well-funded team projects, teams that excel at marketing, and recently, products that are incredibly cheap and offer massive content. So, does that mean I’m not cut out for making FMVs? I refuse to believe that. Just like my experiences growing up, I always enjoy trying new things, even with limited resources, because I hope to gain attention.[/p][p] [/p][p]My first project, 《Try and love》, was a relatively quick follow-up to 《LAA》, making it one of the earliest FMVs. It was primarily an experimental first attempt. I didn’t want to copy others, so I avoided creating a route map altogether. This decision was heavily criticized at the time. My intention was simply to avoid plagiarism, and creating a route map for an FMV requires extensive branching options. Without enough branches, the route map would feel awkward—this was ultimately a cost issue (a problem that persists to this day).[/p][p] [/p][p]After receiving feedback on my first product, I realized I couldn’t compete with the benchmarks of beauty-themed games. So, what could I do to earn everyone’s recognition and attention? This led to the creation of Back 1, a horror-themed FMV. I still believe this was the right decision. However, Back 1had its own issues. Limited funding resulted in a short runtime, leading to a refund rate of 36%. Players refunded for reasons like "too scary," "not scary enough," or "too many jump scares." That’s their right, and I respect it. I could only improve based on the feedback I received. Since horror is subjective, it’s hard to balance. So, for Back 2, I focused on a common piece of feedback: "lack of storyline."[/p][p] [/p][p]Thus, Back 2began its unfortunate journey. We looked for references that combined storytelling with subtle horror and decided to tell an "infinite flow" story. We also addressed the feedback about too many jump scares. As you all saw, the result wasn’t successful, partly due to our limitations in ability and budget. Thankfully, the refund rate decreased because the content was longer, but sales suffered due to poor word-of-mouth. Critics kept criticizing, and some streamers even timed their gameplay to refund just before the two-hour mark. Core players who enjoyed horror and jump scares felt the game lost its fun, making it a lose-lose situation. This led to the idea of returning to roots with 《Back3》.[/p][p] [/p][p]I must also mention 《Undead Realm:Ego》, which came before 《Back 2》. It was another embarrassing project for me. Initially, I wanted to create a horror FMV similar to 《Gonjiam: Haunted Asylum》, with a documentary style. It was a new crew and collaboration, and the director promised it would be easy. Needless to say, things didn’t go well. To make matters worse, unprofessional practices led to the use of copyrighted BGM, resulting in the project being taken down. This painful lesson was like paying tuition for experience.[/p][p] [/p][p]Then came the controversial 《Pact between us》project. At the time, I wanted to leverage my advantage over other FMVs—my extensive game development experience. So, I thought about cinematicizing the gameplay. Traditional FMVs mostly involve video playback with little gameplay. I recalled genres I was familiar with where video content could replace gameplay, which led me to 《Princess Maker》, a raising simulator where you nurture a girl from childhood. I decided to create 《Pact between us》. After announcing the project on Steam, everything seemed normal. Since we had no money for promotion, the outside world knew nothing about it. Until some longtime fans emailed, hoping to get merchandise. Those who know me are aware that I never made merchandise due to lack of funds and manpower. One player suggested crowdfunding, so I listed 《Pact between us》on a crowdfunding platform, following examples from other projects. What happened next is well-known: accusations of LTP , doxxing, harassment, and even police reports, ultimately leading to the project being banned across the internet. Even though the game contained no LTP content, many streamers focused on the fact that I used a little girl in promotions. The core issue is that I never intentionally promoted anything because I had no money. The project was about raising a little girl, so the trailer naturally featured her. Without discussing whether such projects should be made, I’ll reiterate: I have a clear conscience. Throughout production, not a single member of the crew, including actors, ever considered anything remotely related to LTP. Why did it become an unforgivable sin online? Has the world changed, or have people changed?[/p][p] [/p][p]Then came the Welcome to 《Mourningwood Lodge》project, a customized second creation based on an existing scripted murder mystery. I must clarify that when I worked on this product, the video content had already been filmed. Since it was a scripted murder mystery, the original content had no branching options. I did my best to organize the existing video and design matching gameplay. Why did I take on this project? Simply because I had no money to create something new—it was about survival. Even so, I tried to design features like "deduction" to ensure players weren’t just watching videos. 《Mourningwood Lodge》will have a sequel, coming soon, and we’ll strive to offer different gaming experiences.[/p][p] [/p][p]Finally, we have 《Back3》. Honestly, if I were to rate it out of 100, I’d give it a 70. I can only say that given the same limited budget, the team, crew, and cast have done their best. It might still fall short of everyone’s expectations, especially those of core fans, but we truly tried. The budget hasn’t changed. I’d love to hire an amazing scriptwriter or work with James Wan, but it’s a chicken-and-egg problem. You get what you pay for—it’s that simple. How 《Back3》performs is ultimately for everyone to experience.[/p][p] [/p][p]Lastly, given our current dire financial situation, if 《Back3》fails to recoup its costs, 《Back 4》will be put on hold until we secure funding. Until then, I won’t give up on making FMVs because I’m unwilling to accept defeat, and I owe it to the guys who have supported me over the past 21 months to keep my promise. Therefore, there may be a series of "quick cash" projects ahead. This might damage our reputation, but I believe those who follow me will also see this announcement. I don’t expect understanding, but this is the only path forward unless we find a like-minded investor. Otherwise, this is a necessary route because I need to live.[/p][p] [/p][p]In closing, thank you to all the guys who have read this announcement and supported me long-term. Wishing everyone a joyful gaming experience in advance, and happy every day![/p]