Thanks for the shout out! We feel obliged to explain our position now, and why we care about what is going on here.
We’re just an indie dev with no ‘live service’ plans, but we are a publisher and developer that have worked to keep our own games playable for literally decades at this point - even if it’s not in our best business interests, hence why we wholeheartedly support this initiative. In the unlikely event we did end up with a live service game, there would be an end of life plan built into it - if nothing else but so that our own developers, that would have spent years working on it, would not see their work just vanish one day.
For our part, as long as we are around we endeavor to keep our games playable, at the very least on PC. We’re not perfect, but we do try ,given our limited means as a truly independent studio. Here is our (obviously written with our own bias) track record:
POSTAL (1997) - We no longer update this game, so we made it open source and made it free. We have in the past rolled community updates into the base game, and will always try to make sure it survives any OS version updates. But if the time comes we’re not around, at least the source is out there for anyone interested to fix it up, should some OS update breaks it.
POSTAL 2 (2003) and its DLC Paradise Lost (2015) - We sell and even update this game to this day. We’ve had to fight to keep it working during Windows and Linux updates. Sadly, Mac support is no longer that easy due to them dropping 32-bit support, although we did make a serious effort to try and get it sorted. We can’t release the source code because Unreal Engine 2 is not open source, which is a shame. The Mac situation bothers us though, so hopefully we can work that out one day. It was sold to Mac users, so they should still be able to play it, regardless of the paradigm shift Apple introduced with their hardware and software. Postal III (2011) - Not a game we developed or published, but we fought hard to get the game working again on Steam after the DRM servers went down (that we never agreed should have been a thing in the first place). We didn’t profit from that, it was just the right thing to try and do for those that paid for the game, and thankfully it worked out.
POSTAL Redux (2016) - It’s come to our attention that there is a generation of CPU’s the game now crashes on due to it’s very old Unreal 4 version, so we’re currently looking into fixing that by updating the engine version, but it’s turned out to be more complex than we thought so it’ll be a while. This game is not a massive seller for us to be honest, but we can’t ignore the inconvenience for those it affects.
POSTAL 4 (2022) - Still very much working on this game, about to add co-op, and soon workshop/modding support. Thankfully Epic does allow the source code sharing of Unreal 4 and 5 games, unlike Unreal 2, so once the workshop is out, it’ll be safe in the community's hands should we ever fold. And we’re looking to make sure that the servers for co-op can be maintained as long as anyone wants them to be.
Anyway, to anyone that made it this far, thanks for reading. We just figured it was worth explaining why we’re supporting this cause - it’s because our own game preservation is important to us, and therefore understand why overall game preservation is vital.
We obviously do care about money and paying the bills so we can keep supporting our devs, but we also care about the community - so we take the L in some situations financially, in order to look after those that help get us here.
Best of luck in your endeavors Ross! And those supporting him!