u/Musizian42

Beyond All Reason is getting commercially hijacked? (Leak)

The reason I'm posting this here is because I've been explicitly told that if I post in the Beyond All Reason subreddit, I would be banned for it. In fact, quick update... I am now banned...

Anyway, the loved RTS Beyond All Reason has had a leak exposing a hidden plan.

A project that took something like 100+ volunteers to create is now going to go into the hands of five people to control. A leaked internal document admits, in their own words, that "the BAR organisation is and will be a for-profit venture"

It also admits that player donations were already used to pay legal and corporate setup costs for that for-profit company, and the team says they "were never fully comfortable with that."

When a community member asked directly whether the GPL even allows this kind of arrangement, an admin replied "this is being discussed with the team."

A new single-player campaign gets built with publisher money and sold on Steam as a paid product. The free multiplayer gets shipped on Steam as a demo of the paid game. The website launcher stays alive as the real free version off to the side. To anyone browsing Steam, BAR becomes a commercial product.

Ownership is planned to sit with five admins, not the wider contributor base.

There is a public GitHub issue where a senior developer acknowledges that personally-owned proprietary assets have been mixed into the shipping game for years.

Past contributors, including people behind Spring Engine and Balanced Annihilation work used by BAR, appear to get no automatic ownership, payout, or revenue share.

Is it legal? Maybe. Building paid content on top of a free engine is how id Software ran the Doom and Quake business.

There needs to be a real public discussion about this move but we won't get that unless we say something...

reddit.com
u/Musizian42 — 9 hours ago
▲ 1 r/Gamer

Beyond All Reason is getting commercially hijacked? (Leak)

The reason I'm posting this here is because I've been explicitly told that if I post in the Beyond All Reason subreddit, I would be banned for it. In fact, quick update... I am now banned...

Anyway, the loved RTS Beyond All Reason has had a leak exposing a hidden plan.

A project that took something like 100+ volunteers to create is now going to go into the hands of five people to control. A leaked internal document admits, in their own words, that "the BAR organisation is and will be a for-profit venture"

It also admits that player donations were already used to pay legal and corporate setup costs for that for-profit company, and the team says they "were never fully comfortable with that."

When a community member asked directly whether the GPL even allows this kind of arrangement, an admin replied "this is being discussed with the team."

A new single-player campaign gets built with publisher money and sold on Steam as a paid product. The free multiplayer gets shipped on Steam as a demo of the paid game. The website launcher stays alive as the real free version off to the side. To anyone browsing Steam, BAR becomes a commercial product.

Ownership is planned to sit with five admins, not the wider contributor base.

There is a public GitHub issue where a senior developer acknowledges that personally-owned proprietary assets have been mixed into the shipping game for years.

Past contributors, including people behind Spring Engine and Balanced Annihilation work used by BAR, appear to get no automatic ownership, payout, or revenue share.

Is it legal? Maybe. Building paid content on top of a free engine is how id Software ran the Doom and Quake business.

There needs to be a real public discussion about this move but we won't get that unless we say something...

reddit.com
u/Musizian42 — 9 hours ago

Beyond All Reason is getting commercially hijacked? (Leak)

The reason I'm posting this here is because I've been explicitly told that if I post in the Beyond All Reason subreddit, I would be banned for it. In fact, quick update... I am now banned...

Anyway, the loved RTS Beyond All Reason has had a leak exposing a hidden plan.

A project that took something like 100+ volunteers to create is now going to go into the hands of five people to control. A leaked internal document admits, in their own words, that "the BAR organisation is and will be a for-profit venture"

It also admits that player donations were already used to pay legal and corporate setup costs for that for-profit company, and the team says they "were never fully comfortable with that."

When a community member asked directly whether the GPL even allows this kind of arrangement, an admin replied "this is being discussed with the team."

A new single-player campaign gets built with publisher money and sold on Steam as a paid product. The free multiplayer gets shipped on Steam as a demo of the paid game. The website launcher stays alive as the real free version off to the side. To anyone browsing Steam, BAR becomes a commercial product.

Ownership is planned to sit with five admins, not the wider contributor base.

There is a public GitHub issue where a senior developer acknowledges that personally-owned proprietary assets have been mixed into the shipping game for years.

Past contributors, including people behind Spring Engine and Balanced Annihilation work used by BAR, appear to get no automatic ownership, payout, or revenue share.

Is it legal? Maybe. Building paid content on top of a free engine is how id Software ran the Doom and Quake business.

There needs to be a real public discussion about this move but we won't get that unless we say something...

reddit.com
u/Musizian42 — 9 hours ago

Beyond All Reason is getting commercially hijacked? (Leak)

The reason I'm posting this here is because I've been explicitly told that if I post in the Beyond All Reason subreddit, I would be banned for it. In fact, quick update... I am now banned...

Anyway, the loved RTS Beyond All Reason has had a leak exposing a hidden plan.

A project that took something like 100+ volunteers to create is now going to go into the hands of five people to control. A leaked internal document admits, in their own words, that "the BAR organisation is and will be a for-profit venture"

It also admits that player donations were already used to pay legal and corporate setup costs for that for-profit company, and the team says they "were never fully comfortable with that."

When a community member asked directly whether the GPL even allows this kind of arrangement, an admin replied "this is being discussed with the team."

A new single-player campaign gets built with publisher money and sold on Steam as a paid product. The free multiplayer gets shipped on Steam as a demo of the paid game. The website launcher stays alive as the real free version off to the side. To anyone browsing Steam, BAR becomes a commercial product.

Ownership is planned to sit with five admins, not the wider contributor base.

There is a public GitHub issue where a senior developer acknowledges that personally-owned proprietary assets have been mixed into the shipping game for years.

Past contributors, including people behind Spring Engine and Balanced Annihilation work used by BAR, appear to get no automatic ownership, payout, or revenue share.

Is it legal? Maybe. Building paid content on top of a free engine is how id Software ran the Doom and Quake business.

There needs to be a real public discussion about this move but we won't get that unless we say something...

reddit.com
u/Musizian42 — 9 hours ago

Beyond All Reason is getting commercially hijacked? (Leak)

The reason I'm posting this here is because I've been explicitly told that if I post in the Beyond All Reason subreddit, I would be banned for it. In fact, quick update... I am now banned...

Anyway, the loved RTS Beyond All Reason has had a leak exposing a hidden plan.

A project that took something like 100+ volunteers to create is now going to go into the hands of five people to control. A leaked internal document admits, in their own words, that "the BAR organisation is and will be a for-profit venture"

It also admits that player donations were already used to pay legal and corporate setup costs for that for-profit company, and the team says they "were never fully comfortable with that."

When a community member asked directly whether the GPL even allows this kind of arrangement, an admin replied "this is being discussed with the team."

A new single-player campaign gets built with publisher money and sold on Steam as a paid product. The free multiplayer gets shipped on Steam as a demo of the paid game. The website launcher stays alive as the real free version off to the side. To anyone browsing Steam, BAR becomes a commercial product.

Ownership is planned to sit with five admins, not the wider contributor base.

There is a public GitHub issue where a senior developer acknowledges that personally-owned proprietary assets have been mixed into the shipping game for years.

Past contributors, including people behind Spring Engine and Balanced Annihilation work used by BAR, appear to get no automatic ownership, payout, or revenue share.

Is it legal? Maybe. Building paid content on top of a free engine is how id Software ran the Doom and Quake business.

There needs to be a real public discussion about this move but we won't get that unless we say something...

reddit.com
u/Musizian42 — 9 hours ago
▲ 398 r/beyond_all_reason+2 crossposts

Publishing of BAR and Hooded Horse intro

Hi everyone!

I'm Tim, CEO of the publisher Hooded Horse, currently in discussions with the BAR admin team about potential publishing. I wanted to come into the community and introduce myself. I think the BAR team did an amazing job of laying out the details of what we're discussing, so I'll stick to talking about Hooded Horse and our goals and hopes for the project. In doing so I'll try to answer a few things I've seen come up in discussion.

So first, a brief intro to who we are. Hooded Horse is an indie publisher exclusively for strategic and tactical games. It was sort of an outgrowth from me modding, I created a mod for a DLC for Warband, named VC Balance Mod (https://www.moddb.com/mods/vc-balance-mod). I'm terrible at naming things, and originally I thought I would just mod like 10 minor things that bothered me, then 13 versions later I was buried in endless changelogs and wondering where the 100s of hours went. Then a friend suggested I should found a publisher, I looked around and thought that sounds fun, and then we got started. We're now a little under 40 people, with our goal being to keep publishing the most interesting new strategy games (forever ideally).

And that of course brings us to Beyond All Reason. The game is amazing, the developers behind it are amazing, publishing it would be an absolute honor, and allowing it to reach a far larger playerbase would be exactly the sort of goal that motivated me to found Hooded Horse. So I'm very excited to introduce myself here!

One thing I saw come up in a few comments to the devs' post -- people wondering about whether bringing in a publisher would lead to 'seizing control' or destroying the community-driven project. I thought it might help to explain a bit about how things work from a commercial perspective.

So as the devs laid out in their post, the plan is a version that is sold on Steam that includes a singleplayer campaign, and a free version on the website for multiplayer that is fully cross compatible and offers the same functionality. Some people speculated that this plan wouldn't generate returns and the publisher would start locking multiplayer factions and units or such behind a paywall.

This one is easily answered by just saying -- we have no power to do anything like that and the contract protects the developer's right to maintain the free version. The legal discussions actually dragged on for months, with words being changed this way or that, with the devs expressing their commitment to the free version and ensuring absolutely nothing could threaten it no matter what happens, in the most ironclad way possible.

That having been said, it's also worth directly exploring the incentives and how all this works, because we also have no incentive to want that.

So the way to start understanding this is to ask, why would players buy the Steam version if the free version allows them to experience multiplayer anyway. And there's then discussion of the role of singleplayer campaigns and such. And fair enough, singleplayer is a draw. But there's something more fundamental here -- people buying on Steam generally aren't going to be engaging in a feature by feature cost vs value comparison on what they could accomplish for free. Anyone who wants to download one of our games could probably pirate it in a second, we don't use Denuvo or any of that crap. 

People who buy a game do so because they like the idea of supporting the devs, like the support the game is getting, and don't mind what is ultimately a pretty reasonable price for something they are going to play for many hours.

In other words, people buy on Steam because they are being treated well, and feel good about treating the devs well in return, not because someone forces them to.

Maintaining a free version on the website is not in any way a threat to Steam sales. If people play the free version and enjoy it, awesome! If they end up one day deciding they want to support development and buy on Steam, that's awesome too. But even if I were the most greedy, conniving person imaginable, I'd also be smart enough to realize that I don't help that happen by plotting to lock multiplayer features away and trying to force people into buying. That's the kind of shortsighted behavior that costs a company big. 

And anyway, I'm not especially focused on profit. By virtue of us being entirely private (and me owning just under 70% of the company, and having the other shareholders all be individuals and no institutions or anyone with expectations of me) -- we don't really face any financial pressure. I even wrote into our corporate bylaws that we can prioritize ethics and artistic integrity and such over profit, just so everyone who ever invested in us early on knows what to expect. The point of the company isn't maximizing money, the point is helping amazing devs and strategy games. It's nice to get good returns, give our staff nice raises and build out better capabilities to help devs better, but the point is the great games.

But again, even if I were maximizing for profit, I would play the long-game and do everything I can to treat players and developers right. What's pretty much the most profitable game company out there? Valve. And they got where they are by doing exactly that, taking care of players and offering opportunities to developers, doing the right thing. I believe there's a real moral and ethical commitment behind that by the Steam team, but in the end the best long-term way to build a company that does great is not to do a bunch of short-sighted stuff that attempts to milk players for money, but rather to take care of them as your highest commitment.

So that's the plan. A Steam release alongside a great free version on the website.

To be clear, the contract is express in stating that the funds we are giving the developer to help with development can be fully used to enhance the game as a whole, both the free and paid version, because they are essentially the same thing. Yes, part will go specifically to the singleplayer campaign, but plenty will be used for multiplayer as well, and the contract is clear the devs can fully use the funds in that way. Whatever is best for the game as a whole. Anyway, we never control devs in any of our publishing contracts, we never put in milestones or requirements, we only work with people we trust to make the right decisions themselves.

Now I have seen some people ask why the Steam version can't be free to play and then rely on in-game monetization. This is just a bad model for indie strategy games to be sustainable honestly. We've never published a free to play game, we're always a complete game to own for a reasonable price, because that's what works well for everyone. I don't want to be thinking about user acquisition values or such, we just want to focus on having good games and showing them to people. 

I've also seen some people ask why the devs need us to get on Steam. Now, certainly, funding is a good benefit. But honestly at Hooded Horse we are mostly a publisher used by developers who would do fine self publishing and often they have all the funding they need. If you look at the games we've published, some already had 500,000 or more wishlists before they signed on for us to publish (Manor Lords, Heroes of Might and Magic: Olden Era), they clearly could have self published just fine. Some were already released into Early Access and doing amazing before they brought us on to take over publishing (Workers and Resources: Soviet Republic, Empires of the Undergrowth). And some were already released into version 1.0 and came out around 10 years ago and just brought us on because we enjoyed working together on the later game and they wanted us to help out with the earlier too (Battle Brothers, Darkwood). Mostly we sign devs because we all like each other and like working together, and think we would do an even better job together.

Now to be clear, we haven't finished the publishing discussions, so I'm still sort of hoping and getting excited but nothing finalized yet. But very much hoping. There's 3 of us over here at Hooded Horse who are absolutely insanely excited about this and have been working on things during this discussion process. Myself of course. Snow, my wife who is also our President and CFO, and Mandy (MandaloreGaming) our Chief Player Experience Officer -- we've been having these discussions and getting more and more excited, not the least because of how much we like everyone we've met from the BAR team -- the devs are truly amazing people. 

Anyway, I'm incredibly excited about the chance to help BAR reach a wider audience. The game is wonderful, and so many new people out there are going to be thrilled to discover it. And I would feel honored to serve as publisher and play a small part in its amazing journey.

u/HoodedHorse — 9 hours ago

Beyond All Reason is getting commercially hijacked? (Leak)

The reason I'm posting this here is because I've been explicitly told that if I post in the Beyond All Reason subreddit, I would be banned for it. In fact, they're threatening to ban me for posting this anywhere on Reddit. (update they just did ban me)

Anyway, the loved RTS Beyond All Reason has had a leak exposing a hidden plan.

A project that took something like 100+ volunteers to create is now going to go into the hands of five people to control. A leaked internal document admits, in their own words, that "the BAR organisation is and will be a for-profit venture"

It also admits that player donations were already used to pay legal and corporate setup costs for that for-profit company, and the team says they "were never fully comfortable with that."

When a community member asked directly whether the GPL even allows this kind of arrangement, an admin replied "this is being discussed with the team."

A new single-player campaign gets built with publisher money and sold on Steam as a paid product. The free multiplayer gets shipped on Steam as a demo of the paid game. The website launcher stays alive as the real free version off to the side. To anyone browsing Steam, BAR becomes a commercial product.

Ownership is planned to sit with five admins, not the wider contributor base.

There is a public GitHub issue where a senior developer acknowledges that personally-owned proprietary assets have been mixed into the shipping game for years.

Past contributors, including people behind Spring Engine and Balanced Annihilation work used by BAR, appear to get no automatic ownership, payout, or revenue share.

Is it legal? Maybe. Building paid content on top of a free engine is how id Software ran the Doom and Quake business.

There needs to be a real public discussion about this move but we won't get that unless we say something...

reddit.com
u/Musizian42 — 11 hours ago

Beyond All Reason is getting commercially hijacked?

I need your help to stop what could become a case of the taking over of a game loved by many, Beyond All Reason.

If you don't already know, a leaked document suggests that Beyond All Reason is taking a new commercial approach.

A project that took something like 100+ volunteers to create is now going to go into the hands of five people to control. A leaked internal document admits, in their own words, that "the BAR organisation is and will be a for-profit venture"

It also admits that player donations were already used to pay legal and corporate setup costs for that for-profit company, and the team says they "were never fully comfortable with that."

When a community member asked directly whether the GPL even allows this kind of arrangement, an admin replied "this is being discussed with the team."

A new single-player campaign gets built with publisher money and sold on Steam as a paid product. The free multiplayer gets shipped on Steam as a demo of the paid game. The website launcher stays alive as the real free version off to the side. To anyone browsing Steam, BAR becomes a commercial product.

Ownership is planned to sit with five admins, not the wider contributor base.

There is a public GitHub issue where a senior developer acknowledges that personally-owned proprietary assets have been mixed into the shipping game for years.

Past contributors, including people behind Spring Engine and Balanced Annihilation work used by BAR, appear to get no automatic ownership, payout, or revenue share.

Is it legal? Maybe. Building paid content on top of a free engine is how id Software ran the Doom and Quake business.

I'm not asking you guys to tear down the fort. I think it's a good game and it may be a viable thing but the intention is to sign with the publisher in weeks not months and the leak may be old so we have NO TIME.

There needs to be a real public discussion about this move but we won't get that unless we say something...

reddit.com
u/Musizian42 — 11 hours ago

Beyond All Reason leak shows 5 admins will siphon off funds

As Ptaq, admin of BAR said in his post, the plan is to make Beyond All Reason as we know it the "demo" of a paid game headed by Hooded Horse.

This takes the whole creative energy put behind Beyond All Reason by hundreds of people for more than a decade toward the for-profit intents of five people.

Let's be clear, Beyond All Reason is great because it's been focused on what PEOPLE wanted from it. That's why so many have spent their time building this game.

This was leaked by concerned contributors:

TL;DR:

After a decade of free volunteer labor from hundreds of people, five admins have turned BAR into their for-profit company, taken 100% equity for themselves while refusing any shares for contributors, openly admitted they used donation money to fund the corporate setup, and are now locking in a cash-grab model where paid staff and unpaid volunteers will work side-by-side on the same game while the admins keep the right to extract dividends.

[This is an official statement from the admins as of May 7th 2026]

Dear Contributors,

Following the April 15th statement and the very lively discussion that came out of it, we promised another drop to come shortly as we lock down the remaining open points of the publishing agreement so this round of comms can be substantive, having all cards on the table so everyone in the team is able to make an informed decision about their involvement with the project going forward.

The agreement is now sufficiently developed on the legal front we are comfortable with making firm statements about the details. We are aligned within the admin team on signing it in the coming weeks, but we have deliberately parked it to attend to homework, the most important part is having these conversations with the team. We do not want to put pen to paper before talking with you, addressing the big questions still hanging in the air, and getting an actual read on the team’s sentiment, similar to what we did with the Head of Operations appointment. The plan is to again run a survey, evaluate our mandate in doing these moves, and only then proceed.

A reminder up front: this message is for the contributor team. Some elements (notably the publisher's identity, which we share below) are okay to discuss internally and in our dev channels, but please avoid mentioning them to the public for now. We are very grateful the earlier information has been kept internal, a testament to how seriously the team is taking it. We'll handle the wider community comms if the deal is signed and we will do a controlled rollout.

Contents of this round of comms:

We have compiled a list of the most popular questions that remained unanswered in previous updates. The list is based on the BAR Organisational Future thread, the DMs we received and partly things that might have not been raised, but we believe would be helpful to disclose at this point.

- Publisher’s identity

- How money flows, what the publisher’s cut applies to, what the funding can be spent on

- Equity and shareholding, the structure, the reasoning behind it, and the protective rules around share transfers

- Free version on Steam, cosmetics?

- Donation fund relief

- Volunteer work policy

- Where we want to go from here

Addressing some of the things we failed to properly convey in previous comms:

1) The publisher-or-death binary:

There may have been some imbalanced framing on our part, indirectly implying that the publishing deal is the only way for BAR to meaningfully move forward. That may have been read between the lines simply because of our own excitement around the opportunity, so it is worth clarifying.

This is not a binary between “publisher deal” and “BAR stays at its current pace forever.” Even without a publisher, BAR is already set up to move faster than it has been, because the Head of Operations role and the internal process work around it are happening either way. What the publisher specifically unlocks is a different gear. It gives us the ability to take on Steam-scale work that volunteer time cannot reasonably absorb, such as full-time campaign work, dedicated infrastructure capacity, sustained client/UI development, and similar long-running production needs.

So if the survey result is a firm no and we walk away from the deal, we are not back to square one. We would still be moving faster than 2024-2025 BAR was, just without the funded-team layer on top.

2) In the April 15 statement we called the publisher path "non-controversial and low-risk”. The first half of that has clearly not aged well, the chat since has shown plenty of controversy, and rightly so. We stand by "low-risk" in the specific sense of being lower-risk than the alternatives we evaluated, given the goal of putting BAR out on Steam properly, but we should have been more careful with "non-controversial". That word implied a settled position the team did not yet have. Apologies for the loose framing, that is on us.

Let us cut to the chase then and finally reveal all the juicy info you were waiting for!

Who is the publisher?

The publisher is Hooded Horse (Hooded Horse Inc., a Texas corporation). For those unfamiliar, though we suspect a lot of you already are given the audience this project attracts, Hooded Horse is a publisher specialising entirely in strategy games. Their catalogue is a who-is-who of recent indie strategy hits; HOMM: Olden Era, Manor Lords, Old World, Terra Invicta, Falling Frontier, Against the Storm, Songs of Conquest, Distant Worlds 2, and many more. If you play strategy games on Steam, you have very probably bought one of theirs.

They have one of the cleanest reputations of any publisher currently operating in the strategy space, perhaps the cleanest. They are known for being developer-friendly to a degree that is genuinely unusual: hands-off on creative direction, unusually transparent (several of their other publishing contracts are publicly available, which is almost unheard of in this industry), and consistently spoken about positively by the developers they have worked with. They do not push studios around on game design, they understand strategy audiences, and they have specifically built their model around long-tail support for niche genre titles instead of chasing a quick hit. The way they operate is, in many respects, exactly the model we would have hoped for if we had been able to design our ideal publisher from scratch.

Why Hooded Horse specifically, out of the offers we evaluated? They were the closest fit on every axis that mattered to us. No IP transfer, comfortable with the free-version commitment, comfortable with our open-source/GPL legacy and the licensing setup, pragmatic about an unusual project with a unique history, and willing to negotiate the kind of terms (safe off-ramp, license-only, contributor-friendly framing) that other publishers either could not or would not match. The fit on values, as much as on commercial terms, is what tipped the decision.

Even by their already pretty developer-friendly baseline, the terms we ended up with are noticeably more pro-dev than what they normally do. They went out of their way to accommodate what we needed, in places where the boilerplate would not normally bend. That part of the negotiation took time, which is part of why this has all been slow, and it is also why it was worth waiting to get right.

A few of you in the thread had guessed correctly from the hints we were dropping here and there. You can put on your “I told you so” cap now! 😃

How the money would flow in such deal

Plenty of speculation around this in chat, so let us go through it properly.

Revenue split with the publisher

We are not going to publish the exact percentages negotiated with Hooded Horse, that part is covered by the NDA, like in any other publishing agreement but it is safe to call it “very fair” for what they bring to the table. A part that’s worth mentioning is there is a step-down baked in as well, which means as we go the Publisher's share of revenue diminishes, unlocking more funds to flow directly into the project.

The revenue share with Hooded Horse applies only to the commercial Steam product, i.e. revenue from the paid game (and any future paid DLC under the same arrangement) sold via Steam and equivalent storefronts. It does not apply to:

- Donations to BAR. Those continue to flow into the BAR organisation directly and are ring-fenced for the Community Fund (tournaments, events, contributor tooling, server-host safety net, etc.) under our shareholder agreement.

- Other sources like a merch store - 100% of merch revenue stays with BAR, this is explicitly carved out of the publishing agreement.

- Future ventures outside the Steam product - Anything materially new (transmedia, sequels, unrelated products) sits outside this deal unless we choose to bring it in via a separate agreement.

In other words, the publisher participates in the commercial Steam product they are helping us bring to market. Everything else BAR does (the donation-funded community side, the merch store, future projects) stays separate.

Once the money lands at BAR Team B.V., what we do with it is fully under our control through our internal Shareholders’ Agreement (SHA).

The internal commitment is:

- After the commercial release, at least 75% of the net revenue BAR receives from the first year will be reinvested: development, infrastructure, compensation, the free version, premium content, community-facing spending, runway and administrative costs.

- For the time after, we commit to prioritise continued improvement and operation of BAR going forward.

Regardless of how successful the game becomes, the SHA structurally prevents this from turning into "the admins quietly siphon off the revenue." The legal default is that the money goes back into BAR. Dividends are possible only after the reinvestment floor is satisfied and only with proper Board / shareholder approval. The practical business reality will probably be that way more than the minimum gets reinvested.

So to finally address the elephant in the room - yes, the BAR organisation is and will be a for-profit venture, there is no denying that, but in practice the balance is strongly towards making the best game we can possibly make, leveraging the opportunity the publishing funding unlocks.

What the funding can be spent on

Worth flagging directly, because some people in chat assumed otherwise: the publisher does not dictate how we spend the development funding. There is no clause that says "X% has to go to the campaign" or "you must hire a dedicated writer with this slice." We decide internally, in line with our production plan and what the project actually needs at any given moment. Campaign work, lobby and matchmaker, infrastructure, art, Lua, engine, compensation, tooling, accessibility work, localisation, QA, all of it is fair game and prioritised by us.

Concretely, on the campaign side, we want to push for something far beyond a series of skirmishes with a story stapled on. We are aiming for a proper progressive galaxy map, a real narrative with characters and voiceover, cinematics, and the kind of meta layer that makes the whole thing feel like a single story rather than a mission list. None of that is realistic in a 2-hours-after-work-on-a-Wednesday volunteer model, that is exactly the kind of work the funding is meant to make possible. The campaign is one of the biggest prizes here, and we want to do it right.

Same logic applies on the infra and client side, powerful visual presentation, proper Steam integrations and marketing, quality assessment, compliance and legal layer, and the list goes on. Every one of these has been yearning for sustained, full-time attention rather than evening-and-weekend volunteer time. The funding lets us actually staff those properly.

Donation fund, reimbursement of setup costs

Some of the legal, notarial and corporate setup costs incurred over the past year (legal, negotiation costs, company structure work, contract review, now also the paid Head of Operations who spent some of their time on it etc.) were covered out of the donation pool. We were never fully comfortable with that, since donations are not meant to fund the commercial side of the project. Those costs will be reimbursed from the Publishing fund as soon as we sign, to free up these funds for where they belong to be allocated.

Combined with the Community Fund direction we floated in the April 15 addendum, this should give us a meaningfully larger pot to use proactively for things people actually care about: tournaments, community get-togethers, contributor tooling and software licences, server-host safety net, and so on.

Equity, share transfers, and why it is structured this way

This is the topic that has generated the most heat in #dev-organisation since April 15, and it deserves a proper answer.

The current equity structure

BAR Team B.V. up to now has been held by IceXuick alone (a holdover from when the company was set up and we needed someone to legally hold it). As mentioned in the January 15 statement, the plan was always to split that ownership across the admin team to fix the bus-factor-of-one situation. With Tarnished Knight joining the admins, we are now five.

What this equity actually represents (and what it does not)

Reading "five people split 100% of equity" and immediately thinking "so five people are about to cash out on a community-built project" is a fair instinct. We want to address that framing carefully.

What equity in BAR Team B.V. actually is:

- Governance and legal responsibility. Shareholders are the people who can be sued, audited, hauled in front of tax authorities, called to sign agreements and held personally accountable for the company’s decisions. Right now that risk has been carried entirely by IceXuick. Splitting it five ways is mostly about distributing legal exposure and decision-making authority across people who are already shouldering the project.

- Decision power over BAR’s direction. Big calls (signing this kind of deal, hiring, scope decisions, IP defense, what the campaign should look like) require strong shareholder alignment that is practical to reach. This is already a hard task with 5.

- A theoretical share of any future profit. This is the part that gets a lot of attention in the discussion. It is real, but heavily constrained: by the SHA reinvestment floor, by Dutch corporate law on dividend tests, and by the asset-light, licence-restricted nature of the company itself. Most of BAR Team B.V.’s potential value is locked in trademarks and goodwill rather than tradable assets.

What it is not, equally importantly:

- A payout structure for past contributions. We are not pretending it is. Founder shares in any company represent who is on the hook going forward, rather than a retroactive accounting of who did what.

- A fixed split that will stay the same forever. New shareholders added in the future could be brought in. The structure is not set in stone and we can rethink it in the future.

Why not a contributor equity pool?

This was the most consistent ask in the thread: "surely you could carve out X% for past contributors as a pool." We thought hard about this and concluded that a formal pre-allocated equity pool is a worse mechanism than the alternatives, for these reasons:

- Defining "contributor" fairly is genuinely impossible - BAR has had over 150 named contributors, plus uncounted Recoil contributors whose work BAR runs on, plus people who came and went, plus people who did massive work and left on bad terms, plus people who showed up for two PRs that turned out to be load-bearing. Any algorithm we try (commit count, hours logged, role, tenure) breaks immediately on real cases. Doing this badly would create more bitterness than not doing it at all.

- Equity creates governance noise that hurts the project - Every shareholder is a vote. A 50-person cap table on a small company that needs to move quickly on big decisions is operationally painful.

- The mechanisms we have are better targeted to the real concerns - The recurring concerns we hear are: "will admins quietly cash out at the expense of the project," "will the free version get squeezed," "will past contributors be forgotten when paid roles get handed out." Those are addressed by, respectively, the SHA reinvestment floor, the binding free-version protections and the contributor-first hiring policy (April 15 statement). Handing out shares is a worse fit for any of these problems than the dedicated mechanism is.

Right of First Refusal, share transfer rules

A separate but related concern: "what stops admins from selling their shares to a random VC tomorrow?"

The SHA puts the following structure on share transfers (committed in writing, drafted with our lawyer, and binding on every current and future shareholder):

- No unilateral transfers. Any shareholder wanting to sell has to issue a formal Transfer Notice covering price, terms and any proposed buyer.

- Existing shareholders get first refusal. The other admins get to buy at the same price first, pro-rata.

- Ownership caps and lock-ups apply. To prevent a single admin or coordinated group from quietly taking control through this route, there are caps on how much any single buyer (or coordinated group) can acquire, plus a lock-up period after acquisition.

- If existing shareholders don't purchase the shares they get announced in private contributor spaces first.

- Outside sales are the last resort. Only if both ROFR steps don't fill the offered shares can a sale to a third party even be attempted, and that sale is still subject to Board approval and the buyer signing a deed of adherence to the SHA. Anti-circumvention rules block the obvious workarounds (nominees, options, holding companies set up to evade the ROFR, etc.).

We explicitly do not want shares ending up with outsiders. The structure is designed so that if anyone among the current holders ever wants out, the shares stay either with the remaining admins or get announced for sale to the contributor base in private dev spaces.

Selling BAR to an outside buyer is not a path we are leaving open as a default.

Free version, Steam and cosmetics

The free version will also be on Steam (via the demo)

A piece that has been getting twisted in chat: "Steam will be paid-only, the free version is being shoved off-platform." Not the case.

The plan is for the Steam demo to effectively be the free version. Same multiplayer, same matchmaking, same volunteer-built content base, just packaged through Steam’s demo system because that is the mechanism Steam gives us for shipping a free, full-featured client alongside a paid SKU. People who want to stay on the website launcher can do so, with full feature parity. People who want to play through Steam without buying anything can do so via the demo.

Steam-platform conveniences (friends list integration, achievements, cloud saves, etc.) come from the platform itself, so demo users get them too. The paid version’s value-add is the premium single-player content and anything specifically funded by the publisher. The multiplayer experience itself remains free, and accessible via Steam.

Cosmetics

Cosmetics came up a few times in chat (mostly half-joking, but the question underneath was real): is BAR going down a "commander skins, hats, paid-currency cosmetic store" monetisation route as part of this?

Short answer: most likely not, that is not the focus. Cosmetics are an interesting space and we are not ruling them out, but the direction we are leaning toward is treating them mostly as rewards earned through achievements and gameplay, so they reward people who play and contribute to BAR. Some paid cosmetics may end up existing later (special editions, support-the-project bundles, that sort of thing), but they are not part of the core revenue plan and they are not what is funding this project. The core revenue model remains the one-time-purchase Steam version, plus future expansions/DLC under the same arrangement.

Volunteer contributions policy

A lot of the discussion circled around one question: "what is the actual policy on volunteer contributions once paid work exists?" I have answered this in chat several times, but it deserves a summary in this statement:

- We do not solicit volunteer work to fill gaps that paid work could fill. If a piece of work is essential and budgeted for, it is paid work, and a paid personnel will do it. The project will not be designed around a volunteer-fills-the-cracks model.

- We do not turn away volunteer contributions from people who want to contribute knowingly. If you have read this statement and the April 15 one, you understand the project is now partly a commercial product, and you still want to contribute under those terms, that is your right. After this round of comms and conclusion the for-profit environment will be made clear to outside incoming contributors and the whole community as well. We will not refuse PRs from informed adults who want to make the game they love better.

- Significant gap-filling work that the project actually needs from a specific person, the kind of thing where we would say "we really need someone to do X, and you are uniquely placed to do it", will be commissioned, with prior agreement on compensation.

- Existing contributors get hiring preference. This was in the April 15 statement and stays. If a paid role exists and you are already doing it well, you are first in line.

We acknowledge the model carries an asymmetry that some people have correctly named. Paid contributors get paid, volunteer contributors do not, and they will sometimes be in the same room working on the same product. We are choosing this model anyway because the alternatives (refusing all volunteer contributions; refusing publisher funding; trying to retroactively monetise everyone’s past work) are each worse for the project and most of the team. If you fundamentally disagree with this model, the survey is the place to say so.

A more empathetic framing of why this is happening at all: the volunteer model has done amazing things, but it has also hit a real ceiling on certain kinds of work. There are problems on this project where the answer "after work on Wednesday I will make a widget to adjust this one thing" no longer cuts it, the work needs sustained, full-time attention from someone who can actually hold the whole thing in their head for weeks at a time. People are not drones, and we cannot ask anyone to live that way for free. The publishing deal is, more than anything, the way we unblock that category of work without burning anyone out trying to do it on their evenings.

Asking for the mandate

As mentioned at the top: we want to measure the team’s sentiment before signing, the same way we did with the Head of Operations appointment. The survey this time is short and focused.

Structure

1. Stance on signing: For / Against / Neutral.

2. Continuation intent: "If the deal goes ahead, how likely are you to continue contributing to BAR over the next year?".

3. Long-form concerns and questions: Anything not addressed in this statement or previous ones that you still want answered. We will compile and respond, the same way we did for the Head of Operations discussion.

We realise there is realistically no version of this where everyone is happy. The discussion already shows a spectrum from "this is the best possible compromise" to "the whole direction is wrong." We respect both ends. What we are looking for is a clear-enough mandate that proceeding does not mean steamrolling a meaningful minority. The last thing we want is to tie our lives and careers for years forward working on something that carries with it the resentment of those who built it with us. The survey is linked at the end of this statement.

To protect the integrity of the process, signing in is required in order to participate and prevent duplicate or fraudulent voting. However, responses themselves are anonymous by default. If you would like your response to be identifiable (so the admin team can follow up with you directly on specific concerns), you can choose to fill in the optional Nickname field. The results of this survey will be shared with the team afterwards as totals. Contents of long-form responses will remain confidential between the responder and the admin team, with anonymised themes and admin replies published in the follow-up. Also importantly, the responses can be edited, feel free to make a provisional choice and edit it later if you changed your mind.

Let’s talk this through

Some of these topics are much easier to talk through than to read through. Two voice meetings are planned in the next two weeks:

- Thursday May 7th 9PM CET - general meeting to talk through the above

- Thursday May 14th 9PM CET - tentative follow-up meeting with a special guest! We are exploring the possibility of having the publisher join this one directly to talk with the contributor team and answer questions about how they operate, what their plans for BAR are, and whatever else you want to ask them. We think a proper introduction is in order.

What happens next

- Today through the next week: read this statement, ask questions, attend the voice meetings and respond to the survey when you feel you are making an informed decision.

- After the survey closes: we compile results and follow-up Q&A, post a response (same format as the Head of Operations one), and assuming the mandate is there, move to signing.

- Signing window: if the mandate is there, we don’t want to keep the pen hanging for too long as we obviously want to inform everyone else about the news. The expectation is days/weeks, rather than months from here.

- Finally a public-facing announcement coordinated with Hooded Horse on rollout. We will also welcome your input on our draft.

Final remarks and survey link

Thanks to everyone who took the April 15 statement seriously enough to argue with it for two weeks straight. The chat since then has not always been comfortable to read, but these conversations are crucial to have now. Several of the changes in this statement exist because of points that came out of that thread. Even where we disagreed, the pushback has been instrumental in how we navigated through the negotiations shaping the deal to offer the best future of the project for everyone involved.

Closing on a personal note. Stripping away the legal and process side of this, the deal we have managed to negotiate is, in many ways, the best-case scenario for a project of our shape: a publisher who actually gets us, a values fit on the things that matter, no IP transfer, free version protected, off-ramp in place, and a funding structure where we get to decide what to build with the money.

Inside the admin team, after months of evaluating all opportunities in front of us, this is the one scenario we believe gives BAR the strongest possible future without selling out anything that makes BAR what it is. I am proud of what we put together, and I cannot wait to start this new episode.

Thank you for your attention.

Survey link

Discussion

Feel free to also reach out through DM to the admins.

reddit.com
u/Musizian42 — 13 hours ago

Beyond All Reason is getting commercially hijacked?

There's something I need to share here about Beyond All Reason. It's an open source game a lot of RTS fans love but...

  • A leaked doc shows they are seeking to sign with publisher and go somewhat commercial.

BAR was built over many years by hundreds of contributors under an open-source model, largely within the GPL ecosystem. My understanding is that the GPL exists specifically to protect community-built software from being taken private, closed off, or commercialized in a way that removes the community’s ability to access, modify, fork, and redistribute.

That matters because many people contributed to BAR under the assumption that it would remain fundamentally community-owned and open.

As I understand the current plan, the engine and existing multiplayer game remain open, while a new single-player campaign is developed with publisher funding and sold on Steam. The free multiplayer version would appear on Steam as a demo attached to the paid game, while the website launcher remains available as the separate free version.

Basically:

- New paid "BAR" = all traffic
- Demo "open source" BAR = hidden/harder to find

The concern is not simply that money is involved. The concern is whether the public identity of the project is changing from an open community game into a commercial product controlled by a small group.

5 admins would own the company behind a project built on years of volunteer work from hundreds of contributors. The organization itself acknowledges that the BAR organization is and will be a for-profit venture. There are also claims that player donations were used for legal and corporate setup costs related to that company.

Another concern is licensing. There has been discussion on GitHub suggesting that personally owned proprietary assets may have been mixed into the shipping game for years. If true, that raises serious questions about whether BAR has already been operating in contradiction to its own licensing principles.

BAR has always felt like proof that volunteers could build something world-class without it needing to be owned in the traditional corporate sense. I hope the developers address these concerns directly, especially around ownership, donations, licensing, Steam presentation, and the long-term status of the free multiplayer game.

Some of what I'm saying is related to leaked documents which I will not share here. But they grant a little bit more light to what I'm saying. There is more than one "Beyond All Reason" sub. That's all I will say. I don't want to get banned from the game.

Please, someone carry this torch for me. I'm not sharing the leaked document here out of fear of retribution. I'm not saying they would do that. I'm just saying I don't want to take the chance. However, if you don't play this game and not worried about a ban, that's your call.

reddit.com
u/Musizian42 — 1 day ago

What worries me about Beyond All Reason going commercial

Beyond all reason is that RTS game everyone loves.

If you don't already know, a leaked document suggests that Beyond All Reason (BAR) is taking a new commercial approach.

  • BAR's leaked doc shows they are seeking to sign with publisher and go somewhat commercial.

I've been enjoying playing the game for almost a year now but the recent news that Beyond All Reason will be going commercial is concerning to me.

BAR was built over many years by hundreds of contributors under an open-source model, largely within the GPL ecosystem. My understanding is that the GPL exists specifically to protect community-built software from being taken private, closed off, or commercialized in a way that removes the community’s ability to access, modify, fork, and redistribute.

That matters because many people contributed to BAR under the assumption that it would remain fundamentally community-owned and open.

As I understand the current plan, the engine and existing multiplayer game remain open, while a new single-player campaign is developed with publisher funding and sold on Steam. The free multiplayer version would appear on Steam as a demo attached to the paid game, while the website launcher remains available as the separate free version.

That worries me because Steam is where most new players will encounter the game. If the main Steam page is for the paid campaign, and the free multiplayer is presented as a demo, then BAR’s public-facing identity may effectively become “a paid game with a free demo,” even if the full free version still exists elsewhere. The open community-built version may technically remain available, but it could become much less visible. There's a lot to say here, but I don't even want to reference the leaked document lest I be banned.

The concern is not simply that money is involved. The concern is whether the public identity of the project is changing from an open community game into a commercial product controlled by a small group.

There are also governance concerns. From what has been discussed, 5 admins would own the company behind a project built on years of volunteer work from hundreds of contributors. The organization itself acknowledges that the BAR organization is and will be a for-profit venture. There are also claims that player donations were used for legal and corporate setup costs related to that company.

I am worried that a 150-contributor paid project will be seen as commercial as the free game will be finable but not the front-face on Steam. My concern is about whether the community-built free game is being demoted in practice, while the commercial version becomes the official face of the project.

BAR has always felt like proof that volunteers could build something world-class without it needing to be owned in the traditional corporate sense. I hope the developers address these concerns directly, especially around ownership, donations, licensing, Steam presentation, and the long-term status of the free multiplayer game.

If the free game is truly still the heart of BAR, then it should not be hidden behind the paid product’s demo label. It should remain clearly visible, clearly protected, and clearly community-owned.

reddit.com
u/Musizian42 — 1 day ago

Open source gaming going commercial? Here is what worries me.

I know this is a sub that mostly talks about finding software, but I have something important that you guys need to know about.

Beyond all reason is that RTS game everyone loves.

If you don't already know, a leaked document suggests that Beyond All Reason (BAR) is taking a new commercial approach.

  • BAR's leaked doc shows they are seeking to sign with publisher and go somewhat commercial.

I've been enjoying playing the game for almost a year now but the recent news that Beyond All Reason will be going commercial is concerning to me.

BAR was built over many years by hundreds of contributors under an open-source model, largely within the GPL ecosystem. My understanding is that the GPL exists specifically to protect community-built software from being taken private, closed off, or commercialized in a way that removes the community’s ability to access, modify, fork, and redistribute.

That matters because many people contributed to BAR under the assumption that it would remain fundamentally community-owned and open.

As I understand the current plan, the engine and existing multiplayer game remain open, while a new single-player campaign is developed with publisher funding and sold on Steam. The free multiplayer version would appear on Steam as a demo attached to the paid game, while the website launcher remains available as the separate free version.

That worries me because Steam is where most new players will encounter the game. If the main Steam page is for the paid campaign, and the free multiplayer is presented as a demo, then BAR’s public-facing identity may effectively become “a paid game with a free demo,” even if the full free version still exists elsewhere. The open community-built version may technically remain available, but it could become much less visible. There's a lot to say here, but I don't even want to reference the leaked document lest I be banned.

The concern is not simply that money is involved. The concern is whether the public identity of the project is changing from an open community game into a commercial product controlled by a small group.

There are also governance concerns. From what has been discussed, 5 admins would own the company behind a project built on years of volunteer work from hundreds of contributors. The organization itself acknowledges that the BAR organization is and will be a for-profit venture. There are also claims that player donations were used for legal and corporate setup costs related to that company.

I am worried that a 150-contributor paid project will be seen as commercial as the free game will be finable but not the front-face on Steam. My concern is about whether the community-built free game is being demoted in practice, while the commercial version becomes the official face of the project.

BAR has always felt like proof that volunteers could build something world-class without it needing to be owned in the traditional corporate sense. I hope the developers address these concerns directly, especially around ownership, donations, licensing, Steam presentation, and the long-term status of the free multiplayer game.

If the free game is truly still the heart of BAR, then it should not be hidden behind the paid product’s demo label. It should remain clearly visible, clearly protected, and clearly community-owned.

reddit.com
u/Musizian42 — 1 day ago

What worries me about Beyond All Reason going commercial

Beyond all reason is that RTS game everyone loves.

If you don't already know, a leaked document suggests that Beyond All Reason (BAR) is taking a new commercial approach.

  • BAR's leaked doc shows they are seeking to sign with publisher and go somewhat commercial.

I've been enjoying playing the game for almost a year now but the recent news that Beyond All Reason will be going commercial is concerning to me.

BAR was built over many years by hundreds of contributors under an open-source model, largely within the GPL ecosystem. My understanding is that the GPL exists specifically to protect community-built software from being taken private, closed off, or commercialized in a way that removes the community’s ability to access, modify, fork, and redistribute.

That matters because many people contributed to BAR under the assumption that it would remain fundamentally community-owned and open.

As I understand the current plan, the engine and existing multiplayer game remain open, while a new single-player campaign is developed with publisher funding and sold on Steam. The free multiplayer version would appear on Steam as a demo attached to the paid game, while the website launcher remains available as the separate free version.

That worries me because Steam is where most new players will encounter the game. If the main Steam page is for the paid campaign, and the free multiplayer is presented as a demo, then BAR’s public-facing identity may effectively become “a paid game with a free demo,” even if the full free version still exists elsewhere. The open community-built version may technically remain available, but it could become much less visible. There's a lot to say here, but I don't even want to reference the leaked document lest I be banned.

The concern is not simply that money is involved. The concern is whether the public identity of the project is changing from an open community game into a commercial product controlled by a small group.

There are also governance concerns. From what has been discussed, 5 admins would own the company behind a project built on years of volunteer work from hundreds of contributors. The organization itself acknowledges that the BAR organization is and will be a for-profit venture. There are also claims that player donations were used for legal and corporate setup costs related to that company.

I am worried that a 150-contributor paid project will be seen as commercial as the free game will be finable but not the front-face on Steam. My concern is about whether the community-built free game is being demoted in practice, while the commercial version becomes the official face of the project.

BAR has always felt like proof that volunteers could build something world-class without it needing to be owned in the traditional corporate sense. I hope the developers address these concerns directly, especially around ownership, donations, licensing, Steam presentation, and the long-term status of the free multiplayer game.

If the free game is truly still the heart of BAR, then it should not be hidden behind the paid product’s demo label. It should remain clearly visible, clearly protected, and clearly community-owned.

reddit.com
u/Musizian42 — 1 day ago

Beyond All Reason is getting commercially hijacked?

I need your help to stop what could become a case of the taking over of a game loved by many, Beyond All Reason.

If you don't already know, a leaked document suggests that Beyond All Reason is taking a new commercial approach.

A project that took something like 100+ volunteers to create is now going to go into the hands of five people to control. A leaked internal document admits, in their own words, that "the BAR organisation is and will be a for-profit venture"

It also admits that player donations were already used to pay legal and corporate setup costs for that for-profit company, and the team says they "were never fully comfortable with that."

When a community member asked directly whether the GPL even allows this kind of arrangement, an admin replied "this is being discussed with the team."

A new single-player campaign gets built with publisher money and sold on Steam as a paid product. The free multiplayer gets shipped on Steam as a demo of the paid game. The website launcher stays alive as the real free version off to the side. To anyone browsing Steam, BAR becomes a commercial product.

Ownership is planned to sit with five admins, not the wider contributor base.

There is a public GitHub issue where a senior developer acknowledges that personally-owned proprietary assets have been mixed into the shipping game for years.

Past contributors, including people behind Spring Engine and Balanced Annihilation work used by BAR, appear to get no automatic ownership, payout, or revenue share.

Is it legal? Maybe. Building paid content on top of a free engine is how id Software ran the Doom and Quake business.

I'm not asking you guys to tear down the fort. I think it's a good game and it may be a viable thing but the intention is to sign with the publisher in weeks not months and the leak may be old so we have NO TIME.

There needs to be a real public discussion about this move but we won't get that unless we say something...

reddit.com
u/Musizian42 — 1 day ago
▲ 240 r/Games+1 crossposts

What worries me about BAR going commercial

I'm sincerely saying this out of my love for beyond all reason. I hope I won't be censored or banned for it. My intention is only the best toward the developers.

I've been enjoying playing the game for almost a year now but the recent news that Beyond All Reason will be going commercial is concerning to me.

BAR was built over many years by hundreds of contributors under an open-source model, largely within the GPL ecosystem. My understanding is that the GPL exists specifically to protect community-built software from being taken private, closed off, or commercialized in a way that removes the community’s ability to access, modify, fork, and redistribute.

That matters because many people contributed to BAR under the assumption that it would remain fundamentally community-owned and open.

As I understand the current plan, the engine and existing multiplayer game remain open, while a new single-player campaign is developed with publisher funding and sold on Steam. The free multiplayer version would appear on Steam as a demo attached to the paid game, while the website launcher remains available as the separate free version.

That worries me because Steam is where most new players will encounter the game. If the main Steam page is for the paid campaign, and the free multiplayer is presented as a demo, then BAR’s public-facing identity may effectively become “a paid game with a free demo,” even if the full free version still exists elsewhere. The open community-built version may technically remain available, but it could become much less visible. There's a lot to say here, but I don't even want to reference the leaked document lest I be banned.

The concern is not simply that money is involved. The concern is whether the public identity of the project is changing from an open community game into a commercial product controlled by a small group.

There are also governance concerns. From what has been discussed, 5 admins would own the company behind a project built on years of volunteer work from hundreds of contributors. The organization itself acknowledges that the BAR organization is and will be a for-profit venture. There are also claims that player donations were used for legal and corporate setup costs related to that company.

Another concern is licensing. There has been discussion on GitHub suggesting that personally owned proprietary assets may have been mixed into the shipping game for years. If true, that raises serious questions about whether BAR has already been operating in contradiction to its own licensing principles. If GPL-covered engine work or contributor-owned work is bundled improperly into a paid product, the legal risk may not be theoretical. It could only take one contributor with standing to challenge it.

I am worried that a 150-contributor paid project will be seen as commercial as the free game will be finable but not the front-face on Steam. My concern is about whether the community-built free game is being demoted in practice, while the commercial version becomes the official face of the project.

BAR has always felt like proof that volunteers could build something world-class without it needing to be owned in the traditional corporate sense. I hope the developers address these concerns directly, especially around ownership, donations, licensing, Steam presentation, and the long-term status of the free multiplayer game.

If the free game is truly still the heart of BAR, then it should not be hidden behind the paid product’s demo label. It should remain clearly visible, clearly protected, and clearly community-owned.

My ask is reasonable.

  • Give the free multiplayer version its own full Steam listing, not just a demo page.
  • Append the commercial content to the free game but don't change the identity of the game, the face of the game.

Some of what I'm saying is related to leaked documents which I will not share here. But they grant a little bit more light to what I'm saying.

I don't know that much about how Steam works, but I'm worried that in relegating the free game to a demo, all of the energy and effort that's been put into making Beyond All Reason is going to be redirected to the commercial front end. "We had been planning to make a proper public anouncment if the contract is signed." is one line that stood out to me.

u/Musizian42 — 1 day ago