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"It hurt," Mark Jacobs told me on the phone. He had already added $2 million of his own to the game's $2.2m Kickstarter tally to get the game made, but that was back in 2013, when Jacobs was talking optimistically about a 2015 Camelot Unchained release. He didn't realise programmers would be like gold dust and near impossible to find; he didn't realise the game's ability system would fail and need rebuilding; and he couldn't predict his wife would battle with breast cancer. $4.5m only took a team of 30 people so far. Something had to be done.
"It hurt my bank account a lot because I wasn't a billionaire or super-rich by any standard," he said. "But look, I made a deal, and I told backers I would do it. It's our fault. It was on us as a development team to deliver the game; we did not. The bottom line is we did not meet what our projections were. I made a choice and it wasn't an easy one: do I honour our commitment to those same people who gave us this chance by not treating them as walking wallets, or not?
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