Mighty Number 9.... Delayed Again.
In something that is finally starting to frustrate me, but has frustrated everyone else LONG ago, Mighty Number 9 will not make it's February Launch date, pushed back to "Spring." As we all know, that means April-June. Now if you just preordered, this isn't much of an issue, but for KickStarters, we are already about a year late (if not more).
Current problem is blamed on it's Netcode and the version of the Unreal engine they are using no longer being officially supported.
Full message from Keiji Inafune after the break.
From Keiji Inafune via KickStarter:
Current problem is blamed on it's Netcode and the version of the Unreal engine they are using no longer being officially supported.
Full message from Keiji Inafune after the break.
From Keiji Inafune via KickStarter:
To the fans eagerly awaiting the release of Mighty No. 9,
 
 
Unfortunately,
 we have an announcement that will be very disappointing to all of you. 
In preparation for the February release of Mighty No. 9 we have been 
working hard with our partners to resolve any network issues and porting
 work necessary to publish Mighty No. 9 on the various platforms. 
However, the issues relating to the network modes were more critical 
than expected, and it has become apparent that we will need to delay the
 game from its February 9th
 release date. We have been working up until the very last moment to 
resolve these issues in order to make the February release, but it has 
become clear that we no longer have enough time to fix the issues and 
have everything prepared for release.
The
 reason for the delay is rooted in bugs inside the network modes, and 
specifically problems with matchmaking. There are two large reasons for 
this problem, one of them being the large number of platforms supported 
(the solution for each platform is slightly different) and the other 
stems from the fact that the engine we are using is no longer being 
updated which means adjustments for matchmaking and online code are 
being made manually (actually reprogramming parts of the engine by the 
dev team themselves). Unfortunately, this is all a result of 
miscalculations on the part of us, the development staff. As a result, 
our fans who have been looking forward to Mighty No. 9 have been forced 
to wait for over half a year longer than expected, and for that we are 
sincerely sorry. I want to take this chance to apologize personally, and
 on the behalf of the development staff.
Over
 the end of the year break and the beginning of 2016, the development 
staff has been working on these issues non-stop without break, and 
thanks to their hard work the end is in sight. We continue to make 
progress to resolve these last issues that have been holding up the 
release of the game on the different platforms.
Because
 we are constantly working on it in cooperation with all our partners, 
we want to wait and make sure that everything is confirmed to be ready 
before giving a new specific release date. But we expect it to 
realistically be in Spring 2016.
For
 this 3rd delay of the game, we have no excuses for disappointing our 
fans and especially our backers once more. We want to take this chance 
to express our sincerest apologies to everyone who has looked forward to
 the release.
Although
 we are far past our original release date, the release of Mighty No. 9 
is still right around the corner. We are all working hard to make sure 
that we can finish and release the game to all of our fans as quickly as
 possible, and ask once more for your support of this project that we 
have created together over these last few years.
 
Keiji Inafune

 
 
