Parnell said his company and game grew out of a goal to make things easier for people in the tech industry.

My belief is there is a lot of manual labor going on in a lot of different fields that could be done by the computer, that could be done automated, algorithmically at way less cost, way less manpower, way less wasted resources...



...The idea, Parnell said, is to demonstrate the power of what computers can do when equipped for the task of creating things.

The idea for the game drew 5,500 backers on Kickstarter.



Parnell believes at the least twice that number of people will want the game, and possibly 30 to 40 times that number.

Apparently several wanted to be on my advisory team, so I've now got some serious businessfolk who will be helping me structure the timeline / work / everything else as we get closer to release

First off a Massive congratulations to wonderboy on impressing his landlords as much as he has impressed us.Second, the article brings some interesting new details about Limit Theory which I'm sure the Kickstarter Backer's would be interested in knowing.Orly? All along you said this was about making your dreamspace game, but I suppose that doesn't sound very professional when presenting it to businessfolkCertainly this has been as much a theme of the LT development withrewrites, rebuilding of architecture, creation of LTSL and workspaces, etc. as the development of the actual nebulae, markets, models, AI, and actual "game" content has been... if not moreso. While ultimately I think it's a brilliant turn of events which gives us SOOOO much more than promised in the kickstarter, it would be fair to say that many of the Kickstarter backers (rightly) feel it's somewhat duplicitous to say you're going to make a game when you're really reinventing the way games are made...with the promised game being the proof of concept. It really depends on how much of the development was an organic evolution from the original promise vs. how much of this Game-Development-Revolution was originally planned in deciding whether you should be criticized or praised.Personally, I'm thrilled that you are setting the stage for an explosion of tiny game development studios, and definitely feel the delay will be worth the extra payoff (especially since I'm just a fan and not a backer). But it's been pretty clear that not all the backers feel this way, and have every right to be angry, or at least annoyed with you; They wanted a steak and you reinvented cooking to give them a new kind of steak.Limit Theory the game, yes, you will almost certainly find tens of thousands of people that will adore it and praise you for several decades. Limit Theory the Engine (Which I still insist should be called the Limitless Engine) will however attract an entirely different crowd, hobbyists, educators, and professionals alike will descend upon the engine and create countless projects with the tools you have provided. If it's all that you promise, you are creating the most powerful and effective Imagination Actualizer since pen and paper. I'm sure that will attract more than 200,000 people.I'm actually rather interested is just what your Advisory team will provide you. Please keep us updated on these individuals and what they are doing for you... and what's in it for them.