Official Death Certificate
BATTLECREW Space Pirates
DONTNOD ELEVEN
Born
2017-07-09
Game Over
2021-11-20
📊 VITAL SIGNS
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Autopsy Report
BATTLECREW Space Pirates is the game equivalent of a tree falling in a forest with nobody around. Developed by DONTNOD ELEVEN — a subsidiary of Life is Strange developer DONTNOD Entertainment — this 2v2 to 4v4 free-to-play action platformer launched in July 2017, collected exactly 295 reviews over its entire lifetime, and is currently being “played” by 2 people. Two. Not two thousand. Two humans.
The game was a competitive 2D multiplayer shooter where players picked hero characters and battled in small-team matches. The concept is perfectly fine — Brawlhalla proved there’s an audience for F2P competitive 2D games. But BATTLECREW arrived with no marketing, no community pre-build, and no brand recognition in its target genre. DONTNOD’s audience knew the studio for emotional narrative adventures like Life is Strange and Remember Me. The overlap between “people who cried during Life is Strange” and “people who want to play competitive twin-stick shooters” is approximately zero.
The numbers are almost comically small for a multiplayer game. At 2.8 reviews per month — that’s roughly one review every 10 days — the game generated less community engagement than most hobby projects. The 50K-100K estimated owners sounds like a number until you realize this is a free-to-play game: those “owners” are just people who clicked “Install,” played for five minutes, and uninstalled. The owners-to-review ratio of 169:1 is one of the highest in the graveyard dataset, meaning the vast majority of people who touched the game couldn’t be bothered to write a single sentence about it.
The 67% Mixed review score is the final nail. In Steam’s free-to-play section, where players have unlimited zero-cost alternatives, a Mixed rating functions as an invisible wall. Nobody browsing the F2P section is going to click on a game with “Mixed” reviews, an unknown studio name, and a pirate-themed thumbnail competing against Brawlhalla, Paladins, and Team Fortress 2.
The timing was catastrophic too. July 2017 was PUBG summer — the moment battle royale consumed every competitive multiplayer player’s attention. Fortnite Battle Royale was months away from reshaping the entire industry. A tiny 2D action platformer had the same chance of breaking through as a lemonade stand on the freeway.
BATTLECREW Space Pirates didn’t die spectacularly. It simply never lived. The 2 current players — who can’t even form the minimum 2v2 match the game requires — are the quietest epitaph in the graveyard.
Key Failure Factors
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Total Marketing Absence: 295 total reviews and 2.8 reviews/month across a 53-month lifespan. For a free-to-play game, these are some of the lowest engagement numbers on Steam. The game was functionally invisible from launch day.
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Zero Brand Crossover: DONTNOD’s brand equity was in narrative adventure games — the opposite of what BATTLECREW was selling. The DONTNOD ELEVEN sub-brand carried no independent recognition, and the parent company’s multi-million Life is Strange audience had zero reason to try a competitive 2D shooter.
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Unplayable Population: With 50K-100K total owners, the concurrent player count was likely never high enough to sustain reliable matchmaking. A game requiring 4-8 concurrent players per match needs consistent hundreds online — BATTLECREW almost certainly never hit that threshold outside of launch week.
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The Brawlhalla Problem: The dominant F2P 2D competitive platformer on PC was already Brawlhalla, backed by Ubisoft’s marketing muscle. Second-tier competitors in niche genres with no marketing simply don’t survive.
Lessons for Developers
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A multiplayer game without a marketing plan is dead on arrival. BATTLECREW’s 295 total reviews and 50K-100K owners for a F2P game prove that building a multiplayer game and putting it on Steam is not a strategy. Multiplayer games need pre-launch community building, content creator partnerships, and visibility campaigns to achieve the minimum viable playerbase.
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Brand equity doesn’t transfer across genres. Despite DONTNOD being a recognizable studio name in gaming, BATTLECREW achieved only 50K-100K downloads — suggesting zero crossover from Life is Strange’s massive audience. Studios diversifying into new genres start from zero in terms of audience discovery.
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Small multiplayer games need community infrastructure, not just game servers. Discord servers, scheduled play sessions, tournament support, and content creator partnerships aren’t luxuries for small multiplayer games — they’re survival mechanisms. A 169:1 owners-to-review ratio and 2 current players confirm that no such infrastructure existed.
Related Deaths
- Loadout — Another F2P team shooter that launched to modest attention and slowly bled players until shutdown, sharing the same pattern of insufficient marketing for a multiplayer-dependent product.
- Radical Heights — A multiplayer game that launched into an oversaturated market with no marketing momentum, dying within weeks despite a more established studio (Boss Key).