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Step 1. Point at enemy.
Step 2. Disassemble enemy.

Recent Posts
posted in Necromunda - General Discussion read more

For sure, and the future candidate will be responsible for building a community engagement roadmap, with what I personally would hope for, something like you've described above.


posted in Necromunda - General Discussion read more


Thank you for the message. We understand the principle here, that we have been quiet throughout development, with minimal updates.

The real thing about game development that sometimes people talk about enough of, is the idea of over promising and under delivering, which sometimes happens quite often. It would not be right of us to show "very general" or very rough things, as things change at an incredible pace.

It also depends on the value of the 30mins update. Sometimes a week goes by with little change, and then 3 weeks a BAM a ton of things update that need testing, fixing etc.

Please, allow us to build a communication roadmap that is efficient and we'll start talking when we have some super solid things to share.

Thank you.

posted in Necromunda - General Discussion read more

Hey all. We are not quite ready to discuss a final release date or factions at this stage, we're working hard in development on the project and we're also working hard to share some news as soon as it's ready.

Keep your eyes and ears peeled!


posted in Necromunda - General Discussion read more

@adam_rush29 having moved from Blighty to Montreal I fully understand what you mean 🙂

posted in Necromunda - General Discussion read more

@demoulius @Adam_rush29 i agree about the mailing list, sadly we need a dedicated marketing/community manager for this, so hopefully we'll secure someone soon 🙂

posted in Necromunda - Welcome Area read more

Please don't give up 🙂 We are deep in production. We can do a better job of engaging with the community and we're working on that too.


posted in Necromunda - General Discussion read more

Very fair reply to a reply! There's things going on behind the scenes that we are doing to help get the best feedback from the fans/community, I can assure you. It's also my job to sync up with Games Workshop every week, and I discuss the content / assets with them to ensure we are delivering a faithful version of the IP.

We hope we don't disappoint, and we're excited to share more info.


posted in Necromunda - General Discussion read more

@vile it's a deserved venting of anger giving that, as a studio, we have been quiet across a number of different areas.

I'll try and respond in a way that doesn't react to some of the comments you've made, since I sit opposite some of the most talented and dedicated developers who are pouring their heart and soul into the game.

We are a small studio, and recently our Communications Director moved on to another business leaving us a little thin on resources that would be able to engage with you as much as we would have loved to. As Line Producer on the project, it's falling to me to chat in the Discord, post in here every now and again. However with the sheer amount of work on the project, it's certainly been harder than we would have liked/anticipated.

I understand what other studios do throughout production, totally 100% agree with you. I wish I could produce some content for you guys tomorrow sadly it's not the right time.

We do have indeed 2019 as a release date, and we're currently working on a roadmap to keep you guys updated, and show more content.

Also, we are testing every single day to ensure that the player experience is absolutely on point. "Getting it right with the players" is absolutely at the heart of what we do.

I understand we haven't done a very good job of communicating with you, and I am working closely with our publisher and GM to help solve this as we move into our release year. I hope you understand and are able to be patient with us.

Thanks 🙂

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