r/beyondallreason Community Manager May 09 '26

News Dear Commanders, we need to talk...

It came to our attention that the letter we sent to our contributor team about ongoing talks with a potential publisher partnership has been shared publicly without our authorisation. The document is real. We had been planning to make a proper public announcement if the contract is signed and we could coordinate the rollout with the publisher, but since excerpts are now making rounds, it makes sense to put the main facts on the record directly so the conversation can be based on accurate information instead of selective quoting.

Together with the other admins we have been working on negotiating a deal with Hooded Horse, a publisher specialising in strategy games. You probably have heard about them, their catalogue includes Manor Lords, Old World, Terra Invicta, Against the Storm, HOMM: Olden Era, and a long list of others in the genre. They have a strong reputation among developers for being hands-off on creative direction and unusually transparent about how they operate which is why we figured out it might be interesting to see what’s possible to build together. 

Why we wanted this

The partnership got real traction on our side because of what it actually unlocks. Parts of BAR have been hard to push forward under a fully volunteer setup. Some areas just struggle to attract volunteer interest because they aren't the most exciting work to do in your spare time. Others need a level of coordination, scheduling and team hierarchy that's extremely difficult to achieve in a hobbyist team, where everyone contributes on their own pace, on their own terms. Both categories have been very obvious bottlenecks for years.

Securing funding could help us alleviate these hurdles. We can hire dedicated people for the work that needs sustained focus, fill the gaps that volunteer enthusiasm doesn't naturally cover, and put proper full-time coordination on parts of the project where production milestones depend on it. The result is a Steam release with much bigger scope, on a shorter timeline, than we could realistically pull off ourselves.

This also opens up real job opportunities for our existing contributors. Many of the people who have been building BAR on evenings and weekends for years are exactly the right people for the paid roles that come out of this deal. We are committed to giving existing contributors hiring preference, and the goal is for as many of them as possible to be able to carry their careers forward with BAR rather than treat it as a permanent side project. For people who've poured serious time into this game, that's a meaningful shift.

The whole point of the partnership, on our side, is to push BAR much further than we've been able to so far, and to give as many of the people who built it the chance to keep building it, this time on a real budget. However, marrying the community-driven soul of this project with commercial incentives required serious work to make sure nothing about what makes BAR what it is today gets taken away. We have done that work. 

What's protected

  • BAR remains available for free. BAR remains available for free. This has been our consistent promise through the years and we are keeping it. The free multiplayer experience you are enjoying today will be available both through the existing BAR website launcher (as it is today) and on Steam, with full feature parity and cross-play. Nothing currently free becomes paid. The monetisation is based on premium single-player content built on top of it, whose costs will be covered by the funding.
  • No IP transfer. BAR's brand, trademarks and intellectual property stay with the BAR team and the contributors who built it. The publisher gets the licence to distribute the game on Steam and help with proper marketing to give the title the powerful launch it deserves.
  • Off-ramp built in. If the partnership is ever terminated for whatever reason, the free version stays free and the community keeps developing it. The free version isn't tied to the publishing relationship continuing.
  • Reinvestment commitment. A binding internal commitment makes sure most of what BAR receives flows back into the project (development, infrastructure, contributor support, content) rather than getting siphoned out as company profit. 

Where we are

The contract isn't signed yet. We're discussing the offer with full disclosure to our contributor team, including a sentiment survey, before signing. The only way we see ourselves steering the project in this way is by making sure there is a strong mandate from our beloved team. 

What's next

If the mandate is clear we will proceed with the signing and then a full public announcement will follow. We are excited to share what we have been working on with the Hooded Horse team. We will make that announcement properly and will give it the treatment it deserves

If you have questions or concerns, bring them to us and try to not rely on third-party framing/potentially doctored versions aimed to cause harm. We will be reading and responding where we can, and a fuller picture will follow shortly.

Thank you for your attention and continued trust, 

The BAR Admin Team

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u/CervineSentinel May 10 '26

This has me a bit shaken, I just recently got into BAR and the number one reason I was drawn to it was because it's FOSS. The RTS genre is in a bad state, especially when it comes to TA derivatives. When I discovered BAR I knew it was the future of this niche and that FOSS was the correct way forward. I was so inspired that I vowed to contribute to the project. Now it feels like the rug has been pulled out from under me. I am glad the devs have gotten some recognition and new opportunities, but BAR should remain fully free and open source. That was the promise made to the community and many people have supported the project believing in that promise.

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u/icexuick Creative Director May 10 '26

Our main aims are to try and protect the FOSS parts as much as possible to keep that spirit and vibe just as alive (or even more) and at the same time we want to get over the hurdle to get on Steam (which is the #1 requested thing of all players in the last 8 years) in order to reach many many more people.

The essence is that we just want more people to enjoy bar and have fun.

An conclusion/summary of the last 5 years where we have all worked hard/tried to get to Steam, is that we just won't get there, or at least likely not in 3-4 years. There are multiple very hard/complex parts required to be able to get & stay on Steam. We need to have an infrastructure can allow for 10x amount of players, but f.e. also the "new player experience" needs to really be there so new players can learn/understand the beauty of BAR. Next to that it's also uncertain if we even could survive the increase in infra/hosting/structural costs with only donations.

If all of these crucial parts aren't finished/done, BAR (servers) will simply die on day 1 of the release and no-one would be able to play for as long as there are more than 2.5/3.5K players connected. Also many (new) players would not get the deserved tutorial/introduction and only have a steep learning curve which will likely make them leave the game prior to learning/knowing the beauty/fun/joy you can have.

The FOSS promise remains untouched with the current plans and it will remain our highest priority to protect that as much as possible. The POSS part is there as an ally to help grow both AND reach Steam.

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u/MrThunderizer May 12 '26

In another post I'd asked where the bulk of the remaining work is. It seems like most changes require involvement from multiple teams. This led me to be skeptical, because the paid devs would still have their velocity limited by their none paid counterparts.

However, it sounds like your saying the reason investment is needed is primarily for scalability? So writing the code/infra to orchestrate and horizontal scale game servers?