Found this game in my library recently and remembered that I bought the Deluxe Edition on release to support the possible incline, but never actually played much because of the bugs.
Read through this thread out of curiosity and actually learned a lot about the development.
The whole situation is a good example of how not to make RPGs and games in general:
1) They didn't have a proper idea for the game for a long time. Originally, they wanted to make some multiplayer shit with seasons to appeal to potential investors, but later switched to singleplayer real-time top-down RPG, where you click on enemies to attack them (Dragon Age or Witcher style). Then they decided to turn it into a more conventional ARPG with tactical pause, after which finally settling on over-the-shoulder Action RPG with dodge rolling and stamina management.
One of the devs here on Codex made it sound like they wanted to create a game inspired by Fallout and Planescape: Torment with deep tactical combat. However, the final product is not like that: combat is pretty simple and straightforward, and systems are shallow. One of the reasons for that can be that changing the core idea of the game so many times takes its toll on development time and budget;
2) Apparently, they've changed the game engine mid-development. Earlier, I saw mentions of the OGRE engine, but the final game was made with Unreal. I'm not familiar with OGRE at all, but I know enough about game dev to understand that switching engines is a taxing process;
3) Judging by
this interview, their lead dev was primarily an artist. That's a problem. Even the greatest of artists need someone to guide them and sometimes tell them «no», lest they will spend resources by blowing out project's scope. Which could have been the case with Insomnia. RPG devs need to have someone with experience in system design as their lead;
4) They've most likely mismanaged their finances (see point 1 and point 2 again). Otherwise, why would they need to make two Kickstarter campaigns? And I remember someone here mentioning them not having a designated accountant;
5) Their post-launch support was abysmal. Patches took too long and communication was lacking. And I looked in their VK group — some players complain about bugs even under their last post (which was in 2021).
All of this is a shame. People who made Insomnia were clearly talented and passionate (before Kickstarter they worked without proper funding for years and even created all the needed server code for a co-op mode, absolute madmen). You can see bits of the game that could have been in the final product. And it had the potential to become something great, but alas.
The good thing is that this is a priceless experience for anyone who wants to develop roleplaying games. There is a lot to learn here from their mistakes.