The Day Before Servers Shut Down: It’s Officially Over
from the double-tap dept
The saga of PC title The Day Before is finally over. Like, completely over. Whatever this game was, and that is still very much an open question at a 10,000 foot level, it’s now gone. And I can’t say that I know for sure that the speed with which this game went from being launched to being completely shut down set any sort of records, but it sure does appear that developer Fntastic was trying to do so. What many thought was purely vaporware went from a trademark dispute delaying its launch to the company shutting down almost exactly 1 week after a game that took 5 years to release was launched. And because of this whole fiasco, there have been plenty of rumors and accusations floating around out there that, whatever this developer actually is, it might not be a legit developer at all interested in making and releasing a real video game.
Whatever the truth about the developer is, the game is gone. The servers have been shut down, it’s off of Steam, all the social media and website presence for the game and Fntastic have simply poofed away.
Controversial, PC-only shooter The Day Before is officially dead, barely a month and a half after its launch. Steam’s much-hyped zombie game, which saw developer Fntastic shutter its doors almost immediately after release, is now totally unplayable. For a few weeks following its disastrous debut, it existed in a state of limbo, but on January 22, The Day Before’s servers were switched off and various other aspects connected to the game, such as its official website, no longer function. RIP.
Around the time that The Day Before was burning down, publisher Mytona promised that refunds would get issued automatically to any player who requested one. Interestingly, if you check Mytona’s website now, The Day Before is not listed anywhere. It seems we’re back to the day before The Day Before came out. Shit happens, amirite?
Were all those refunds issued? Who knows? With everything disappearing around us, it’s hard to tell! Will anyone attempt to pick up this IP and see if a game can be salvaged from it? Almost certainly not, but as with all things The Day Before, it’s hard to know for sure!
What we do know is that 5 years of whatever this was is gone and there might be some lessons for storefronts like Steam to learn when it comes to vetting products like this in the future.
Filed Under: the day before, vaporware, video games
Companies: fntastic


Comments on “The Day Before Servers Shut Down: It’s Officially Over”
It’s not a rumor. All of the marketing for the game was a complete lie and was nothing like the released product. You can see this by tracking down uploads of the preview trailers they took down a few weeks/months before they released the game and comparing them with what actually came out. Their goal from the beginning was to steal money from people and it worked. Even though the game shut down and a ton of people requested refunds, the owners of the company are still walking away with something to the tune of three million US dollars. And because it’s China they probably had a brand new scam corp set up by the end of the day.
If Steam had to manually vet the developers of every game that got released on their storefront then they would have never gone beyond being a launcher for Valve games. It is incredibly fortunate for indies and large developers that they are very hands-off with what people can submit to their store. If the only casualty of that is stupid anime porn games (that you can easily block from appearing with a change to your settings) and the occasional scam game then that’s fine.
Maybe the real lesson is that gamers should stop falling for flashy cinematic trailers and stop preordering.
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And before someone replies with the reasonable counterargument of “three million isn’t a lot of money over five years”–yeah, not in US dollars, but I imagine it’s worth significantly more in Yuan. There was also that bizzare incident a while ago where they proudly admitted that a lot of their employees were “volunteers.”
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This happens to actual releases as well. That doesn’t automatically make it a scam. Usually just overpromising coupled with feature creep.
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I have to agree with you on the idea of Valve rigorously vetting the contents of the store. It’s something I see people talking about regularly, but if you put a little bit of thought into it, it’s fractally unworkable: each individual part of it is just a bad idea as the whole thing.
First and foremost, that’s not something that’s been done since there were more than 10 games a year coming out. The local video game store, the physical magazines, the current app stores, none of them vigorously ranked for quality let alone content. They do some but just the raw volume alone, both in terms of release quantity, and the length make it a monumental task.
Bard (take that as you will) told me that in 2023 14,532 games were released on Steam. When prompted about the average length of game, Bard gave a wide range of numbers, ranging from as low as 10 to as high as 35. Splitting the difference and taking 20, that’s just short of 300,000 hours. That’s 800 hours of gameplay a day.
A general rule of thumb for a single 24/7 8 hour shift requires you to have about 5 employees to cover the three shifts a day, the weekends, sick-days, holidays, etc. So you’d need a crack squadron of over 150 gamers working around the clock to have just kept up last year. If you’re assuming that you could give shit benefits, low pay, and have dingy working conditions, you’re still looking at 15 bucks a hour with multiplier of at least 2, if not 2.5, to cover withholding, insurance, the shitty benefits you do provide, etc. And generally, people are at best 70% productive. Tossing that all together, and assuming I didn’t fuck up something royally, I’m getting 20 million bucks to just pay people to screen video games.
That’s also ignoring that you’ll be swamped in massive repetitive strain injuries, this doesn’t include management, hr, etc. I think you’re looking easily at 30 mill, realistically. Then you get into how to implement the metrics, who does the scoring, what does community input look like? I believe the MPAA uses a panel of 8 to 13 raters to help their process and reduce variation, so taking 10 on average, that’s….300 million dollars in salary alone.
We haven’t talked about infrastructure,floor space,lighting, etc. What do you do about updates? re-rate the game? a company to create a great first release, then fuck it up with an update creating an absolute mess of a game. The time just to install video games. The computers. Shit. We’re at something 1500 gamers. Valve, the company that produces things, is 360 people. That’s quadrupling the size of the company.
And how many lawsuits are you going to deal with, what’s the appeal process look like, what’s the impact to profits? And sure, one could look at their those and argue they can afford it, but they’re going to end up rejecting some movies as part of processes so that’s going to go lower. We’re approaching a half a billion dollar investment of ongoing costs for what amounts to bullshit.
I think steams approach of allowing a return within the first two hours does a pretty good job of balancing the needs of protecting the consumer from shitty developers, to protecting the developers from people who will happily buy a game, pay it, then return it.
And it doesn’t make half a billion dollars a year evaporate.
So sublime it sublimated.
Not so much vaporware, as evaporware.
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Barely-there-ware.
Having trouble parsing this sentence… If “it” is the game, then it’s very much gone.
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Yeah, that sentence confused me too, I’m guessing it’s supposed to read ‘,it’s now gone.’
Don’t pre-order games. Don’t fund game development unless you’re 100% sure of the developers, and even then, don’t fund game development. There are so many finished and well-reviewed games in existence to play, why do you need to go chasing after shadows?
I loved the Witcher games. I still didn’t pre-order Cyberpunk 2077, and I was right. (I do own a copy now, years later.) Even with the best intentions, software development is hard, and game development is harder because it combines software and storytelling. There are a million ways to fail.
No good explanations, only degrees of bad
For a game company to go from ‘launch of game’ to ‘total company shutdown’ that quickly either they had borrowed a bunch of money and were banking on sales to pay it all back, something which failed to do and resulted in a cascade failure, or the entire thing was a scam from the start, and given the how insanely lacking the ‘game’ apparently was, more along the lines of a cheap asset flip than something in development for years there would seem to be a pretty strong argument for the latter.
Presumably that’s an unfortunate typo and should say “it’s now gone”?
The Day After
Check out The Day After where a developer made a parody trailer of The Day Before, spending around $1500 and 400 hours of development time.
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I would buy that game right now!
The publisher that issued refunds was just Fntastic behind a shell corp. If you look at the steam page now, its actually listed as Mytona Fntastic after they were exposed by some people digging into the mess on Twitter.
Remember those good ol days when you bought a game & it just worked?
There was no day one 6 gig patch from under-provisioned servers, no central server that needed to do a super secret handshake before you could play…
Those were the days.