Instability was a game about the nature of fanworks. Instability is still a game about the nature of fanworks. And, ironically, Instability fell like every other fanwork with a scope and scale out of its reach.
The nature of fangames and fanworks is based upon the fact that the people creating it will forever love the fandom. This, however, is rarely the case. It is beaten, broken, and tried and true. All fanworks will fall eventually. This is not a prophecy, nor is it a fact. It is only a statement written in the death of many fanworks. This is not to say that all fallen fanworks end in a gory death. Some finish their story and die peacefully, like UTY.
Instability fell to this phenomena. Instability did not die a gory and detailed death. Instability died a slow, agonizing death.
The main issue with the project was the scope and the concept. At first, there was barely even any real concept for the game upon creation. Ton had made a blank canvas and Frank had come up with the ideas. This was the first sign of organ failure. Then, the real writing of the project began. Humph, Quill, The Glade, The Beaten Path, etc. The issue here? It just kept growing. The story became so large and so interweaved. What we have envisioned just wasn't feasible with what tools we had at our disposal.
We tried crafting our own tools, but they were too shoddy. We made nothing but promises.
After a while, it began to take a toll. The team could not function with having 2/3's of a coding department and not enough artists. The team could not function with everyone and everything taking months to complete. We had an idea, and we wanted it now.
Relyt, of course, was the first to raise this concern. Complained of having to take a break due to nothing being done.
The stress piled on.
And thus, the unraveling began. Music started to wane. Relyt began to flag. Frank started to get frustrated. Ralf vented pointless hopes. I had things I wished to say, but could not. I still held out hope.
A long, long, long story short: Instability was doomed from the start. It was not a matter of human apathy killing off the creative freedom of the team. It was a matter of how large it was for such a not-organized team. We never had a chance.
Instability was a game about fanworks. How they could pull and string characters like puppets. How they could be life-changing. How they could be created.
Instability then demonstrated the most vital part of fanworks.
The Creators.
How they die. How they get pulled along with the tide. How they get burnt out. How they could be broken.
Instability was a cautionary tale. Instability is a cautionary tale.
But goddamn did I love it. I loved it with all my heart. It worked me to the bone, and I took it as a sign to keep pushing. I wrote these characters. I created their dialogues. I made friends with other writers. I never could have improved without Instability.
So, to all those who wish to create.
Create. But, beware of the consequences. They could very well kill something that you never thought could die.
-Rat, tertiary writer of DELTARUNE: Instability