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Posted

I've been playing Vintage Story for probably about a year now. Now I might be biased, but I've come to the conclusion that it's one of the greatest games ever made. Few games have this level of attention to detail and love from their developers. Which leads me to question why it took me 10 years to figure out the game existed? Why do none of my friends know the game exists? Why are the people who make YouTube and Streaming content mostly lesser known creators? Does Anego advertise, or do they not mind the slow growth? I'm sure there are plenty of good reasons like the modding DB and forums to keep the game out of steam or epic, and given the love put into the game I can't imagine money is a huge motivation for its creation. I know the game is pretty hard and it has its niche of players, but it just baffles me that there aren't millions and millions of people playing. I love this game so much and I feel like everyone should at least know it exists. Maybe I'm a fanatic though. Thoughts?

Posted (edited)

Not enough advertisement, most people who look at it see a cheap copy of minecraft and don't even bother to get to know this game (from my experience talking to people).
It may be intentional however, because if millions of players suddenly started playing this game, the devs would be under huge pressure to keep adding stuff,
and that could decrease the overall quality of the game, which would break the hearts of many //media.invisioncic.com/r268468/emoticons/sad.png

Edited by ItzWalterino
  • Thanks 2
Posted
12 minutes ago, ItzWalterino said:

because if millions of players suddenly started playing this game, the devs would be under huge pressure to keep adding stuff,
and that could decrease the overall quality of the game

That's part of the reason it's still not on Steam as well, apart from the fact the devs claim they still haven't reached their vision of the game.

Posted (edited)

Fun little fact. You can actually get a feel for how many players the game has managed to attract so far if you hover over people's profile names or images in the forums. In addition to the small profile plaque it pops up it should also bring up a small, black bar near the bottom of your browser that shows the URL path for their profile, with a number before their name. That number signifies the order they bought and registered the game in and, if you find someone who has just recently bought the game (see my example below), it's a pretty good indicator of where the game's player count is sitting right now after 10 years. If you're not getting the black bar, you can simply click through to their profile page and look at the URL in the address bar at the top. It shows the same info.

For instance, here is my profile:

https://www.vintagestory.at/profile/16806-robert-johnson/

As you can see from the plaque popup if you hover over my pic or name just to the upper-left that my profile was created September 23, 2020. In its URL you can see it is profile number 16806. Since Vintage Story is celebrating 10 years this year, that means at the time I bought the game and my profile was created, they had only sold 16806 copies of the game, and after about 4 1/2 years of it existing at that point. 

As another example, here is your profile:

https://www.vintagestory.at/profile/430351-xenovein/

As you can see from the plaque popup if you hover over your pic or name in your OP post above, you joined February 19, 2025. In your profile's URL you can see that you are the 430,351st person to buy the game. So, if you figure that roughly another 4 1/2 years had passed between when I joined and when you joined (for a total of 9 years back then), you can see that the game had gained another 413,545 players during that time.

Now, I haven't been everywhere on the forums yet, but I DO know that some of the people whose profiles I've looked at have numbers in the lower 900,000s, like this person:

https://www.vintagestory.at/profile/921412-deadfrequency/

They joined January 30, 2026, so they are a super new survivor with barely a week of playtime under their belt as of me typing this.

So, given that you are profile number 430,351, and they are profile 921,412, in just a little less than a year now, Vintage Story has gained a whopping 491,061 more players! I don't know about you, but nearly a half a million new players gained in almost a year's time for a little niche indie game is pretty damn good if you ask me. They've gained more in the past year than the last nine combined, so I suspect the momentum is just getting started. If they keep up this rate, there could be multiple millions playing by the end of the year.

By the way, welcome to the forums. Hope to see more of you. Don't be a stranger. I say this as I haven't been around for years myself, mind you 😜

EDIT: Update on amount of players. Someone named SoraChiiy just joined on 02/08/2026 and they are new player 932114! That means within just a little more than a week, Vintage Story has gained another over 10,000 new players!

https://www.vintagestory.at/profile/932114-sorachiiy/

Edited by Robert Johnson
Clarity
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Posted (edited)

You have to look at the type of game it is, and that probably explains the lack of hype (compared to other titles).

Hytale's protracted launch to alpha is a perfect example. It has flashy cutsie graphics, it's not realistic and leans heavily into magic. The mining/construction (at this point) is very simple. Yet, the hype is considerable. Sure, you have to factor in that people thought the game was dead, and it's resurrection brought eyes on, but it is a far more approachable game than VS. 

Now to be fair, that's why I like VS. I am not someone who spent a lot of time in Minecraft, I find it too simple. That said without things like Create or TFCraft it's unlikely VS would exist in the first place.

I think VS appeals to a very specific type of player, and while mods expand that user base it's just not as "friendly" as its peers. You could onboard new players a little better, but you don't want to water down the obvious survival aspect of the game, which I believe (although I could be wrong) is the primary focus for Tyron, et al. Now the flip side is that while the user base for a "more awkward game" is less broad than its competitors, it will result in it being quite deep and the modding/community demonstrates that.

 

In short, VS isn't flashy, or cute, or fast paced enough for the general streamer ecosystem to vibe with it mainstream.

 

 

Edited by Broccoli Clock
Posted (edited)
50 minutes ago, Broccoli Clock said:

You have to look at the type of game it is, and that probably explains the lack of hype (compared to other titles).

I don't really believe that's the case. Just because it's a niche game and isn't flashy doesn't mean that's THE reason why it doesn't have many players or hype although it could be a reason for an individual to not play it.

I personally have not known this game existed, and it's been around since 2016. I only knew Minecraft, Terraria and Hytale when it was announced to be the sandbox voxel and blocky games (with some other niche and failed projects like Cube World). I only got to know VS right after Hytale's release, especially with the "Holy shit, 4 cakes!" meme (Means that there is 4 great games you could play that fall under voxel games). That's the only time I got exposed to VS and only after Hytale's release. 10 years after the initial release of VS is when I discovered it. It's way too under advertised but that's for a reason.

You argued that the type of the game is the main reason why there isn't enough hype, you'd be surprised how many people would actually love this game, me included.

Take for example games like Project Zomboid or simulator games like MSFS and Euro Truck Simulator 2, these are niche games, not everyone would play them or enjoy them, they're not really mainstream and present everywhere, but they still rack up tens of thousands of players every single day and have big communities. Mainly due to the advertising and Steam presence.

VS could very well have at least more than 30k+ concurrent players daily, but they choose to not advertise and list the game on Steam due to the simple fact that they just haven't reached the full vision of the game, for me the game feels complete but the devs still think otherwise. I'm excited to see what will come in the future. 

Edited by Forceous
Posted
3 minutes ago, Forceous said:

I don't really believe that's the case. Just because it's a niche game and isn't flashy doesn't mean that's THE reason why it doesn't have many players or hype although it could be a reason for an individual to not play it.

The problem is streaming/promotion has changed drastically over the decade(+), nowadays you need something to catch the eye. Now, for me I think that things like the amazing chiselled builds would be enough to temp the Minecraft creative lot, but when there a low attention span and a high bar for engagement I just feel that niche games as you refer to them suffer in that system. Now, if money was thrown at promotion, that would probably move the dial.

As for it being "THE" reason, it's not the sole contributor, but it certainly has a big factor.

3 minutes ago, Forceous said:

I personally have not known this game existed, and it's been around since 2016. I only knew Minecraft, Terraria and Hytale when it was announced to be the sandbox voxel and blocky games (with some other niche and failed projects like Cube World). I only got to know VS right after Hytale's release, especially with the "Holy shit, 4 cakes!" meme (Means that there is 4 great games you could play that fall under voxel games). That's the only time I got exposed to VS and only after Hytale's release. 10 years after the initial release of VS is when I discovered it. It's way too under advertised but that's for a reason.

That's purely subjective though. For example, I knew nothing about Hytale, yet found out about VS from YouTube. To be honest, I could easily forget Hytale straight away as (imo) it looks awful, but here's the thing I accept I am an outlier, the inconvenient fact is a YT short of a kwai deer will bring more eyes on to Hytale than just about any other content from VS. That's just the way the Internet works, frustratingly.

3 minutes ago, Forceous said:

..you'd be surprised how many people would actually love this game, me included.

I absolutely wouldn't! 

10 minutes ago, Forceous said:

Take for example games like Project Zomboid or simulator games like MSFS and Euro Truck Simulator 2, these are niche games, not everyone would play them or enjoy them, they're not really mainstream and present everywhere, but they still rack up tens of thousands of players every single day and have big communities. Mainly due to the advertising and Steam presence.

Ooft, that's a whole dissertation of an answer. There is a multitude of reasons why those particular games gained traction. MSFS is effectively a AAA title, that is supported by the massive marketing budget Microsoft has, it's on Steam but it's numbers are terrible.. https://steamcharts.com/app/2537590 meanwhile ETS is so niche they literally had to create their own competition in ATS!

As for PZ, it's been cemented into the psyche of the survival genre almost more for their development hell than the gameplay. It's a meme in itself.

10 minutes ago, Forceous said:

VS could very well have at least more than 30k+ concurrent players daily, but they choose to not advertise and list the game on Steam due to the simple fact that they just haven't reached the full vision of the game, for me the game feels complete but the devs still think otherwise. I'm excited to see what will come in the future. 

There are solid reasons not to push to Steam, some are control based, some are financial, but one of them counter intuitively that it may damage development. I would presume VS has been incrementally increasing its playerbase over the years, although I don't have the stats to back that up, however a sudden influx of players can offset the current balance within the community. Putting it on Steam would likely open a bit of the flood gates, and that's not always the best option in a development cycle.

What I will say, is that I agree with your premise that financing streamers/promotion and shifting to Steam would greatly increase the uptake of the game.

 

Don't get me wrong, I'd love for VS to get more coverage, and I do my best to support streamers with likes and comments (when they deserve it, of course!), but I also know that in terms of mainstream it's never going to vibe in the way the other block games do. I think just now, it's good for VS to be included in the pantheon of enjoyable voxel based survival games. I think the audience will come, it'll just be organic rather than forced.

Posted
2 hours ago, ItzWalterino said:

Not enough advertisement, most people who look at it see a cheap copy of minecraft and don't even bother to get to know this game (from my experience talking to people).
It may be intentional however, because if millions of players suddenly started playing this game, the devs would be under huge pressure to keep adding stuff,
and that could decrease the overall quality of the game, which would break the hearts of many //media.invisioncic.com/r268468/emoticons/sad.png

This is probably the biggest general factor, in my opinion. Word of mouth advertising might be quite slow, but I mean...what's more likely to get you to buy a product? An ad you see on TV or plastered on some website? Advertisement from a streamer, which could very well just be paid advertising(insert RAID SHADOWLEGENDS meme here) and not an actual quality product the streamer enjoys themselves? Or a glowing endorsement from a good friend with similar tastes as you?

The last option is the strongest one, in my opinion. It's quite easy for an advertisement to make things look better than they actually are--look at most food commercials. Likewise, it's quite easy to get media personalities to say whatever you want, if you give them enough money.

Fast growth isn't always healthy for a game either, especially not one that's still very early in development. Early access games are very prone to bugs, and there's always the possibility that the game may never get finished(though I don't think this is really a concern for Vintage Story). Likewise, a sudden influx of new players can overload existing services, extending wait times for support tickets and causing issues for servers. Such problems can easily lead to more complaints, which can negatively impact the community as a whole.

There's also the factor of...some people will pick up a game and start playing just because it's popular, and not because it's something they actually enjoy. In this case, it's not really unusual for the players to complain about what they don't like and demand the game change. It can be a real problem when you throw internet personalities into the mix--remember the glowsquids in Minecraft? A lot of players were very upset about that mob vote because...well...the mob vote was basically mobbed by a big streamer's fanbase. The glowsquid may or may not have won in spite of that, but it's certainly not a factor that's going to be very positive for the community.

2 minutes ago, Broccoli Clock said:

I think just now, it's good for VS to be included in the pantheon of enjoyable voxel based survival games. I think the audience will come, it'll just be organic rather than forced.

Pretty much. I suspect that while Vintage Story might not ever become the titan that Minecraft is...it will almost certainly go down in gaming history as one of the games that redefined the concept of survival gaming and voxel sandbox. 

Posted
5 minutes ago, Broccoli Clock said:

Ooft, that's a whole dissertation of an answer. There is a multitude of reasons why those particular games gained traction. MSFS is effectively a AAA title, that is supported by the massive marketing budget Microsoft has, it's on Steam but it's numbers are terrible.. https://steamcharts.com/app/2537590 meanwhile ETS is so niche they literally had to create their own competition in ATS!

I think the reason for MSFS' low numbers is just how niche the sim pilot community is plus the fact there is competition in other software like P3D and X-Plane.

And to be honest ETS and ATS just has no competition at all but the developers are great and didn't utilize that fact to milk money from people.

7 minutes ago, Broccoli Clock said:

There are solid reasons not to push to Steam, some are control based, some are financial, but one of them counter intuitively that it may damage development. I would presume VS has been incrementally increasing its playerbase over the years, although I don't have the stats to back that up, however a sudden influx of players can offset the current balance within the community. Putting it on Steam would likely open a bit of the flood gates, and that's not always the best option in a development cycle.

One big reason for me would be the harsh refund policy, you practically have no time to judge if a game is good for you or not, while for other games 2 hours might be enough, for Vintage Story it's definitely not, I spent the first 2 hours looking for clay, that might deter some people and bring bad publicity, especially if they don't know the whole premise of the game, I already saw complaints here from people who just got the game but still didn't understand the premise of it and found things just too hard to do, I'm 32 hours into my world and my main house building is still a work in progress lol.

Having way too many players would hinder the development greatly, so it's better for it to stay this way.

11 minutes ago, Broccoli Clock said:

Don't get me wrong, I'd love for VS to get more coverage, and I do my best to support streamers with likes and comments (when they deserve it, of course!), but I also know that in terms of mainstream it's never going to vibe in the way the other block games do. I think just now, it's good for VS to be included in the pantheon of enjoyable voxel based survival games. I think the audience will come, it'll just be organic rather than forced.

I agree with you here as well, but I think it's nice for it to be this way, and I'm a strong believer of organic growth. I tend to stick less with games that I see ads for every single time I open Instagram or some other app, sometimes I don't even bother to try them.

  • Like 1
Posted
3 minutes ago, Forceous said:

One big reason for me would be the harsh refund policy...

Less that, rather the large chunk that Steam takes. Don't get me wrong, I feel Steam provides a lot, from user support to promotion to centralised updating and version management but it's expensive. 

7 minutes ago, Forceous said:

I think the reason for MSFS' low numbers is just how niche the sim pilot community is plus the fact there is competition in other software like P3D and X-Plane.

I don't want to piss on your parade here, but your initial argument was MSFS got a boost from being on Steam. The charts show a different story. 

I mean I think you are right, btw, flight sims are a fairly niche genre, and one that is gatekept behind a paywall. The game, the controllers, the DLC, it all racks up. MSFS is not a game for the masses, it's the select few that can afford all that stuff. I suppose that's the same for many sim genres. Things like iRacing require a considerable investment in both hardware and software just to get onto a competitive grid.

The interesting thing, and it's probably just unfortunate that you chose them as examples, but each of those titles; PZ, MSFS, and ETS, have all had quite difficult development cycles (all for differing reasons too!) and I just don't think they should be the benchmark to judge <insert game here> introduction onto Steam.

That said, I don't think we disagree on this, I think we all accept that if Tyron, et al, decided to throw this up onto steam then it would gain a lot of traction just from the mere fact of being on Steam. I wouldn't say this for GoG, and I'd certainly not say that for Epic which is where software goes to die.

25 minutes ago, LadyWYT said:

Pretty much. I suspect that while Vintage Story might not ever become the titan that Minecraft is...it will almost certainly go down in gaming history as one of the games that redefined the concept of survival gaming and voxel sandbox. 

Yeah, even though it has a terrible name (..yes, fight me on that!) and an even more terrible logo (..my fists are still raised, come at me!) there is no doubt it has cemented its legacy, for now at least. I do think some traction will come from things like Hytale, and perhaps Project Glint if it's attracting the same Hytale audience, but it's the old "you can lead a horse to water" adage. 

In a sort of related situation, I've played DayZ since the mod days (I'm terrible despite having 10k+ hours in it), but I prefer a specific type of DayZ experience. 1PP (as opposed to 3PP), a vanilla or lightly modded community server, and the classic maps. With DayZ being an online game you need others on that server to make it feel alive and competitive, but fewer players enjoy that stripped down realism vibe, the servers with lots of modded OP guns all over the place, no nerfs for carry weight or sprinting, lots of map additions adding more loot locations, those are the servers that are full. To continue my previous analogy, I've led people to my particular type of water and they just don't want to drink.

That's why, imo, things like Hytale will get all the attention, because it's flashy and sparkly and immediately rewarding, rather than a struggle from the start fighting against hunger, climate and disease as you do in VS (or the sort of DayZ server I prefer).

Posted
10 minutes ago, Broccoli Clock said:

I do think some traction will come from things like Hytale, and perhaps Project Glint if it's attracting the same Hytale audience, but it's the old "you can lead a horse to water" adage. 

Maybe, but I think that depends on the general audience that Project Glint is geared towards. Hytale, from what I've seen, seems to be aimed at a younger audience. Perhaps not little kids, but the early pre-teens and teens maybe. Project Glint, I'm guessing, will probably be somewhat similar to Vintage Story or even TES titles/other RPGs; that is, it doesn't necessarily contain adult content(outside of a clever joke or two), but the gameplay might be tuned to be more difficult than what a younger audience will really enjoy.

Posted
10 minutes ago, Broccoli Clock said:

I don't want to piss on your parade here, but your initial argument was MSFS got a boost from being on Steam. The charts show a different story

No I meant due to how the game has big advertisement budget and the fact it's on Steam makes it easier to spot, everybody knows about it but not everyone plays it. For MSFS 2020 you cans see it peaked almost 70k concurrent players but only managed to retain people who are into the niche, but also the fact that whole flight sim community is divided into different games/software but are united under one community. 

14 minutes ago, Broccoli Clock said:

The game, the controllers, the DLC, it all racks up. MSFS is not a game for the masses, it's the select few that can afford all that stuff. I suppose that's the same for many sim genres. Things like iRacing require a considerable investment in both hardware and software just to get onto a competitive grid.

The whole genre of sim racing, flight sim is expensive to get into (you could argue flight sim is cheaper because you don't really need so much while sim racing you're required to at least have the hardware)

16 minutes ago, Broccoli Clock said:

The interesting thing, and it's probably just unfortunate that you chose them as examples, but each of those titles; PZ, MSFS, and ETS, have all had quite difficult development cycles (all for differing reasons too!) and I just don't think they should be the benchmark to judge <insert game here> introduction onto Steam.

I mean I just used examples that I am exposed to. For me MSFS and ETS I was introduced to them way before I knew Steam existed (from the old franchise entries).

17 minutes ago, Broccoli Clock said:

and I'd certainly not say that for Epic which is where software goes to die

.Epic is genuinely the worst lol

18 minutes ago, Broccoli Clock said:

Yeah, even though it has a terrible name (..yes, fight me on that!) and an even more terrible logo (..my fists are still raised, come at me!)

I could argue for the logo but the name definitely raised my eyebrow and even had my friends go "what in the goofy ass name is that?" haha

Posted
1 minute ago, LadyWYT said:

Maybe, but I think that depends on the general audience that Project Glint is geared towards. Hytale, from what I've seen, seems to be aimed at a younger audience. Perhaps not little kids, but the early pre-teens and teens maybe. Project Glint, I'm guessing, will probably be somewhat similar to Vintage Story or even TES titles/other RPGs; that is, it doesn't necessarily contain adult content(outside of a clever joke or two), but the gameplay might be tuned to be more difficult than what a younger audience will really enjoy.

I had assumed PG was aiming for the same audience as Hytale, so that's my bad.

A TES-eque game in a VS engine would hit YT hard though, possibly overshadowing VS itself. There is such a clamour for ES6, while Bethesda keeps cranking out another reskin of Skyrim, and voxel games are definitely getting a bit of a revival. I think mostly down to the tech, things like Teardown show what is possible these days.

 

Posted
Just now, Broccoli Clock said:

There is such a clamour for ES6, while Bethesda keeps cranking out another reskin of Skyrim, and voxel games are definitely getting a bit of a revival. I think mostly down to the tech, things like Teardown show what is possible these days.

I just lost hope for ES6 to be honest, how do you release a 37 seconds video of mountains and then go silent till now???

Posted
2 minutes ago, Forceous said:

I just lost hope for ES6 to be honest, how do you release a 37 seconds video of mountains and then go silent till now???

Given Bethesda's recent track record, the industry in general, and the fact that none of the people who created the ES setting seem to be involved in the development now...yeah I wouldn't get my hopes up either. One really good point I saw made recently is that Skyrim's Anniversary Edition speaks volumes about the current design philosophies. That is, instead of fixing bugs and polishing up cut content to add to the game, they just slapped on a bunch of community mods and called it a day. Skyrim itself was watered down a lot from its predecessors, so assuming the trend continues(I don't see what it wouldn't) I can only imagine how much more water will get added to the mix.

 

9 minutes ago, Forceous said:

the name definitely raised my eyebrow and even had my friends go "what in the goofy ass name is that?" haha

Whether you love it or hate, if it got your attention, it's doing it's job now, isn't it? 🤣

Posted
2 minutes ago, LadyWYT said:

Given Bethesda's recent track record, the industry in general, and the fact that none of the people who created the ES setting seem to be involved in the development now...yeah I wouldn't get my hopes up either. One really good point I saw made recently is that Skyrim's Anniversary Edition speaks volumes about the current design philosophies. That is, instead of fixing bugs and polishing up cut content to add to the game, they just slapped on a bunch of community mods and called it a day. Skyrim itself was watered down a lot from its predecessors, so assuming the trend continues(I don't see what it wouldn't) I can only imagine how much more water will get added to the mix.

I hope they surprise us to be honest.

2 minutes ago, LadyWYT said:

Whether you love it or hate, if it got your attention, it's doing it's job now, isn't it? 🤣

I have to agree! 

Posted

I know this is all going off topic but there isn't a snowball in hell's chance that Bethesda pulls a rabbit out of hat with ES6 (if it ever arrives, although it will because.. you know.. money). You only need to look at Starfield. Howard was at pains to say he wanted this as his magnum opus, it was the game he wanted to make, an elder scrolls in space. Yet you'd think they've been developing the title over the many years since he said that, but no.. what arrived was a cookie cutter game, limited in scope, and with dialogue that feels it was either written in a hurry to match the deadline or written by AI.

I'm not a fan of fantasy games, certainly not as the main meal, although I can take it as a side dish. That said even I play Skyrim, both vanilla and (heavily!) modded. It really goes to show just how well Bethesda landed with that one. I wouldn't be expecting lightening to strike twice.

Posted

Regarding TES6, I think of it kinda like Kitchen Nightmares. The food will arrive...eventually...and when it does it'll be cold, raw, spoiled, bland, etc. as well as being overpriced, and the atmosphere in which it's presented will feel dated compared to the competition. At which point players will start doing their best Gordon Ramsey impressions.

5 minutes ago, Broccoli Clock said:

You only need to look at Starfield. Howard was at pains to say he wanted this as his magnum opus, it was the game he wanted to make, an elder scrolls in space.

I'd believe it, though I suspect he got hamstrung by corporate bureaucracy and wasn't really able to do what he wanted with the game. If that's true, that's gotta hurt from a creative standpoint, to see the thing you really wanted to make crash and burn like that, and have to pretend it's okay lest you lose your job.

Posted
4 minutes ago, LadyWYT said:

I'd believe it, though I suspect he got hamstrung by corporate bureaucracy and wasn't really able to do what he wanted with the game. 

This is Todd Howard we are talking about, and sure corporate shenanigans will always take precedence (..all hail the orphan crushing machine!), if he cannot force through a passion project that he's talked about for decades then it's pretty much over for Bethesda. It's more than that though, people assumed that Starfield has always been worked on, there were constant rumours and hints towards that, but ultimately it turns out it had the standard 2 year development cycle and ended up the vague meh-ness it is now. Rinse and repeat with ES6.

Posted (edited)
2 hours ago, Dark Thoughts said:

While it does not give absolute player numbers, Google Trends is actually a very good popularity indicator too.

Well, I was just going by the hard number of profiles created, and thus copies purchased, not by number of consecutive players. It doesn't tell you that. But, you can kind of figure that there is probably a certain portion of all those sales that still plays regularly. I mean, back when my wife and I bought the game in September 2020, there were hardly any people on YouTube playing it. Now, there are multiple people every single day either continuing series or making video essays or starting series of their own. It's a HUGE difference between then and now.

Edited by Robert Johnson
Posted
On 2/8/2026 at 1:49 AM, Broccoli Clock said:

and an even more terrible logo (..my fists are still raised, come at me!)

Alright, put 'em up! 😆
More seriously, I feel like the logo suits Vintage Story when compared to other modern logos. While the detailed hand-drawn logo might not be the best design decision from a recognisability and simplicity standpoint, I think that's kind of what makes it stand out. It's like the direct opposite of modern logo design, well-fitting for how VS is a pretty down-to-earth project the devs genuinely care about.

Posted (edited)
15 minutes ago, ifoz said:

Alright, put 'em up! 😆
More seriously, I feel like the logo suits Vintage Story when compared to other modern logos. 

As a developer I look at that logo and think, that's going to be a nightmare to replicate properly across all devices or even in print.
As a designer (admittedly not a good one) I look at the font and I'm a little sick in my mouth.

This is highly subjective of course, there may be some people out there who absolutely love it, although I would wagee most of those people have terrible taste! 😜

Edited by Broccoli Clock
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