FAILDEX失樂園
中文

Glitch

The business, the turning points, and the decisions behind them.

Founded2010
Event year2012
FundingUS$12.2M
Cash burnedUS$17.5M

01 / WHAT IT BUILT

What the company did

Glitch was a browser-based 2D massively multiplayer online game developed by Tiny Speck under Stewart Butterfield, the Flickr co-founder. Launched on September 27, 2011, the nonviolent social game let players roam the minds of eleven cosmic giants; its design team included Katamari Damacy creator Keita Takahashi. Citing accessibility and depth issues, the game reverted to beta status on November 30, 2011.

02 / Glitch FAILURE REASONS

Failure reasons

Glitch never attracted an audience large enough to sustain itself. The studio said that after a long period of experimentation it seemed unlikely it ever would, citing prevailing technology trends: the movement toward mobile and the continued decline of the Flash platform on which the game was built. Tiny Speck also tried, and failed, to find a buyer willing to keep the game running.

03 / EVENT HISTORY

Events in the structured record

  1. Launch

    Glitch officially launched on September 27, 2011, but reverted to beta on November 30, 2011 over accessibility and depth issues.

  2. Shutdown

    On November 14, 2012 Tiny Speck announced Glitch would shut down; the servers went dark on December 9, 2012.

04 / CONTEMPORARY REBUILD ASSESSMENT

Difficulty of rebuilding this project today

Material for this section is being gathered and checked. It will appear here once ready.

Rebuild difficultyPending assessmentNot completed
Scoring basisNot completed
ScalabilityPending assessmentNot completed
Scoring basisNot completed

Overall assessment: Not completed

05 / CAUSAL CHAIN

How the factors connect

  1. 01

    On November 14, 2012, Tiny Speck announced that Glitch would shut down within a month, saying it had not attracted a large enough player base.

  2. 02

    The servers went dark on December 9, 2012 at 8pm PT after an End of the World party attended by thousands of players.

  3. 03

    Tiny Speck refunded all unspent in-game currency in real money and laid off roughly 30 people, keeping a smaller core team to develop new products.

  4. 04

    The internal messaging tool built during the game's development became Slack; the company was later renamed Slack Technologies.