So basically it seems like this game was early access without being called early access:
http://steamcommunity.com/app/255070/discussions/0/43099721309654079/
Also they intended to throttle the breaking of the first mask:
So the mask phases weren't intended as a community goal as much as a way to throttle the players expectations for additional content. AKA busy work.
This combined with nearly the entire studio going on vacation at the launch of their game is rather disheartening. Online coop is basically totally broken with people falling through the stage and busted net code. They are expecting to give us news soon on when we can expect a patch to address major outstanding launch issues.
http://steamcommunity.com/app/255070/discussions/0/43099721309654079/
ACE abordeu said:Pretty much agree with what you are saying. We're aware that the "attention span" of players is much shorter now that there are so many game releases. And if we could produce content faster we'd definitely release updates more frequently. Still, in our experience, the current user base of the game is only a fraction of what it can be tomorrow. We're confident that we will convert more people in the future, and as the game expands it will be more likely that people will stick for longer.
Additionally, we don't really expect to "monopolize" all the time people are investing in playing their games. The idea is that you can come back and revisit every now and then and check out what's happened in the abyss. The future developments of the versus mode should also give more reasons to want to play again. When we develop the online mode for this game hopefully we'll be able to develop some level of competitive scene. We're not aiming for a gigantic community like Street Fighter or Smash, but people are still playing smaller titles like Dive Kick and they seem to enjoy it quite a bit. If we can keep supporting the game's different modes I don't see why we can't accomplish something similar.
Also they intended to throttle the breaking of the first mask:
ACE cbordeu said:The very quick shattering of the mask at the beginning is quite in line with the expected behavior for a launch, where the great majority of the people play the game upon release and then you have a much slower and steady pace from then on (In the first two days the Warlock was being defeated every 5 seconds). We understand that the slowing down was aggravated by the patch 1.01 problem, so that's why we will be adjusting the progression next week to make sure you can all see the new stuff soon. But just as a note, our projections before launch were that the mask would break between 2 weeks and a month - and that was our intended pace for the feature.
Since we want the mask phases to be more interesting, we're also taking this time to add more additional content than the one that is already locked in the game. This feature will allow us to add a lot more variety to the Abyss over time, making it a more complete game than what you got at launch.
So the mask phases weren't intended as a community goal as much as a way to throttle the players expectations for additional content. AKA busy work.
This combined with nearly the entire studio going on vacation at the launch of their game is rather disheartening. Online coop is basically totally broken with people falling through the stage and busted net code. They are expecting to give us news soon on when we can expect a patch to address major outstanding launch issues.