Well, as I’ve written on a few different places we’re independent (indie), self-managed, self-published and self-funded (via sales of course) developers and not in the business of collecting cash just because there’s an opportunity for it. ACEO will first of all be completed and become as good as it can be and it will of course also be maintained after its 1.0 release, we do have some very minor content plans after that 1.0 release as well but nothing in the scale of a full cargo DLC or any other major DLC.
Why? Well, for us as a studio and as a long term business it makes much more sense from both a purely psychological perspective (it’s time to do something new… ) but also from an organizational sustainability perspective to use the experience and funds we’ve allocated from developing ACEO and to put that into the development of our own, re-usable Unity mid-layer engine built with modern architecture practices originating from a perspective of reliability, agility, scalability and performance (that’s a lot of buzzwords lol). Something that we can maintain and re-use long term, try out loads of different game ideas with and see how much better we can get. ACEO is the only piece of software and only game we’ve ever built and considering everything it turned out to be a pretty good first try, and I am 100% convinced that a second try would result in a multiple times over better product. In the end, such an investment could perhaps a lot further down the road lead to an more cohesively designed and extremely more performant Airport CEO 2 in 3D… and that to us is a much more entizing goal than spending another year on a cargo DLC for ACEO.