Hello everyone,
Lancelot asked me to post a statement here, regarding Inceton Games and our stance on this whole subject/s.
Official Statement on the Termination of Paper Boat
Inceton Games CEO Lancelot
Inceton Games confirms that the professional collaboration with the freelance writer known as Paper Boat (Embercat) has been formally terminated. This decision was made after an extended production period and was based strictly on documented workflow incompatibility, delivery reliability issues, and production pipeline disruption. It was not a personal decision, nor was it based on isolated creative disagreements.
TLDR; Good ideas, bad execution
From the very beginning of the cooperation, Paper Boat was provided with:
- Full production onboarding
- Clear narrative and content restrictions
- Render-count limits
- Technical constraints of static visual novel development
- Internal approval process
- Multi-department production workflow explanation (writing → 3D → animation → coding → QA)
These expectations were repeatedly confirmed in writing.
1. Repeated Deviation From Agreed Production Direction
Throughout the production of our games, Paper Boat consistently challenged or attempted to rework already-approved core narrative and technical constraints, despite those constraints being directly tied to engine limitations, platform compliance, and internal pipeline safety.
Examples include:
- Attempting to restructure key scenes after they were already staged for render production.
- Repeatedly questioning core technical restrictions such as signal availability on the island in Lust Bound, which had already been inherited from legacy scripts, causing unnecessary continuity friction.
- Attempting to introduce narrative mechanics that conflicted with internal platform safety rules and monetization compliance.
Each instance required manual intervention from production leadership and the code team to prevent downstream breakage.
2. Excessive and Disruptive Communication Volume
While initiative is valued, communication volume reached an operationally disruptive level. The writer regularly sent:
- Multi-page breakdowns for minor scene confirmations
- Late-night and weekend multi-message analysis dumps
- Repeated follow-ups on non-blocking issues within hours of earlier messages
Despite management clearly stating weekend unavailability and production scheduling limits, communication continued at a level that impaired task prioritization and delayed approvals for other departments.
This created a situation where production management time became dominated by communication overhead instead of actual execution.
3. Delivery of Unfinished and Non-Finalized Material
Although significant writing volume was produced, a consistent pattern emerged of delivering material that was not production-ready, including:
- Draft-state scenes entered into Celtx without final technical validation full of grammatical errors and story inconsistencies.
- Placeholder logic embedded into scenes that conflicted with Ren’Py implementation rules
- Scenes submitted without full path validation for branching logic
These issues required additional rewriting and restructuring by multiple internal staff members, including production leadership and engineering support, in order to bring the material up to deployment standard.
4. High Frequency of Post-Submission Corrections
A large portion of submitted material required post-delivery correction due to:
- Continuity conflicts with earlier episodes
- Pacing problems caused by exceeding render limits
- Technical conflicts with animation sequencing
- Conflict with pre-established character behavior constraints
Several scenes required full rewrites after submission, not minor edits. These rewrites were performed under deadline pressure in order to protect the production schedule.
5. Premature Financial and Long-Term Control Discussions
Despite Episode 3 not yet being finalized and undergoing multiple active revisions, repeated discussions were initiated regarding:
- Early payment
- Payment in advance
- Payment for a story that was not complete or riddled with mistakes.
These discussions occurred before the successful delivery of a fully completed, locked production episode, which is not aligned with Inceton Games’ standard contractual workflow.
6. Direct Production Pipeline Impact
As a direct result of the above issues:
- The 3D and animation teams repeatedly paused production while waiting for corrected scripts.
- The coding team was forced to delay implementation due to unresolved branching and continuity conflicts.
- Render scheduling became inconsistent due to late structural changes.
- Internal release projections had to be actively protected through emergency resource reassignment.
This level of disruption is not sustainable in a multi-project studio environment operating on strict delivery windows.
Final Determination
Inceton Games operates under a high-output, multi-disciplinary production model where:
- Writers
- 3D artists
- Animators
- Code team
- QA
- Release management
must operate in tight synchronization.
While Paper Boat demonstrated enthusiasm and creative investment, the collaboration ultimately failed to meet the operational standards required for reliability, scalability, and production stability.
For these reasons, the collaboration was terminated in the interest of:
- Project continuity
- Team efficiency
- Deadline protection
- Financial stability
- Operational risk management
Legal & Professional Clarifications
- This termination was not disciplinary.
- It was not personal.
- It was not retaliation-based.
- It was based on documented workflow failure and delivery unreliability.
- All delivered work is being handled in accordance with internal review and contractual obligations.
- No further private development materials will be discussed publicly.
Closing Statement
Inceton Games will not engage in public arguments, speculation, or social media disputes regarding internal production matters. The company remains focused on its team, its players, and its release roadmap.