Description
They didn't buy a game; they bought a dream. And the problem with dreams is that they don't have a release date. It started as a Kickstarter campaign and became a religion. "Star Citizen" has raised over half a billion dollars from fans, promising a virtual universe of unprecedented scale. Yet, over a decade later, it remains in development hell, a patchwork of stunning tech demos and broken promises. This is not just a story about a video game; it is a case study in "Feature Creep," the sunk cost fallacy, and the dangerous power of selling dreams.We explore how Chris Roberts convinced millions to pay for digital spaceships that didn't exist, and why backers defend the project with cult-like fervor despite the delays. This book dissects the blurry line between visionary ambition and management disaster, showing what happens when a project has infinite funding but no deadlines.



