It is rare to see an OpenBOR project with this much professional structure and a clear path to Steam. Most people in this scene are hobbyists, so having a dedicated art and writing team already in place is a huge draw for any developer looking for a serious gig. Balancing tight combat mechanics...
Stop building new houses for every lightbulb. Scripting a universal spawner isn't just "useful" it’s the only way to stay sane when you’re dealing with complex hit-fx.