Chucklefish responds to allegations it exploited volunteer Starbound developers
Chucklefish has issued a statement in response to multiple allegations that it exploited around a dozen volunteer contributors on the 2016 outer-space exploration game Rho Watson, a graphic artist who worked on Starbound, and Christine Crossley, a concept art who said the same thing. Composer Clark Powell also tweeted to say that they "almost did the audio and music" for Starbound until he was informed that it was an unpaid job.
"We're aware and saddened by the current allegations against Chucklefish regarding Starbound's early development," Chucklefish said in a statement. "During this time both the core crew and community contributors were collaborating via a chat room and dedicated their time for free. Community contributors were under no obligation to create content, work to deadlines or put in any particular number of hours. Everyone was credited or remunerated as per their agreement.
"It's been almost a decade since Starbound's development first began, and from then Chucklefish has grown considerably into an indie studio that has a strong emphasis on good working practices, providing a welcoming environment for all employees and freelancers. Our doors remain open to any related parties who wish to discuss their concerns with us directly."
Reece acknowledged signing a contract, saying that contributors were required to do so if they wanted to work on the game, and that they were further enticed with the promise of possible employment at Chucklefish in the future. They also refuted part of the studio's statement, saying that "deadlines were absolutely in place—if not formal, then definitely heavily implied."
"I was a naive newcomer to the industry and my trust was utterly betrayed. There is no moral defense for this," Reece said.
"Regardless of any contracts signed, it's massively unethical to allow workers to contribute huge amounts of content for no pay when you, the ostensible leader of the team, are walking away with millions of dollars in personal revenue share. If your game sells over two and a half million copies and your only excuse for not treating people ethically is, 'but the dozens of teenagers whose labor we exploited signed contracts,' you may need to do some soul-searching."
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