the project phoenix pdf
Project Phoenix: A Chronicle of a Failed Kickstarter
Project Phoenix began as a promising Kickstarter campaign, aiming to revolutionize Japanese indie RPGs with AAA talent․ However, it ultimately became a cautionary tale,
documented across Reddit and online forums, including discussions on shittykickstarters․
Notably, a related novel, The Phoenix Project, focuses on IT and DevOps, while Microsoft also utilized “Phoenix” for internal Edge feedback collection, showcasing the name’s broader use․
Origins of Project Phoenix

Project Phoenix emerged in 2013 as a bold endeavor – Japan’s first fully-funded video game project on Kickstarter․ Spearheaded by Hiroaki Yura, the project aimed to demonstrate the potential of a small, dedicated team to create a high-quality RPG, drawing inspiration from the success of Supergiant Games’ Bastion․ Yura envisioned Project Phoenix as a showcase, proving that independent Japanese developers could compete with larger studios․
The Kickstarter campaign launched with ambitious promises, featuring artwork and a concept that resonated with backers․ The initial pitch highlighted the involvement of experienced industry professionals, lending credibility to the project․ However, the campaign quickly became a focal point of discussion, not just for its potential, but also for the challenges it would face in delivering on its promises․ The project’s origins were rooted in a desire to break new ground within the Japanese game development landscape, but it soon became entangled in a complex web of delays and controversies․
Early discussions, documented on platforms like Reddit, reveal a sense of optimism mixed with cautious skepticism․ The project’s very existence was seen as a significant step forward, but concerns about transparency and realistic timelines began to surface even in the early stages․

The Initial Kickstarter Campaign
The Project Phoenix Kickstarter campaign launched on October 18, 2012, seeking funding to create a Japanese indie RPG with “AAA talent․” It quickly garnered attention, becoming a landmark project for Japanese game development on the platform․ The campaign presented a visually appealing concept, promising a unique and immersive RPG experience․ Backers were enticed by the prospect of supporting a team aiming to redefine indie game production in Japan․
The initial funding goal was set ambitiously, reflecting the scope of the project’s vision․ Updates during the campaign showcased concept art and development plans, fostering a sense of community among backers․ However, as time progressed, concerns began to emerge regarding the specificity of these plans․ Backers sought more detailed information about the game’s mechanics and development timeline, questioning the feasibility of delivering on the promised features․
Despite these concerns, the campaign successfully reached its funding goal, demonstrating significant initial support․ This success, however, also laid the groundwork for future scrutiny and disappointment as the project encountered numerous setbacks and ultimately failed to deliver as promised․
Hiroaki Yura and the Development Team
Hiroaki Yura served as the central figure behind Project Phoenix, acting as the project lead and primary communicator with backers․ He presented himself as a passionate developer determined to elevate the Japanese indie game scene, drawing parallels to the success of Supergiant Games’ Bastion․ During a Reddit AMA on September 10th, 2013, Yura emphasized the project’s ambition to serve as an example of what a small, dedicated team could achieve․
Details regarding the broader development team remained consistently vague throughout the campaign and its aftermath․ While the Kickstarter page alluded to “AAA talent” contributing to the project, specific names and roles were rarely disclosed․ This lack of transparency fueled speculation and distrust among backers, who questioned the team’s actual capabilities and experience․
The limited information available about the team’s composition contributed to the growing concerns surrounding the project’s feasibility․ As delays mounted and communication became increasingly sparse, Yura became the focal point of criticism, bearing the brunt of the community’s frustration and disappointment;
The Game’s Promised Features
Project Phoenix, as initially presented on Kickstarter, envisioned a sprawling, narrative-driven RPG with a focus on character development and a compelling storyline․ The game aimed to blend traditional JRPG elements with modern gameplay mechanics, promising a unique and immersive experience․ Visuals were touted as being of AAA quality, leveraging the skills of the purportedly experienced development team․
Key features highlighted in the Kickstarter campaign included a dynamic combat system, a branching narrative with multiple endings, and a richly detailed world ripe for exploration․ The developers also promised a captivating soundtrack and fully voiced characters, further enhancing the game’s immersive qualities․ The ambition was clearly high, aiming to deliver a polished and engaging RPG experience․
However, the specifics of these features remained largely undefined․ Backers frequently requested detailed explanations of the combat system, the narrative structure, and the world-building process, but received only vague assurances and conceptual artwork․ This lack of concrete details contributed to the growing skepticism surrounding the project’s viability․
Early Concerns from Backers
Early concerns from backers of Project Phoenix began to surface relatively quickly after the Kickstarter campaign concluded․ Initial anxieties centered around the lack of consistent updates and the absence of concrete progress reports․ While the team initially provided regular posts, these became increasingly infrequent and lacked substantial detail regarding actual development milestones․

Backers expressed frustration over the vagueness of the promised features, repeatedly requesting specifics about the combat system, narrative structure, and art style․ The team’s responses were often evasive, fueling suspicions that the project was not as far along as claimed․ Discussions on Reddit, particularly within the r/HobbyDrama and r/shittykickstarters communities, became increasingly critical․
A growing sense of unease developed as backers questioned the team’s experience and ability to deliver on their ambitious promises․ The lack of transparency and the perceived lack of progress led to demands for refunds, which were largely ignored, further exacerbating the situation and eroding trust․
The AMA on Reddit (September 10th, 2013)

On September 10th, 2013, Hiroaki Yura, the creator of Project Phoenix, held an “Ask Me Anything” (AMA) session on Reddit in an attempt to address growing concerns and reassure backers․ The AMA was prompted by increasing skepticism regarding the project’s development and a perceived lack of transparency․

During the session, Yura emphasized his vision for Project Phoenix, stating it was intended to serve as an example for the Japanese indie game development scene, mirroring the success of Western studios like Supergiant Games with their title, Bastion․ He highlighted the potential of a small, dedicated team to create a high-quality RPG․
However, when pressed for specifics regarding the game’s development progress and technical details, Yura’s answers were often vague and lacked concrete information․ This fueled further criticism from backers who felt their questions were not being adequately addressed, and suspicions about the project’s viability continued to mount despite the attempt at open communication․
Shifting Development and Delays
Following the initial Kickstarter success, Project Phoenix experienced a series of significant shifts in development direction and increasingly frequent delays․ What began as a clearly defined RPG concept gradually morphed, with backers noting inconsistencies in the described features and gameplay mechanics; These changes weren’t always clearly communicated, leading to confusion and frustration within the community․
Originally slated for a relatively swift development cycle, the project repeatedly missed self-imposed deadlines․ Explanations for these delays were often vague, citing unforeseen technical challenges or the need to refine the game’s vision․ As time progressed, the lack of substantial updates and demonstrable progress fueled concerns that the project was struggling internally․
The evolving nature of the game, coupled with the persistent delays, eroded backer confidence․ The initial enthusiasm surrounding Project Phoenix began to wane as the project appeared to drift further from its original promise, raising questions about its ultimate deliverability․
The Release of a Preview Build
In a move seemingly intended to appease increasingly anxious backers, the Project Phoenix development team eventually released a preview build of the game․ This release, however, was heavily qualified, framed as a “courtesy” for supporters and accompanied by stern warnings against unauthorized distribution․ The team explicitly requested backers refrain from leaking the build to individuals who hadn’t financially contributed to the Kickstarter campaign․
Despite the caveats, the release of the preview build proved to be a pivotal moment, though not in the way the developers likely intended․ Backers who gained access quickly discovered that the build was far from a polished, fully-featured game․ It was riddled with bugs, lacked many of the promised features, and generally failed to live up to the expectations set during the initial Kickstarter campaign․
This release, rather than quelling concerns, served to amplify them, further fueling the growing sense of disillusionment within the Project Phoenix community․ The build’s poor state inadvertently provided concrete evidence of the project’s troubled development and ultimately contributed to the escalating controversy․

Allegations of Misuse of Funds
As delays mounted and communication from the Project Phoenix team became increasingly sparse, suspicions began to surface regarding the handling of the Kickstarter funds․ Backers started to question whether the money was being used appropriately for game development, or if it was being diverted elsewhere․ These concerns were initially voiced on forums like Reddit, specifically within the r/shittykickstarters community, where users began to compile evidence and share their anxieties․

The core of the allegations centered around the perceived lack of demonstrable progress on the game, juxtaposed with reports suggesting the developer, Hiroaki Yura, was simultaneously working on a different, unrelated game․ This fueled accusations that funds intended for Project Phoenix were being used to finance this separate venture, effectively defrauding the Kickstarter backers․
While concrete proof of direct financial mismanagement remained elusive, the circumstantial evidence and the team’s lack of transparency did little to dispel the growing distrust․ The allegations of misuse of funds became a central point of contention, further damaging the project’s reputation and eroding any remaining faith from the community․
Development of a Different Game
Amidst the mounting delays and dwindling communication surrounding Project Phoenix, a startling revelation emerged: Hiroaki Yura and his team were actively developing a separate game, distinct from the RPG promised to Kickstarter backers․ This discovery, initially shared within the r/shittykickstarters subreddit, ignited a firestorm of outrage and accusations of deception․
The existence of this alternate project was confirmed when a demo of the new game was leaked online․ Backers felt betrayed, as it became apparent that resources and effort were being diverted away from Project Phoenix, despite continued requests for updates and assurances of progress․ The leaked demo served as tangible proof that the team wasn’t solely focused on fulfilling their original commitment․
This parallel development raised serious questions about the integrity of the Kickstarter campaign and the intentions of the development team․ It fueled the already prevalent allegations of misused funds, suggesting that backer money was being used to finance a project that wasn’t the one they had explicitly supported․
The “ShittyKickstarters” Controversy
Project Phoenix became a notorious case study on the r/shittykickstarters subreddit, a community dedicated to documenting failed and fraudulent Kickstarter campaigns․ The project quickly garnered attention due to the prolonged delays, lack of transparency, and ultimately, the revelation that the development team was working on a different game than the one initially promised to backers․
The subreddit served as a central hub for backers to share their frustrations, organize discussions, and attempt to hold Hiroaki Yura and his team accountable․ Users meticulously documented the timeline of events, analyzed available information, and voiced their concerns about the potential misuse of funds․ The community’s collective investigation brought widespread attention to the situation․
The controversy surrounding Project Phoenix highlighted the risks associated with crowdfunding and the importance of due diligence when supporting independent projects․ It sparked debates about the responsibilities of creators to their backers and the need for greater accountability within the Kickstarter ecosystem․

The Leak of the Demo
As frustration mounted among backers of Project Phoenix, a preview build of the game was eventually released as a “courtesy” for their support and patience․ However, this gesture came with a strict condition: backers were explicitly asked not to leak the build to anyone outside of the funding circle․ This request, unsurprisingly, proved unsustainable․
Despite the developers’ plea, the demo was leaked onto the internet, primarily through the r/shittykickstarters community․ This leak provided backers – and the wider public – with a tangible look at the state of the game, which further fueled the controversy․ Many felt the build was far from the promised quality and scope, confirming their suspicions about the project’s trajectory․
The leak served as a pivotal moment, solidifying the narrative of a failed Kickstarter and intensifying scrutiny of Hiroaki Yura and the development team․ It also provided ammunition for those critical of the project, allowing them to showcase the discrepancies between the initial promises and the actual product․
The Phoenix Project Novel (IT & DevOps)
Interestingly, alongside the troubled video game Kickstarter, a completely separate work titled The Phoenix Project gained prominence․ This is a novel authored by Gene Kim, Kevin Behr, and George Spafford, focusing on the realms of IT, DevOps, and business strategy․ Published by IT Revolution Press, it’s identified by ISBN 8601410700966 and is readily available on platforms like Amazon․com․
The novel is lauded as a crucial read for business and IT executives grappling with increasing IT complexity․ It aims to bridge the gap between technical teams and management, helping non-technical leaders understand the challenges faced by developers․ Jim Whitehurst, President and CEO of Red Hat, Inc․, endorses it as a valuable resource․
While bearing the same name, this Phoenix Project has no direct connection to the failed Kickstarter game․ It represents a successful and well-regarded work within the IT industry, offering a stark contrast to the unfortunate saga of Project Phoenix the video game․
Distinction from the Kickstarter Game
It’s crucial to firmly establish the complete separation between Gene Kim’s The Phoenix Project novel and the disastrous Project Phoenix Kickstarter campaign․ The novel, a celebrated work in IT and DevOps literature, shares only a name with the unfulfilled video game promise․ Any search for a “Project Phoenix PDF” relating to the game will likely yield misleading results, often leading to the novel’s content instead․
The Kickstarter project, aiming to create a Japanese indie RPG, ultimately failed to deliver on its promises, becoming a notorious example of crowdfunding gone wrong․ Conversely, the novel provides practical guidance for improving IT performance and business alignment․ The two “Phoenix Projects” exist in entirely different spheres․
Confusion arises solely from the identical title․ Backers of the failed game, or those researching its downfall, should avoid conflating it with the well-received IT management book․ They are distinct entities with no collaborative link․
Microsoft’s “Phoenix” Project (Edge Feedback)
Adding another layer of complexity to the “Project Phoenix” nomenclature, Microsoft internally utilized a project codenamed “Phoenix” for collecting feedback on its Edge browser․ This initiative, revealed through a leaked video by Twitter user WalkingCat in December 2024, focused on gathering internal insights to guide Edge’s development and prioritize features․ It’s entirely separate from both the failed Kickstarter game and Gene Kim’s IT-focused novel․
The Microsoft project aimed to streamline the feedback process, ensuring Edge’s evolution aligned with user needs and strategic goals․ Searching for a “Project Phoenix PDF” in this context would likely lead to internal Microsoft documentation, not publicly available resources․ This internal tool demonstrates how the name “Phoenix” represents renewal and improvement within a technological context․
It’s vital to differentiate this Edge feedback system from the other uses of the name, highlighting the diverse applications of the “Phoenix” concept across different industries and projects․
Internal Feedback Collection for Edge
Microsoft’s “Phoenix” project was specifically designed as a system for internal feedback collection regarding the direction and priorities of the Edge web browser’s development․ The leaked video from WalkingCat revealed the project’s core function: to centralize and analyze input from Microsoft employees․ This wasn’t a public-facing initiative, and searching for a “Project Phoenix PDF” related to this would yield no external results, as documentation remains internal․
The system likely involved tools and processes for gathering, categorizing, and prioritizing feedback on Edge’s features, performance, and usability․ This internal loop allowed Microsoft to rapidly iterate on Edge based on direct input from those using the browser daily․ The project’s codename, “Phoenix,” symbolically represents the continuous cycle of improvement and rebirth through feedback․
This internal process underscores Microsoft’s commitment to data-driven development and its reliance on employee insights to shape the future of Edge․ It’s a distinct application of the “Phoenix” name, separate from the Kickstarter debacle and the IT novel․
The Project’s Goals and Scope
Microsoft’s internal “Phoenix” project aimed to streamline and enhance the collection of employee feedback for the Edge browser․ Its scope encompassed all aspects of Edge development, from new feature proposals to bug reports and usability concerns․ The goal was to create a centralized system for prioritizing improvements based on internal user experience․ A search for a “Project Phoenix PDF” detailing this initiative would be fruitless, as documentation is strictly internal to Microsoft․
The project’s scope extended to gathering data on feature usage, identifying pain points, and tracking the overall sentiment towards Edge among Microsoft staff․ This data-driven approach allowed developers to make informed decisions and allocate resources effectively․ The project’s success hinged on encouraging widespread participation and ensuring the feedback was actionable․
Ultimately, “Phoenix” sought to foster a culture of continuous improvement within the Edge team, leveraging internal expertise to deliver a better browser experience․ It was a focused initiative, distinct from the unrelated Kickstarter project and the IT-focused novel․
Legacy and Lessons Learned
The saga of Project Phoenix, both the failed Kickstarter and Microsoft’s internal initiative, offers valuable lessons․ The Kickstarter’s downfall serves as a stark warning about transparency and realistic expectations in crowdfunding․ The lack of concrete updates and eventual shift to a different game eroded backer trust, fueling controversy on platforms like r/shittykickstarters․ A “Project Phoenix PDF” detailing the post-mortem analysis from the development team remains unavailable publicly․

Microsoft’s “Phoenix” project, while successful internally, highlights the importance of structured feedback mechanisms in software development․ It demonstrates how prioritizing internal user voices can drive product improvement․ Both instances underscore the critical need for clear communication and accountability․
The enduring legacy is a heightened awareness among backers and developers alike․ Crowdfunding campaigns now often feature more detailed roadmaps and frequent updates․ The story serves as a case study in project management failures and the power of community scrutiny․ It’s a reminder that ambition alone isn’t enough; execution and honesty are paramount․
The Current Status (as of 12/04/2025)
As of today, December 4th, 2025, the original Project Phoenix RPG remains unreleased and largely forgotten by the wider gaming community․ Despite promises and a preview build shared (and subsequently leaked, as discussed on Reddit), the game never materialized as initially envisioned․ There’s no active development, and Hiroaki Yura has remained largely silent publicly since the height of the controversy․ A comprehensive “Project Phoenix PDF” detailing the project’s complete history, including financial records, has never surfaced․
The developer’s subsequent game, the one created after taking Kickstarter funds, also appears to have faded into obscurity․ Online searches yield limited results, and the game is no longer actively marketed or supported․ The r/HobbyDrama subreddit occasionally revisits the story, serving as a digital memorial to the failed project;
Microsoft’s “Phoenix” project for Edge feedback collection continues to operate internally, evolving with the browser’s development cycle․ The original leaked video from WalkingCat remains a point of reference for those interested in Microsoft’s internal processes․
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