It’s easy to see why people fell in love with Scale’s pitch. Players have a gun that allows to you to increase or decrease the size of almost any object around you. Transform a tiny butterfly into Mothra, or a massive canyon into a sand castle. It’s not hard to imagine building a set of clever puzzles out of such a concept, which explains why designer Steve Swink and his team managed to raise $108,020 in October 2013. When the Kickstarter launched, Scale’s release date was estimated to be a little more than a year later, December 2014.
This is a companion discussion topic for the original entry at https://waypoint.vice.com/en_us/article/bjepz3/what-happened-to-scale-the-game-that-let-you-shrink-and-grow-everything