So I am a software development program manager; that means I don't write code but manage my customers and the overall release process. I am the decision maker on acceptable bugs and issues that enter a release and set priorities. In Scrum terms I am a product manager. To me many of these issues that have been mentioned could very likely actually be easy fixes; but moved to a lower priority due to deadlines, as many have noted. There will be a code freeze prior to the final release, so if a QA engineer finds a critical bug say a month before the freeze, the dev team will need to shift priorities to address the critical bug. Assume its a game crashing bug, or something that makes it otherwise unplayable. This lowers the priority of the other bugs, and even easy fixes take time, then must go through the entire QA process before they are included in the final build. Now, lets assume one of the critical bugs was in lets use the AI as an example. If the devs address this bug; which caused them to change the AI logic, to address this critical bug. Now AI is a very sensitive piece of code with a tremendous amount of external dependencies... when the critical fix goes into QA it could produce several new findings such as trading issues, upgrading issues, etc.... Since the critical bug has been addressed, and the team is pushing against the code freeze, fixes won't make it into the build, plus the fix may not be straight forward. As has been said, its really impossible to know if these bugs are symptoms of poor coding practices or the reality of modern software development. Odds are Fraxis is running an agile dev team, and the focus of agile development is to focus on releases; accept bugs and issues, and fix on the next release. The side effect is we get some wonky things pop up in the game, but for me I am still enjoying the game very much and am really ok with it.