Yes, I realize that - the thing is that our company only counts 25 people and we're doing everything with those 25 - that is actually developing the games, all of the Divinities and our other games, technical support, quite a lot of the pr & marketing materials, a lot of localizations & voice recordings & all the other stuff I'm forgetting, so each hour of the day is a constant battle between conflicting priorities. Right now I think we have more versions of Divinity 2 out there than we have people working in the company

And while our small size in a lot of cases is also our strength, when accidents happen, we don't have a lot of redundancy present to deal with it. On this particular topic, our focus was more on getting the bloody patch done instead of communicating about it, but some presence would indeed have been justified.