Yeah, again my thoughts. Whether this is substantiated in fact is another matter. We realise there is little "brand loyalty" in shareware (if any) but personal pride is a valuable thing. Maybe sometimes to the detriment of monetry income but I like to take whatever small sleep I get at nights with a clear conscience The problem with this thread is it is quite hypothetical because we all have different standards of what constitutes "a bad game" and we could maybe do with some screenshots and a gameplay overview of the game in question to really give accurate comments. It is true about first impressions for some though. There are certain companies who I find it hard to believe will ever make a game that will appeal to me based on their output to date. I am not a typical casual/indie games player though. Obviously a lot of players go through portals and may love your super new zuma style game and not even know or care that you also made "super paperclip simulator" in your early days or whatever. For a more direct sales-centric company I say impression counts and even though you may have some flops you should at least be proud of them, and give the customers the impression you have tried your hardest to please them. As usual two seperate issues crop up again - the "e-commerce/distribution" practice thing which is a GOOD thing, and the possible harm to company image which is of course a bad thing.