The development team changed their name to "team Schadenfreude" in protest, after the game's core design was changed by mandate of the publisher.
This name would later be used by columnists at Gamasutra to represent a fictitious company known for making every possible rookie mistake in their quest to make games.
The game was meant to be a direct sequel to Nightcaster: Defeat the Darkness - a single player continuation of the original story with the addition of deeper RPG features. However, the publisher demanded multiplayer, with 9 months to go on the project and the developers had to scrap nearly all of the planned features to make multiplayer work in the engine at all. The result is the overly dark, incredibly difficult, Gauntlet style experience that plagued the game since the day it was released.