It’s hard to know where to start with the latest round of issues surrounding the troubled Mighty No. 9. You might think that the game having launched in North America today would have been the end of it, but all release day has done has thrown up many new problems.

Let’s start with the delay. That’s right. Delay.

The Xbox 360, Mac and Linux versions of the game have been delayed to an unspecified future date. This delay was announced on the games Kickstarter page as a backer updateafter the game had officially launched.

While it’s unclear why the Mac and Linux versions of the game have been delayed, the 360 version of the game has had to re-enter certification after it failed due to some kind of bug. Backers who were expecting keys for the 360 version of the game are being given Steam keys and will still get keys for the 360 version when it officially launches, which Comcept believes will happen in the next few days.

The backer post announcing the delay/launch of the game is currently being inundated with users being sent non-working keys, keys for the wrong platform, keys for the wrong DLC, keys for the wrong region and a host of other problems.

The most serious issue being reported right now is that the Wii U keys appear to be bricking people’s consoles.

Backers are also reporting:

  • PSN codes that don’t work
  • Steam keys instead of PSN keys
  • North American keys in place of EU/other region keys
  • Receiving DLC keys but not keys for the game itself
  • Receiving the wrong DLC code
  • Receiving extra codes for a single DLC instead of one for each DLC pack
  • Activating DLC codes is breaking the main game

There are also backers reporting that, as of writing, they have not yet received their e-mails containing their Mighty No. 9 keys. As with the backer update announcing that the game would be delayed on certain platforms, it appears that keys did not start getting sent to backers until after the game was launched.

This comes after Mighty No. 9 was met with a negative critical reception prior to launch, something which Inafune addressed in a livestream.

Alongside the poor reviews, the game has also suffered a notable drop in quality, with the final version of the game being noticeably downgraded when compared with earlier concept art and gameplay demos. Even I noted a decline in quality between the demo I played at EGX last year and the now infamous Masterclass trailer released a few weeks ago.

In response to mounting criticism of the game, which raised $3.8 million on Kickstarter and has been delayed repeatedly from its original March 2015 release date, Inafune responded on an official Mighty No. 9  livestream with words that he may or may not be regretting right now:

“So, for now, this is what you see and what you get, for the Mighty No. 9 world. But, again, we can hope that if things go well, there’ll be sequels. Because I’ll tell you what, I’m not getting my 2D side-scrolling fill. And at the end of the day, even if it’s not perfect, it’s better than nothing. At least, that’s my opinion.”