

Demo in this context isn’t a consumer-playable ‘demo’ in the sense that most people understand; it means a playable internal build with specific targets for what must be included. Internal demo milestones are often linked to project funding and approval to move forwards, so there is a tangible risk if they fail to deliver.
Presumably the current state of the game is behind where it needed to be to deliver that demo, so they’re now crunching to finish it on time.





I don’t think that’s necessarily a bad take, but it’s worth pointing out that lots of games miss internal deadlines and waste time ‘spinning their wheels’ but still turn out good or even great. The difference is that you don’t usually hear about it, whereas here some of the team are obviously pissed enough about the crunch that they went to the press.
Crunch is always bad and is an indication of poor project management and/or unrealistic expectations, but issues with scope or major reworks aren’t always a death knell either. I’ve seen plenty of games go through that and come out the other side better than before.