I had a week where I worked two 36-hour-straight shifts due to crunch time, and this was at a company that generally did not do crunch. I fell asleep for a few hours in my office because I was too tired to go home, and I lived literally across the street from the office. I could see my apartment from the window I sat by. I do not think I was writing particularly good code by the end, and I definitely know I was commenting said code in haiku. (Yes, I'm serious. I and my co-workers doing the same crunch had crossed some sort of transcendental sleep deprivation event horizon and were absolutely functioning in an altered state of mind by the end.)
To this day, I could not tell you how the network replication code I wrote that week works. It did work, but I have no freakin' clue how. And while I don't know what SQEX's crunch time situation is or isn't, I can absolutely understand dumb mistakes being made under deadline pressure.
ANYWAY.
Expressing displeasure with the company's actions -- or perceived carelessness, or anything else -- is perfectly reasonable and justified. I tend towards a more measured approach, but that's admittedly because I've been on the other side of that divide and seen how easily stuff like this happens, especially in a large codebase that's been live for the better part of a decade and touched by countless different programmers, not all of whom are necessarily still at the company. (And if crunch time is a factor as well...) There's a breathtaking number of potential failure points, and very few game studios -- heck, very few software companies -- adhere to what I would now consider a solid test methodology. (Many have excellent QA teams, but the companies tend to approach QA by validating that a feature works when you follow the intended steps, not by the test engineering method of having a comprehensive test matrix and running through every cell of that matrix to see if a feature fails when other seemingly-unrelated factors are introduced. The first method is much faster, but also much more likely to let stuff slip through.)
Just because I can see how something can go wrong doesn't make it acceptable, though; this was a feature that was seemingly insufficiently tested and rolled out more hastily than it should have been. (To be fair, if they'd delayed it to do more thorough testing, I think there'd also be rage and ire on the forums, albeit a different type of rage and ire.)
People have a right to be upset, and to express that upset by posting to demand answers as to what happened, or by unsubscribing to show that they no longer have faith in the developer or interest in the game.
But there have been some posts here -- and waaaaaaay more in Other Parts of the Internet (like the one represented by a blue bird that seems the embodiment of despair and proclamations of doom -- no, not that one, I meant Twitter) -- that start to get to an area where, where I on the dev team, I might start to feel uncomfortable. Not all threaten violence -- even if some do -- but there have been more than a few out there where folks have said things like that the lottery was "a scam" and that the individual developers who worked on the feature should be taken to court and fined (or jailed?!) because it was actual fraud. (Cue "...that's not how this works! That's not how any of this works!" meme.)
And while OP went into some sort of Total Nuclear Emotional Forum-Spamming Meltdown there (also: yikes), there is some validity to at least the general gist of the initial post: people don't have to be making actual literal death threats to still be crossing a line in a manner that's... y'know, let's go with "maybe not entirely reasonable or appropriate to the severity of the situation".
Hold the company responsible, sure. Firmly request (or demand) an explanation of where the failure of process happened that led to this situation. Vote with your wallets and unsubscribe if you feel you can no longer support the company; that's a completely fair way to feel, and I don't think anyone will say otherwise.
But speaking from my own past experience, I can tell you that when the dev team I was on got weird over-the-top threats because people didn't like a change we made to multiplayer PvP balance on a game, the experience did not particularly make me feel more motivated to go out and make posts explaining why the changes were made. (E.g., "because the old stuff was being used to cheat, and we wanted to make it so people were not cheating".) It made me feel motivated to ignore them all and delete my bookmarks to any forums involved. And sure, they weren't the majority of players, but they were the loudest. Which made them irritatingly hard to ignore.
Press the company for answers. Unsubscribe. Whatever you feel needs to be done. But try to focus it on the company not on... like... demanding the individual developers be held accountable for deliberate fraud or whatever.