Of course, developing an interesting game is a challenging task, but creating a game that is economically successful is another level of difficulty. For a small studio like ours, everything is a first, and it's a continuous series of challenges.
I haven't been able to post for quite a while. During that time, I focused solely on the game itself. In July, however, we've been concentrating on various elements outside the main game:)
We initially launched with localization in the text and ASO for 12 different languages. I hope many people will find it enjoyable!
Supported language: English, 한국어, 日本語, 普通话, Español, हिन्दी, العربية, বাংলা, Português, Русский, Deutsch, Українська, עברית, Tiếng Việt
If you are a fan of Blood Invasion, anyone can join our community and share their thoughts. We are listening to the voices of our fans. Since we currently have zero fans, you will become our first fan if you join:)
I am working on creating Stage 2. We didn't expect so many people to like this game, so it's frustrating that most of the code isn't designed with Stage 2 in mind. 😭
Adding new features or changing existing ones in a game that is already receiving a positive response from many users is a very difficult and challenging task. It takes courage to overcome the fear associated with making such changes.
Our team is a new game development studio consisting of four members, and we've created a game in just four weeks. Our second game, Blood Invasion, is currently receiving a lot of positive feedback from many users, so we have decided to further develop this game.
I wanted to give different directions depending on the camera type in situations like the Cinemachine quest, but it looks like it's already been made! Cinemachine is really well-made. It's awesome!
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