[Dev Note] Part-19 : Reflections on NextFest Feedback

Hello, this is Kwon Dae Ho, Executive Producer.
It’s been a while since the Steam Next Fest test held at the end of February, and I would like to take this opportunity to connect with you.
We truly value the enthusiastic engagement shown during Next Fest, from exploring the Steam store page to accessing the game.
Regardless of the meaningful outcomes we achieved, participants gave us a variety of feedback on Black Stigma, prompting us to significant internal discussion.
In the end, we decided to enhance the game prior to the Early Access launch by focusing on the main concerns highlighted by our community.
[h4][ Issues Identified in NextFest ][/h4]
Participants from multiple channels have pointed out several critical concerns:
1) Combat balance (especially active skills)
2) Lack of content (modes/rewards)
3) Poor delivery of essential information (UI/tutorials, etc.)
Here is how we are actively working on enhancements in these key issues.
[h3][ Issue 1: Adjusting Gun & Skill Balance ][/h3]

We focused on creating flashy and unique character actions, but many players perceived that active skills were somewhat overpowered compared to shooting in the recent build.
Even those who effectively used skills and achieved high K/D or win rates shared similar opinions. As a result, the intended balance between shooting and skills was not fully realized.

Therefore, we are working on:
(1) Ensuring the effective and rewarding use of skills in a strategic manner
(2) Adjusting damage output and hit assessment to improve the overall offense-defense experience
[h3][ Issue 2: New Game Modes for Enhanced Variety ][/h3]
The previous test build included:
(1) Team-based elimination (Kill ‘Em All)
(2) Team-based gold snatching (Get ‘Em All)
(3) 1v1 battles (VS Mode)
However, many users expressed a desire for additional options, which we understood as a need to reduce the stress of competition and complex rules.
In response, we are developing a new PVP mode that allows players to focus solely on fighting against enemies.
This mode follows a simple rule, and even if you're defeated, you'll be able to return to the battlefield within a few seconds.
Additionally, this mode will accommodate more participants than our existing modes.
We hope this makes the game experience more accessible and delivers an enjoyable, relaxed combat environment.

[h4][ Conclusion ][/h4]
In addition to balancing and the introduction of new PVP modes, we are also enhancing aspects such as the UI in response to your feedback.
We’ll share more updates as our development advances, and we have additional information to share.
Sincerely,
Kwon Dae-ho, Executive Producer