[h3]
[Greetings from the Executive Producer] [/h3]
Hello, Masters.
My name is Kwon Dae Ho, and I am the producer of the killer action shooting game, "Black Stigma."
Our company is a development team formed by colleagues who have worked together for years developing and servicing shooting games. We have come together with a shared determination to introduce a new level of gameplay to the shooting genre.
Thanks to the contributions of individuals supporting the development of Black Stigma and the dedication of our colleagues, we were able to unveil the game to the world in September of last year.
We are grateful to the many gamers from around the world who showed interest in the game and participated in the testing process. Your valuable feedback allowed us to make swift decisions and make rapid progress in the game's development.
We have conducted a total of four playtests, focusing on build stability, local network testing, and game mode and content balance.
[h3]
[Approval of Our Intentions for the Game] [/h3]
Our primary goal with the game was to blend the excitement of melee combat into the framework of a predominantly long-range shooting game. We aimed to create a realistic combat experience by implementing authentic gunplay and practical combat techniques to overpower opponents armed with weapons. Through this approach, we wanted players to explore a fresh style of action gameplay.
Additionally, we focused on designing characters specifically suited to this game concept and constructing a cohesive universe that aligns with it.
During the alpha test, one of the enjoyable aspects was discovering that much of the users' feedback aligned with our initial plans and intentions.

These experiences have served as a significant driving force in the development of Black Stigma, and they have also made us realize that there are many challenges ahead that we need to address.
Most notably, we were able to make new attempts and receive diverse feedback on the game modes.
[h3]
[The Introduction of Bounty Game Mode] [/h3]
In the early stages, the main game mode we presented was "Bounty Mode," which is based on team deathmatch rules. In this mode, teams would earn bounties based on their gameplay results, and the team that accumulated the most bounties would emerge as the victor.
Since Black Stigma aims to introduce a new gameplay style and considering the need for players to become familiar with the game, we had decided to showcase the "Bounty Mode" rules. This mode is based on the widely recognized team deathmatch mode, but with some unique elements added to it.
In an alpha test conducted over three sessions, we noticed that players who showed great interest in the game quickly grasped the rules of Bounty Mode. This mode awards bounties based on gameplay results, and the team that collects the most bounties emerges as the winner.

[h3]
[Main Mode Changed to "Kill-Them-All Mode"] [/h3]
Our original plan was to start with a mode based on widely recognized rules such as "Bounty Mode", and then gradually introduce a mode focused on teamwork.
In the last alpha test, it was confirmed that each Master's skills were playable with their unique attributes and roles. This led us to consider that it would be a good idea to develop and introduce "Kill-them-all Mode" based on elimination rules, which emphasizes clearer role-based gameplay and teamwork, at a rapid pace.

"Kill-them-all Mode," introduced in the fourth alpha test, is a mode that emphasizes team-based cooperation and tactical gameplay. It adds a strategic element to skill usage and highlights the unique characteristics of each Master, resulting in an exciting gameplay experience.
If players were able to experience the thrill of rapid combat in "Bounty Mode," "Kill-them-all Mode" offered them the opportunity to explore the game's characteristics at their own pace, resulting in a heightened sense of competitiveness.
[h3]
[Training Mode and Various Content, Yet to Come] [/h3]
Black Stigma showcases a gameplay pattern of melee combat, utilizing mid-range gunfights and melee action skills, in contrast to the long-range battles typically found in traditional FPS or TPS games.
We discovered that the players' understanding of a Master's combat styles and skills, as well as their development in gameplay sense to use them effectively in different situations, greatly influences the outcome of the battles.

In the upcoming test, we are preparing to introduce "Training Mode," which will allow players to thoroughly explore the various ways of utilizing each Master before engaging in actual gameplay.
Training Mode is composed of three types of training fields, where players are able to select any Master and practice shooting and active skills.
We anticipate that Training Mode, equipped with AI-controlled bots and custom configuration including armor settings, will be beneficial for learning and mastering Black Stigma's content.
Furthermore, we have completed or are currently developing various content, such as a new mode called "Challenge," new Masters and firearms, new stages, QoL features, and UI improvements. We are striving to enhance their quality to gather feedback from our users.
[h3]
[Service and Communications Schedule] [/h3]
Since the last alpha test in February, we have not been sharing any service schedules, and we assume many of our users have been wondering what is going on.
Our current development milestone is expected to wrap up around the end of July, and we will conduct a test around early October to collect user feedback.
We will try our best to announce a more detailed test schedule within August at the latest.
We plan to release Developer Notes at least once a month to show our development progress and processes. Through Developer Notes, we will be presenting the content in development and our intention behind it for the version in development.
Should you have any questions, please post them on any of our community channels before our next Development Notes, and we will select a few out of them and give you an answer in the next session.
We express our gratitude to the users who are eagerly awaiting Black Stigma, and we will endeavor to make it a game that we can create together through communication.
Thank you.
Sincerely, Producer Kwon Dae Ho