[ Intro ] Hello everyone, I am Kwon Dae Ho, the Executive Producer. Since the second global test in July, we have been working tirelessly to enhance the quality of the game. As mentioned in our previous developer's note, we are making improvements in nearly every aspect of the game, including shooting, melee actions, modes, maps, and UI/UX. With that in mind, I would like to take the opportunity to share some updates regarding the service schedule.
[ October Thailand Game Show and Improvement Specs ] 
Black Stigma have decided to participate in the Thailand Game Show, which will be held in Bangkok, Thailand, from October 18th for three days.
The build we will showcase includes some improvements in combat balancing based on the second global test conducted in July. The main changes can be summarized as 1) Gun Shooting Mechanics Improvements, and 2) Character Skill Usability Improvements.
1) Gun Shooting Mechanics Improvements
We are planning to showcase enhancements to the overall feel of gun shooting from various angles compared to the previous version. In particular, we are strengthening the unique characteristics of each gun type to allow for more diverse combat usage and detailed effects in first-person aiming mode.
< Aiming Animation Overview: Current Build in Development vs. Second Global Test B > As mentioned above, to improve the immersion and feel of shooting during aiming, we are not only working on numerical balancing but also enhancing the animation effects based on the combination of guns and characters, aiming to increase the sense of immersion in gunfight scenarios.
In addition, we are continuously adjusting specific elements like the degree of bullet spread and the recoil that lifts the muzzle.
< Reload Animation's Speed Changes > One of the key improvements is the increased speed of the magazine reload animation. We're targeting a 40–50% reduction in reload times compared to the previous build.
These elements, combined, are being developed with the goal of enhancing the overall shooting experience.
2) Character Skill Usability Improvements
We're making significant changes to greatly enhance the active skill's utility.
For skills where the animations felt a bit sluggish, we’re creating new animations. Even for skills where the original animations are retained, we’re reducing delay motions or making them cancellable in a more intuitive way.
< Crush's "Home Run (Space)" Skill Animation Changes >In the case of Crush, which received many comments about both the animation presentation and controls feeling sluggish, we improved the skill animations and hit/control logic to provide a more fluid control feel and dynamic action scenes.
< Current Build in Development : Streak Hits and Evasive Maneuvers Using Mr. Ten's Motion Cancel > Additionally, we are enhancing the overall presentation of active skills and improving the control feel to allow users to use them as they wish. Players will be able to use "the desired skill" "at the desired time" "in the desired direction" "with a powerful feel," which will reduce the risks of attack failures and to deliver dynamic action sequences.
3) 1 vs 1 Mode's Prototype Reveal
At this Thailand Game Show, we will be conducting a trial run of the 1 vs 1 mode to test its potential.
We believe that competing in a one-on-one scenario without interference from other players, using close-range action techniques and long-range shooting skills, aligns well with the core of our game.
With the enhancements to shooting and skill control mentioned earlier, we expect that the one-on-one combat will grow into a unique mode exclusive to Black Stigma.
[ Regarding Future Service Schedule ] While we mentioned in previous developer notes that we would reveal the service within 2024, we would like to apologize in advance as there may be some delays.
We are considering a service launch in early next year (2025) following the Thailand Game Show.
Based on the reactions from the last test, we've recognized the need for polishing from the game's appearance to its core mechanics. We also believe this is the final period to rebalance the game to avoid leaning too much toward either shooting or melee action, in order to establish the game's identity.
Fortunately, we have the opportunity to participate in the Thailand Game Show, which will allow us to validate the core direction of combat that we have significantly revised before the official service. At the game show, players will experience the fun of diverse and dynamic combat, and polishing will continue to include details in the Look and Feel aspects, such as UI and presentation.
[ Conclusion ]Just as many fans of Black Stigma are looking forward to it, the team at our development studio also wishes for Black Stigma to be launched as a more enjoyable and valuable game.
Black Stigma has undergone many changes thanks to fans' feedback, and we have confirmed that clear milestones have been set once again.
We will prepare for the official launch service without compromising on the schedule, ensuring that a version reflecting significant improvements is presented.
Thank you.
Producer, Kwon Dae Ho