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BLACK STIGMA News

Steam Next Fest Participation Notice

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Masters! Finally, it's the time!

[h5]BLACK STIGMA will be open to play during Steam Next Fest, from Feb 24 to Mar 3![/h5]



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[Dev Note] Part-17 : Black Stigma’s Major Plans and Goals for 2025



Hello everyone, I am Kwon Dae Ho, the Executive Producer.

First of all, we would like to express our gratitude for your continued interest in Black Stigma. While we shared “Developer's Note 10: Development & Service Plan” last year, adjustments to the timeline were made to reflect critical feedback received during the second global test held in July 2024. We appreciate your understanding in this matter.

We would like to share the major plans for 2025 as Black Stigma prepares for its next steps, following the gradual improvements we’ve shared in previous developer’s notes.

[ January: Participation in the Taipei Game Show ]

Following our appearance at the Thailand Game Show last October, we are set to participate in the Taipei Game Show from January 23 to 26, 2025. This event will serve as an important opportunity to promote Black Stigma to the Chinese-speaking community and directly gauge player reactions.

[ February: Confirmed Participation in STEAM NextFest ]

We are thrilled to confirm our participation in STEAM NextFest and are currently working on QA and polishing tasks. NextFest is a crucial preparatory step for Early Access (Open Beta). It will allow us to assess how close we are to meeting player expectations and identify additional polishing points. More details regarding the NextFest version will be shared at a later date.

[ Goal: Early Access Within the First Half of 2025 ]

Black Stigma began as a project by developers with successful FPS game experience and exceptional technical expertise. Since unveiling the Alpha version in 2023, we have conducted multiple tests, incorporated feedback, and continually improved the game.

Our goal has been to deliver "new and exciting experiences" by combining the core elements of shooting mechanics with unique hero-action combat, all while maintaining consistent communication with our players.

Thanks to your support throughout this process, Black Stigma, a project once launched by a fledgling development studio, has now grown to attract around 50,000 Wishlist registrations.

Despite the challenges posed by a market dominated by major AAA shooting games, we are confident and determined to achieve Early Access following NextFest, completing the game with our players’ input in mind.

[ We Need Your Continued Support in 2025 ]

Simply playing the game, visiting our website, and adding the game to your Wishlist is an incredible encouragement for us. Additionally, sharing your feedback, recommending the game to friends, and engaging with the community all help make Black Stigma a better game and bring it to a broader audience.

With your continued interest and participation, we promise to strive for an even better gaming experience.

We hope you will join us on Black Stigma’s journey in 2025.

Producer Kwon Dae Ho

[Dev Note] Part-16 : Expressing the Genre with Characterization



[ Intro ]

Hello everyone, I am Kwon Dae Ho, the Executive Producer.

The development team has completed the core aspects, such as combat balance, and is now focusing on final improvements. These efforts are primarily aimed at polishing the game to deliver a smoother and more refined experience.

Today, I’ll share how Black Stigma is going visualize its concept of “the combinatio between guns and melee action.”

[ Portraying a Strong Characters Confronting Gunfire ]

As we have consistently emphasized, Black Stigma is built around the concept of “a harmonious blend of gunfights and melee action.”

Our characters are designed to embody this idea. They can be taken down by gunfire, as one might expect, but they can also brush off weak shots and charge in to subdue their enemies.

To achieve this, we’ve spent years conducting alpha and beta tests, implementing various systems, and carefully balancing shooting and melee combat mechanics.

Now, we are in the final stages of ensuring that the battles in this game feel natural and seamless.

[ Balancing the Game Through Skill Visuals ]

To demonstrate the immense physical abilities of the Masters in the game, we’ve been fine-tuning skill animations and effects that align with the game’s balance.

The first example is Mr. Ten, whose overflowing energy manifests as flames.



He’s one of the strongest hand-to-hand combat masters, focusing the heat radiating from his body into his specialized knuckles. As a result, when Ten swings his fists, intense flames envelop them.

Another example is Twin, known for her explosive leg power.



Twin can channel bursts of energy into her legs, showcasing devastating attacks and remarkable running speed. During these moments, you can visibly see the muscles in Twin’s legs change as the energy concentrates.

Finally, we have Parabellum, who carries the legendary title of ‘Ghost’ within the game’s universe.



Parabellum moves at such incredible speed that all that remains in her wake is a thick cloud of smoke. This makes it exceptionally difficult to pin her down with gunfire as she executes dazzling martial techniques.

[ Conclusion ]

Black Stigma pursues the ‘hero shooter’ genre, where character uniqueness is crucial. As such, we’re completing the final touches to ensure each master’s playstyle is conveyed intuitively.
Our development team aims to share the emotions we felt when encountering awe-inspiring characters in movies, comics, and other games by creating a new world with our own hands.

We will soon return with a schedule to introduce our new killer characters.

Thank you.

Sincerely,

Kwon Dae-ho, Executive Producer

[Dev Note] Part-15 : Thailand Game Show Review & 'VS Mode' Introduction



[ Intro ]

Hello everyone, I am Kwon Dae Ho, the Executive Producer.



As announced earlier, Black Stigma participated in the Thailand Game Show from October 18th to October 20th. We aimed to showcase the unique PvP systems of Black Stigma to Thai gamers.

Thanks to your support, Black Stigma received great interest from Thai gamers. Our booth was consistently filled with players eager to experience PvP, and we even had a waiting line for most of the event!

[ New Game Mode: VS Mode ]

During the show, we introduced a new PvP mode, ‘VS Mode.’

In VS Mode, two players fight 1 vs 1, with the focus on providing a fast-paced, varied battle experience for a smaller player count.



Players on each side can choose up to three Masters to battle with.

At the start of each round, players control their chosen Masters in sequence. The battle concludes when the time limit is reached or when all three Masters on one side are defeated.



This mode offers a casual PvP experience that plays out in a short time frame, allowing players to enjoy the versatility of different Masters. Each Master has unique active skills, creating a dynamic, tag-match experience.



Many players who tried the mode at our booth said they enjoyed the intense VS matches and the quick, varied gameplay in rounds that lasted about five minutes. Thanks to such positive feedback, we saw a high level of interest in Black Stigma throughout the event.



[ Future Development Plans, Including VS Mode ]

Based on the enthusiastic response to VS Mode at the Thailand Game Show, we are now planning to include VS Mode as a regular feature for early access. To achieve this, we will be refining and perfecting VS Mode in the coming months.

Additionally, as shown in photos from the event, we are enhancing the game’s visual quality with improved graphics and UI elements. More updates on these visual improvements will be provided in upcoming dev notes.

Thank you for your continued support.

Producer, Kwon Dae Ho

[Dev Note] Part-14 : Tasks Following the 2nd Global Test



[ 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