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BLACK STIGMA News

Early Access Trailer Released

[p]Hello, this is BLACK STIGMA.[/p][p][/p][p]We’re excited to reveal our brand-new official trailer![/p][p]The war between deadly assassin organizations is heating up and our masters are diving into explosive, high-stakes battles.[/p][p]Check out the intense action and get a glimpse of the chaos that awaits in BLACK STIGMA![/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]BLACK STIGMA Team[/p]

Early Access begins July 18!

[p]Hello, Masters![/p][p]The moment you've been waiting for is finally here. We’re excited to announce the official launch date for BLACK STIGMA’s Early Access![/p][p][/p][h3]🗓️ Early Access begins on July 18, 2025 (Fri) at 7:00 AM (UTC).[/h3][p][/p][h3]We truly appreciate your patience and the incredible support you've shown throughout this journey.[/h3][p][/p][p]Our team is working hard to deliver the best gameplay experience possible by the time Early Access goes live.[/p][p][/p][p]BLACK STIGMA Team[/p]

[Dev Note] Part-20 : Improvements of Fun Features

[p][/p][p][/p][p]Hello everyone, this is Kwon Dae-ho, Executive Producer. [/p][p][/p][p]In our previous developer note, we briefly shared the direction we're taking to complete Black Stigma. [/p][p]Today, I would like to introduce some of the new elements we’re preparing to enhance the sense of fun in the game. [/p][p][/p][h3]- Refining a Light and Fast Combat Feel -[/h3][p]Black Stigma is a game designed to express a killer-centric universe, with a strong emphasis on handgun shooting and close-quarters martial arts. 
That’s why we are always thinking about how to bring distinct and well-balanced enjoyment in both “handgun fire” and “melee combat techniques.” [/p][p]One key idea that emerged from this process was offering a lighter and faster responsive combat tempo. [/p][p][/p][p] [/p][p]To that end, we're currently adjusting handgun shooting to feel quicker and more accessible. 
By tuning factors like fire rate and shot grouping, we’re aiming to reduce the disharmony of gunplay and make battles feel more exhilarating and fluid. [/p][p]We’re also applying this approach to combat skills. 
In previous close-range encounters, many fights ended with a single skill exchange, often cutting the fun short and leaving players frustrated. We recognized this as a potential barrier to enjoyable combat. [/p][p]Our goal now is to bring the Time To Kill (TTK) from melee combat to a more appropriate level while making that time feel tense and rewarding. 
Players should feel free to engage in back-and-forth combat without the fear of being taken down instantly—battles should be about control, mind games, and intense exchanges. [/p][p][/p][p][/p][h3]- Introducing Team Deathmatch Mode -[/h3][p]We’re introducing a new Team Deathmatch mode, where 12 players are split into two teams and compete for the most kills. [/p][p]Players can return to the battlefield even after being killed, enabling non-stop action until the timer runs out. 
This mode is the result of our aim to deliver a (1) Light, (2) fast-paced, and (3) straightforward experience—avoiding the pressure-heavy nature of Kill 'Em All and VS modes, and the complexity of Get 'Em All mode. [/p][p][/p][p]Because the mode minimizes rules and competitive pressure, we believe it will be especially welcoming for newcomers and players looking for a more relaxed, accessible gameplay option. [/p][p][/p][h3]- Micron: A New Character with Unique Combat Mechanics -[/h3][p][/p][p]A new character, Micron, will be joining the battlefield under the Gray Crows faction. [/p][p]Micron is Nano’s younger sister and began her journey as a killer within Gray Crows under Zero’s leadership. [/p][p][/p][p]Micron takes on the role of a slinger position, wielding a specially crafted compound bow. One of her signature abilities is precise sniping technique using this bow. [/p][h2][/h2][p]With Micron’s bow-based skillset, we’ve reinterpreted the joy of long-range sniping similar to military shooters’ game. [/p][p]Rather than simply hitting enemies from afar, her skills aim to convey the thrill of piercing through enemies from a distance. [/p][p][/p][p][/p][h3]- Conclusion -[/h3][p]We’ve been reflecting deeply on all the feedback you've provided through various tests and incorporating those ideas into Black Stigma in a way that fits the game’s unique tone. [/p][p]As soon as this new build is ready, we’ll bring it to you with confidence—so we can all enjoy it together. [/p][p] [/p][p]Sincerely, 
 
Kwon Dae-ho, Executive Producer [/p][p][/p]

100,000 Wishlists on Steam!

[h4]Hello, Masters!

Thanks to your amazing support, BLACK STIGMA has officially hit 100,000 wishlists on Steam!
We couldn’t have done it without you — thank you! 🔥[/h4]

[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