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[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

Fan Site Kit Update (Ver. 1.2)




Hello, this is BLACK STIGMA.

We have prepared a Fan Site kit with various materials that you can easily use to create your own fan cafe, blog, and more.

The Fan Site kit will be continuously updated in order to be widely used.





Originally posted by orange
[h5][color]▶ Fan Site Kit Items (Ver. 1.2)[/color][/h5]

1. Stage : 27 stages
  • Get 'em All (3)
    - Hotel Violet (3)
  • Kill 'em All (9)
    - Abandoned Subway (3)
    - Old Manor (3)
    - Extension Works (3)
  • Challenge (15)
    - Scrap Yards (1)
    - Library (1)
    - Penthouse Spa (1)
    - Small Exhibition Hall (1)
    - Sewer Construction Site (1)
    - Small Cafe (1)
    - Logistics Warehouse (1)
    - Office (1)
    - Parking Lot (1)
    - Hotel Lobby (1)
    - Hotel Passage (1)
    - Scrap Treatment (1)
    - Memorial Hall (1)
    - Subway Station (1)
    - Training Ground (1)

2. Emoji: 12 items

  • Mr. Ten : Thumbs Up (1)
  • Mr. Parabellum : Say Hi (1)
  • Mr. HollowPoint : Shocked (1)
  • Ms. One : Confused (1)
  • Ms. Nano : So Proud (1)
  • Ms. Twin : Enjoy (1)
  • Hardwoker Zero : So Angry (1)
  • Hardwoker Grasper : Begging (1)
  • Hardwoker Crush : Super Shy (1)
  • Gray Hand : Sigh (1)
  • Gray Paper : Disappointed (1)
  • Gray Heavy : So What (1)


Thank you.


BLACK STIGMA Team

[Dev Note] Part-13 : Tasks Following the 2nd Global Test



[ Intro ]

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

Before I begin, I sincerely thank all the testers who participated in this test with great interest.

Black Stigma conducted its 2nd Global Test (hereafter referred to as ‘CBT’) across four regions—Asia, North America, Europe, and South America—from July 19th for four days.

Since its early development, BoldPlay Games has been identifying what users find enjoyable and trendy through Alpha tests and Global Testing Tours. This CBT was effectively the final test to finalize the game plans.

We analyzed the results of this test to reevaluate what testers thought about Black Stigma. Here, I share the insights gained and the development direction that will be reflected in early access.



[ Results Overview ]

Despite minimal advertising, many testers have joined in and enjoyed the game as they did in the last Global Testing Tour, providing clear and sharp feedback from their varied gaming experiences.

Positive Responses



The positive feedback about Black Stigma was mainly made in these two areas.

  • Character design and art style
  • The concept of pistol-based shooting combined with melee combat skills


Negative/Improvement Needed Feedback



There were significant issues with game optimization and network quality. We apologize for not accommodating and preparing for various possibilities, which led to difficulties in conducting smooth tests.

We've summed up other complaints and suggestions for improvement like this.

  • Lack of intuitiveness and tactile satisfaction when using guns and active skills
  • Frustration with using active skills
  • Lacking structure in PVP modes
  • Unrefined and user-unfriendly interface
  • Service quality issues




[ Improvements to Make ]


    1. Clearly Express the Game Identity


We will adjust the balance to make both pistol shooting and melee action meaningful and improve targeted shooting to enhance the tactile experience of firing a gun.

Active skills will be made quicker and more intuitive, allowing players to proceed or cancel at will, reducing frustration.

All these changes aim to make Black Stigma an intuitive game that allows players to engage enemies without lengthy learning.



< 'Hardworker Crush' was the most lacking in intuitive skill usage - our goal is to improve the delay and operability of most skills so that they feel more intuitive to use >


    2. Strengthening the Structure of Game Modes for More Intense PVP


We plan to modify PVP game modes to be more dynamic and fiercely competitive.

This includes revising the rules of each game mode to minimize the repetition of the same combat scenarios in a match.

Additionally, improvements to the PVP mode map structures are planned to foster more intense battles. New maps are also being developed with this basis.



< New map creation process for an underground waterway concept - we are making a map with multiple layers and will install materials that bullets can penetrate to create more variables >

We also think that we need to work on improving gameplay to add more elements that boost showmanship and competitiveness in combat, especially in places like Get 'em All, we're working on adding devices to better showcase your performance.


    3. Enhancing Information Delivery and UI/UX


We will improve the overall interface and notifications to naturally convey the basic game systems. Instead of easily-skippable tutorials, we aim to use intuitive expressions to explain the features of Black Stigma.



< We tried to help new testers get settled in CBT with a tutorial - in the next version, we want to deliver game information through a more intuitive UI/UX >


We will also improve the UI design and fonts that contributed to a poor first impression, focusing on color schemes and layouts and applying appropriate fonts for different languages.

    4. Enhancing Details for a more Standard and Completed Game Service


We will address the deficiencies in in-game content and basic service standards noted during the beta test.

This includes adding announcer voices to help players grasp various combat situations and introducing character-specific voices suitable for the hero shooter genre.

We are also committed to optimizing the game itself, eliminating bugs, and ensuring there are no unpleasant experiences during gameplay.

And lastly, efforts will be made to minimize delays/disconnections due to server communication or network issues.



[ Conclusion ]

Beyond these improvement plans, there are many other concerns we need to address to achieve commercial-level game service standards. The content shared here represents major development directions, and we are preparing to refine these details further. We will continue to communicate with you and finalize the game production through ongoing updates.

We received exceptionally insightful feedback during the test period, which helped us understand the level of quality and gameplay our testers expect. Once again, I want to sincerely thank everyone who participated in the four-day test and left valuable feedback.



Producer Kwon Dae Ho

2nd Global Test Ending Announcement



Hello, we are BLACK STIGMA Team.

The 2nd Global Test has just finally ended.

We appreciate all of your participation during the time.
Even though it was brief, your participation and support have massively bring us another step to the success.

We promise to improve any issues occured during this test and bring you the more completed version of our game back to you.

Hope to have your support in a long run.

Thank you.




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