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[Illustration&Modeling] Hardworker Zero's Original Costume



▶ [Season.2] Research Report – A.B. : HARDWORKERS
https://store.steampowered.com/news/app/1277530/view/3909752009364095320

[Dev Notes] Part-6: GTT Feedback - Chapter 1. Creating a Dynamic Game




[h5][ Intro ] [/h5]

Hello, Masters. I'm Kwon Dae Ho, the Executive Producer of Black Stigma.

We have previously addressed the improvements we were planning to make based on the feedback we received during the Global Testing Tour that was held from October to December.

We would first like to share the progress report on the improvements we are making based on the feedback that Black Stigma should be a more dynamic, fast-paced game. A total of 17.2% of players felt that the Masters' movement and speed of the game were slow.


▼ Among the negative feedback we received during the Global Testing Tour



We have made great progress in our internal development to solve such issues and would like to share them through this Dev Note.



[h5][ Improvements in Movement Animation ] [/h5]

In the previous test version, most of the Masters had only one movement animation, which was an animated version of the tactical stance called "Center Axis Relock."

However, many players have pointed out that it looked awkward and rigid for the Masters to move around using the same animation.

In response, big changes to the standard movement animation were implemented to address this issue.

<< We received feedback that players found the movement animation to be inflexible during the Global Testing Tour. >>


<< We aim to showcase action-packed, dynamic movement animation in the current version we are developing. >>


As you can see in the example above, even characters without Sprint abilities will be moving in a more unconfined manner when sped up through different means, such as Movement Speed Increase Boosters.



[h5][ Increased Base Movement Speed ] [/h5]

The Masters' actual movement speed was far from the fast-paced action we were aiming for. It is possible to momentarily increase the movement speed through Sprinting and Boosters, but we came to the conclusion that the general pace of the game should be faster.

We have taken into consideration the fast movement speed you've experienced in other shooting games and adjusted the base movement speed to match that of similar games.

Therefore, you will be able to experience an approximate 20% increase in all Masters' base movement speed in the next version.

<< Adjusted the base movement speed of Black Stigma from 5 m/s to 6 m/s >>


<< Other shooting games have a variety of movement speeds based on the weapon type, but the fastest base movement speed was 5.73 m/s >>


The faster movement speed will enable your Masters to appear more dynamic and should elevate the immersive experience. On top of that, it should provide faster and more frequent opportunities for combat. We believe that this change will create more action in the previously stale matches.



[h5][ Increased Speed for Attack Skill Animation ] [/h5]

We acknowledge that the rigidity of attack skills was another issue that caused the game to appear slower. We released a small patch to improve this issue during the Global Testing Tour, but the later versions will showcase details in skill animations that have undergone various changes.

We would like to give you two examples using Hand's E skill.

- Animation Canceling System
: For each skill animation, you can now cancel the mid to late animation (≒Recovery frames) of the attacker and proceed with a different action.

<< Placed multiple openings for players to cancel the skill animation, allowing a fast-paced attack sequence >>


- Changes Made to the Forced Camera Angle
: We have deleted and adjusted many of the forced camera angles for certain skills, which should provide players with a better sense of freedom and speed in controlling the Masters.



[h5][ Outro ] [/h5]

We in the development team hope that the changes listed above will help Black Stigma provide quick, action-packed matches to the playerbase.

There are more improvements we plan to make based on the feedback we got through the Global Testing Tour, and we will be sharing the progress in the near future.

Thank you.



Sincerely, Producer Kwon Dae Ho



https://store.steampowered.com/news/app/2067830/view/3877099642478349901

[Season.2] Investigation Report – A.B. : HARDWORKERS



[ Overview ]
HARDWORKERS is an organization composed primarily of construction workers and miners, operating as a covert assassination group in various locations such as construction sites and mines. They can easily eliminate their targets using the tools they have on hand, without arousing suspicion or needing separate weapons.

While officially affiliated with A.B. (Anybody), they originally served as the oldest sub-organization and core strike force within A.S. (Achromatic Servant). HARDWORKERS in A.S. were highly skilled agents who were deployed in difficult missions with a high risk of casualties, yet managed to complete them with minimal losses.

Even after transitioning from A.S. to A.B., the characteristics of these HARDWORKERS have remained intact. They continue to take the lead in missions involving force and danger.


[ Background ]
Occupations that HARDWORKERS frequently disguise themselves as, such as construction workers and miners, have been commonly seen since the industrial revolution in Europe. Therefore, when A.S. began organizing itself as a full-fledged assassination and espionage organization in the early 20th century, HARDWORKERS joined forces with A.S.

As A.S. internal organization gradually became more structured, HARDWORKERS, led by Mr. Anyone and core member Mr. Zero, actively participated. However, after Mr. Anyone rose to power as the second leader of A.S. and was subsequently impeached, HARDWORKERS who followed him lost respect within A.S.

Even after Anyone's expulsion, most HARDWORKERS members wanted to remain in A.S., but it seems that the leadership of A.S. had different thoughts. The missions assigned to HARDWORKERS by the A.S. headquarters pushed them to the brink of death, and just before their annihilation, they were saved by the intervention of the expelled Mr. Anyone. Feeling that they no longer had a place in A.S., HARDWORKERS members began to follow Anyone and eventually established themselves as members of A.B., which was designed and founded by Anyone and Zero.


[ Characteristics ]
Due to the nature of their disguised professions, HARDWORKERS demonstrate advantages in most armed operations, including assassinations and organized confrontations.

They possess tools that can inflict significant injuries depending on their handling and can easily navigate urban areas, making it difficult to observe their targets or their surroundings. Additionally, their physically demanding labor has trained their bodies, allowing them to excel in hand-to-hand combat even without weapons.

Their mission execution method, characterized by recklessness and overwhelming combat abilities, ironically maximizes their survival probability, embodying the saying "the best defense is a good offense."


https://store.steampowered.com/news/app/2067830/view/3676674235071294739

https://store.steampowered.com/news/app/2067830/view/3658660471448359211

https://store.steampowered.com/news/app/2067830/view/3658661920605813073

[Reminder] Please claim your reward if you are one of the winners of the event.



Hello, This is BLACK STIGMA.

Thank you to all the testers who participated in the event held at the Global Testing Tour.

We would like to inform the winners of the event regarding the reward payment.
Among the event winners, there are still individuals who have not yet submitted the required information for the reward payment.

If you are waiting for your reward and have not yet sent us an email,
please check the instructions below and submit your reward by the deadline.


[h5][color] [ Reminder-Notice on Reward Payment for Event Winners ][/color][/h5]

1. GTT Event Winners Reward Payment will be closed on December 30, 2023.

* If the reward cannot be paid due to failure to comply with the procedures within the deadline, the winner will be canceled after the deadline. (e.g. Accepting Steam friend requests or responding to necessary information through email, etc.)

2. Steam gift cards are paid in two ways (Sending “Steam Gift Cards” to a Friend through Steam, and Sending “Steam Wallet Code” via Email).

Payment method 1) Sending "Steam Gift Cards" to a Friend through Steam

* If one of the following operator accounts sends a friend request, you need to accept the account friend.

- 1: BLACK STIGMA
- 2: Mr. Eleven
- 3: Ms. Winsome

* If you reject the friend request or block the requested account, the reward may not be paid.

Payment method 2) Sending "Steam Wallet Code" via email

* Only winners who have submitted their applications by December 30th will have their rewards paid in the first week of January.

* If you have sent the application email but have not been paid, please contact the official Discord after the first week of January.

3. Other precautions

* There may be a difference in the amount of Steam gift card payment due to currency adjustments based on the winner's country.

* We are not responsible for any problems in receiving Steam gift cards if you incorrectly enter the information required for reward payment, such as the store country, when submitting the email.

* The provided Steam ID will be deleted after confirming the winner's eligibility.


[h5][ How to Submit for Reward Payment ] [/h5]

To receive the reward payment, we kindly ask the winners to send an email to [email protected] following the format below by December 30, 2023.

[color]* Subject: ~ Region Event Winners (e.g. NA Region Event Winners) [/color]

[color]* Contents

- Winning Test Region (e.g. EA / SEA / EU / NA / LA)
- Winning Event Name (e.g. Lucky Ranking Event Week 1 Challenge / Ranking Event / Survey Event)
- Game Nickname
- Steam ID or Friend Code
- Store Country [/color][color]*important*[/color]


[h5][ How to check Steam ID and Store Country ] [/h5]

1. Log in with your Steam account

2. Click your user name and click 'Account Information’


3. Check your Steam ID 17-digit number


4. Check Store Country



[h5][ How to Redeem a Steam Wallet Code ] [/h5]

1. Log in with your Steam account

2. Click on 'Games' and then click on 'Redeem a Steam Wallet Code'.


3. Enter your 'Steam Wallet Code' and click 'Continue'




Thank you.

BLACK STIGMA Team

[Dev Notes] Part-5: Future development after the Global Testing Tour



Hello, Masters. I'm Kwon Dae Ho, the Executive Producer of Black Stigma.

A total of 60 countries have participated in our Global Testing Tour, which was held in five regions from October 3rd to December 11th.

We would like to thank everyone who tested Black Stigma.


The compliments and encouragement we've received while showcasing this test version have been extremely helpful to the Black Stigma development team. The positive feedback on the unique features we were focusing on reassured us that the gameplay goal we had previously set was not in vain.


We have also received sincere criticism and advice through the surveys and various channels. Those comments were a massive help in setting the next goal for Black Stigma.


[h4] [/h4]


We have decided to prioritize the feedback given to us by the testers and develop the game accordingly. The tasks we set from that point on are already in development or being planned. Among these tasks, we would like to share the improvements that we deem important.


[h5]#We will continue to balance out the combat. [/h5]

We have failed to showcase a good balance of handgun shooting and active skills in combat. We especially related to the feedback regarding the heavy emphasis on active skills. Therefore, we are thinking about how we can restructure combat so that handgun shooting can play a bigger role. We are also improving the timing and hit or miss system so that melee action skills can be used intuitively.


[h5]#We will showcase dynamic action so that the characters feel more immersive. [/h5]

Based on the testers' feedback, we are in the process of altering the characters' movements and skill animations in a more natural and speedy way. In addition, there is a yet-to-be revealed character with a dynamic set of movements that will feel unique and stylish.


[h5]#We will improve the tactical aspect and immersion of "Kill-them-all Mode" and showcase a new mode. [/h5]

The current ""Kill-them-all Mode"" has received feedback as follows: ""Huge advantage to players who group up."" ""Gameplay is boring due to a lack of a capture point."" ""There are too few chances to come back into the game while at a disadvantage."" To escape the monotonous gameplay decided by numbers, we have changed Kill-them-all Mode to 3v3 during the test period. On top of the player-count change, we are also improving the mode by adding new game mechanics.

We are also planning to showcase a new 3v3v3 mode where players can enjoy a casual match with the gameplay and unique features of the killer-action genre.


[h5]#We will showcase a "variable attachment" handgun system that can incorporate the tastes of many players. [/h5]

During this test, we showcased 4 different modifications for 16 different guns. However, these types of combinations did not result in a clear distinction. Therefore, we are developing a gun customization feature that can complement the different combat styles of the userbase. We hope this will allow users to combine different attachments to show off their own unique firearms.


[h5]#We will show you an improved version of the UI/UX and QoL features. [/h5]

Our game lacked QoL features that are seen in other games. Additionally, it didn't give players enough opportunities to learn its mechanics. We are making big changes to help players understand and learn the system during the preparation stage and to help players receive information intuitively during combat.


[h5]#We will review all the feedback given by testers around the world and continue sharing it through the Dev Notes. [/h5]

Some issues were already improved upon, and we wanted to get feedback on them through a patch during the test period. However, the general gameplay does not improve through small changes in specific areas, so we wish to receive feedback once we finish the overall improvement and reveal a new testing period.

We will continue communicating with the testers by sharing the aspects that we have developed and the aspects we have not mentioned above through the Dev Notes.


We hope to bring more news soon.

Thank you.


Sincerely, Producer Kwon Dae Ho