The Rambling Journey of the Producer of Forsaker:DingDing&Blade
Hello everyone, old friends and new friends! I’m Farmer Kakarot, and I was also the producer of Gemtrader Story 1 and Gemtrader Story 2. Recently, many veteran players have asked us some questions, so I’ll take this opportunity to ramble a bit about the journey of creating Forsaker:DingDing&Blade and share some behind-the-scenes stories!

(The image is sourced from the internet.)
Regrets About Gemtrader Story
First, regarding theGemtrader Story series, the former development team disbanded before the shutdown of the third installment. A few remaining members maintained the game until its closure. Due to various reasons, we couldn’t make an announcement at the time of disbandment. Here, on behalf of the former team, I want to say sorry to everyone. We miss you all dearly.

(The image is sourced from the internet.)
As for whether we’ll create more products related to Gemtrader Story, it’s probably not going to happen. Currently, we don’t own the rights to this series, so we need to move forward.
On a side note, I personally feel quite regretful about Proof of Bloodline. I originally wanted to add a DLC as the final conclusion, but unfortunately, it never had the chance to come to fruition.

(The image is sourced from the internet.)
The Rebirth of the Team: BladeLanternStudios
After the disbandment, we went through a period of lostness. We felt abandoned, wondering if we could ever work together again. But one day, the brain-dead planner (Dai Dai) stood up and said he still wanted to continue. So, we tried to rebuild the team.
Now, the BladeLanternStudios team has five members: four veterans and one new teammate. I serve as the producer, original concept designer, and story writer for this project. Back in my younger days, I was a decent animation director, but after not drawing for so long, my skills have deteriorated, though my spirit remains strong. In my spare time, I also help out with miscellaneous tasks for the art team.
Art (Xiao Y): The team’s strongest asset and the only female member, she shoulders the heaviest workload in the project. She was the lead artist during the Gemstone Fantasy era and has consistently pushed forward with the style our team loves over the years.
Brain-dead Planner (Dai Dai): A shameless individual with an incredibly strong will to survive.
Newcomer (Da Yi): Primarily handles miscellaneous tasks while learning the ropes of product development. This is our first attempt at a visual novel, so who knows what he’ll pick up.
Programmer (Sumo): This guy was also the lead programmer for Gemstone Fantasy. I have to mention that our original programmer had to leave due to family reasons, so we reached out to Sumo. He quit his previous job without hesitation and joined us, choosing to power through with passion. Truly a middle-school-level idealist at heart.

Is the story for one chapter a bit too short?
The first chapter of the demo ends at the third section, which is where we’ve decided to stop for now. The subsequent content is still being polished. In the full version, Ian’s chapter will have seven story sections per chapter, with a total of five chapters. For the other two characters, each chapter will have five story sections, followed by the endings and character backstories. In total, there will be over 200,000 chinese words of written content. The script has already been fully completed.

Why a Visual Novel with Roguelike Elements?
The protagonist, Ian, is initially a strong but ordinary character without any "cheat-like" abilities. His combat style, using a single sword, aligns well with his personality.
The card-based gameplay in this project isn’t overly complex, making it a suitable addition to add some depth to the experience. We’ve also included a "lazy mode" for players who prefer to focus solely on the story without engaging in combat.
The combat sequences, which aren’t heavily detailed in the story, have been transformed into gameplay mechanics. Instead of reading lengthy descriptions, we wanted players to actively participate in these moments.
Forsaker:DingDing&Blade is primarily a visual novel with gameplay as a secondary element, reflecting our series’ philosophy. Future projects (if we get the chance to make them) will also match the story’s needs with appropriate complementary gameplay mechanics.

Challenges and Gratitude
Is the animation in the product a bit lacking?
It definitely is. The full version will have some improvements... Currently, our team doesn’t have a dedicated animator. The PV was put together by me and the brain-dead planner, and the few animations in the game were generously contributed by former teammates in their spare time. Animation and Live2D used to be our strong suits, but for now, those skills are on hold. It’s not a big issue, though. Our team’s philosophy has always been to train newcomers rather than hire seasoned professionals. So, if there are any newcomers out there willing to let us nurture you for a while...
Will there be voice acting later?
Not at the moment. We’ll see in the future, as we currently don’t have the resources for it... Voice acting in China isn’t cheap, either.
Can a team of just five people really support a product like this?
It’s definitely a stretch. Relying solely on the team wouldn’t be enough to complete it. That’s why we’re incredibly grateful to all the uncles, aunts, brothers, and sisters outside the team who have generously supported us. We bow to you in gratitude. Thank you!
Here’s the thank-you list:
Biggest Benefactor: 丹哥
Sound Guidance: 老郭
Music: 重远、喜碧、峥峥
Sound Effects: 乌芒
Animation Assistance: 小云、小雄、柏云
Art Assistance: 小川
Administrative Support: 朱姐
Early Programming Assistance: 吴老师
Most of these are long-time collaborators and former teammates. We love you all!
The Meaning Behind the Title
"Forsaker" is the name of a type of man-eating monster in the story, formally referred to as "The Abandoned." Literally, it also reflects our own situation. During our lost period, we felt like we had been abandoned, wondering if we could ever work together again. One day, the brain-dead planner stood up and said he still wanted to continue, so we tried to rebuild the team. Even if we’re small, we can still make it work... The story we’re telling this time is quite healing—a free spirit born from facing death! Making indie games is the same: finding a way to keep going. The original Gemstone Fantasy also started as a small indie game, so we’re starting over from scratch.

Final Thoughts
After the release of the Forsaker:DingDing&Blade demo, we were thrilled to see so many veteran players who have been with us all along show up. It’s amazing to know you’re all still here!
We’ve also received a lot of feedback and suggestions, and we’ll do our best to make improvements. Thank you, everyone, and thank you to all who have supported us! We’ll chat again next time...

(The image is sourced from the internet.)
Regrets About Gemtrader Story
First, regarding theGemtrader Story series, the former development team disbanded before the shutdown of the third installment. A few remaining members maintained the game until its closure. Due to various reasons, we couldn’t make an announcement at the time of disbandment. Here, on behalf of the former team, I want to say sorry to everyone. We miss you all dearly.

(The image is sourced from the internet.)
As for whether we’ll create more products related to Gemtrader Story, it’s probably not going to happen. Currently, we don’t own the rights to this series, so we need to move forward.
On a side note, I personally feel quite regretful about Proof of Bloodline. I originally wanted to add a DLC as the final conclusion, but unfortunately, it never had the chance to come to fruition.

(The image is sourced from the internet.)
The Rebirth of the Team: BladeLanternStudios
After the disbandment, we went through a period of lostness. We felt abandoned, wondering if we could ever work together again. But one day, the brain-dead planner (Dai Dai) stood up and said he still wanted to continue. So, we tried to rebuild the team.
Now, the BladeLanternStudios team has five members: four veterans and one new teammate. I serve as the producer, original concept designer, and story writer for this project. Back in my younger days, I was a decent animation director, but after not drawing for so long, my skills have deteriorated, though my spirit remains strong. In my spare time, I also help out with miscellaneous tasks for the art team.
Art (Xiao Y): The team’s strongest asset and the only female member, she shoulders the heaviest workload in the project. She was the lead artist during the Gemstone Fantasy era and has consistently pushed forward with the style our team loves over the years.
Brain-dead Planner (Dai Dai): A shameless individual with an incredibly strong will to survive.
Newcomer (Da Yi): Primarily handles miscellaneous tasks while learning the ropes of product development. This is our first attempt at a visual novel, so who knows what he’ll pick up.
Programmer (Sumo): This guy was also the lead programmer for Gemstone Fantasy. I have to mention that our original programmer had to leave due to family reasons, so we reached out to Sumo. He quit his previous job without hesitation and joined us, choosing to power through with passion. Truly a middle-school-level idealist at heart.

Is the story for one chapter a bit too short?
The first chapter of the demo ends at the third section, which is where we’ve decided to stop for now. The subsequent content is still being polished. In the full version, Ian’s chapter will have seven story sections per chapter, with a total of five chapters. For the other two characters, each chapter will have five story sections, followed by the endings and character backstories. In total, there will be over 200,000 chinese words of written content. The script has already been fully completed.

Why a Visual Novel with Roguelike Elements?
The protagonist, Ian, is initially a strong but ordinary character without any "cheat-like" abilities. His combat style, using a single sword, aligns well with his personality.
The card-based gameplay in this project isn’t overly complex, making it a suitable addition to add some depth to the experience. We’ve also included a "lazy mode" for players who prefer to focus solely on the story without engaging in combat.
The combat sequences, which aren’t heavily detailed in the story, have been transformed into gameplay mechanics. Instead of reading lengthy descriptions, we wanted players to actively participate in these moments.
Forsaker:DingDing&Blade is primarily a visual novel with gameplay as a secondary element, reflecting our series’ philosophy. Future projects (if we get the chance to make them) will also match the story’s needs with appropriate complementary gameplay mechanics.

Challenges and Gratitude
Is the animation in the product a bit lacking?
It definitely is. The full version will have some improvements... Currently, our team doesn’t have a dedicated animator. The PV was put together by me and the brain-dead planner, and the few animations in the game were generously contributed by former teammates in their spare time. Animation and Live2D used to be our strong suits, but for now, those skills are on hold. It’s not a big issue, though. Our team’s philosophy has always been to train newcomers rather than hire seasoned professionals. So, if there are any newcomers out there willing to let us nurture you for a while...
Will there be voice acting later?
Not at the moment. We’ll see in the future, as we currently don’t have the resources for it... Voice acting in China isn’t cheap, either.
Can a team of just five people really support a product like this?
It’s definitely a stretch. Relying solely on the team wouldn’t be enough to complete it. That’s why we’re incredibly grateful to all the uncles, aunts, brothers, and sisters outside the team who have generously supported us. We bow to you in gratitude. Thank you!
Here’s the thank-you list:
Biggest Benefactor: 丹哥
Sound Guidance: 老郭
Music: 重远、喜碧、峥峥
Sound Effects: 乌芒
Animation Assistance: 小云、小雄、柏云
Art Assistance: 小川
Administrative Support: 朱姐
Early Programming Assistance: 吴老师
Most of these are long-time collaborators and former teammates. We love you all!
The Meaning Behind the Title
"Forsaker" is the name of a type of man-eating monster in the story, formally referred to as "The Abandoned." Literally, it also reflects our own situation. During our lost period, we felt like we had been abandoned, wondering if we could ever work together again. One day, the brain-dead planner stood up and said he still wanted to continue, so we tried to rebuild the team. Even if we’re small, we can still make it work... The story we’re telling this time is quite healing—a free spirit born from facing death! Making indie games is the same: finding a way to keep going. The original Gemstone Fantasy also started as a small indie game, so we’re starting over from scratch.

Final Thoughts
After the release of the Forsaker:DingDing&Blade demo, we were thrilled to see so many veteran players who have been with us all along show up. It’s amazing to know you’re all still here!
We’ve also received a lot of feedback and suggestions, and we’ll do our best to make improvements. Thank you, everyone, and thank you to all who have supported us! We’ll chat again next time...