Frozen Flame - Progress Report
Hello everyone,
One month has passed since our crowdfunding campaign on FIG campaign has ended and the atmosphere in our studio has been electric, thanks in no small part to the confidence that our amazing backers have placed in us!
To keep the momentum going, we’ve decided to give you a quick round of what we’ve done in our first post-crowdfunding month!
Proper management of player feedback is what makes or breaks a game, afterall, though we put the game together, it is you - the players - who ultimately keeps it alive. So it’s a good thing that for many of us this is not our first rodeo and we know the importance of managing feedback.
To briefly touch on the feedback, the main points that were brought to our attention were:
[h2]New Features and Animations[/h2]
A continual stream of new features is vital to any MMO, and naturally we are no different. Based on the feedback that we received from our play testers, we highlighted two important additions for us to work on, a new weapon and a new skill.
[h3]The Two Handed Axe[/h3]
[previewyoutube][/previewyoutube]
This will be the weapon of choice for players that prefer to dish out massive amounts of damage in a single, powerful blow. That said, to balance it out the attack speed is rather low, so players will need to be skilled in the arts of timing and coordination to land a hit. But the reward will surely be well worth it!
[h3]The Trap Spell[/h3]
[previewyoutube][/previewyoutube]
The second major addition is the trap spell. Core to our game is the use of strategies to overcome the monsters that roam our game. In keeping with that mindset, we’ve added in a new support/debuff skill that locks a monster in place. Players who prefer a supporting role in large fights, or players that regularly want to explore solo will want to make use of this as it has the ability to turn the tide of a fight, or give you the precious few seconds to make a daring escape!
[h3]The Art of Polishing![/h3]
What do we mean by polishing the game? That’s quite an easy one, much like the animation improvements, we revisited some of our older models, textures, maps and gave them a much needed touch up to bring the quality up to a standard that we are happy with!

Though the changes are very subtle, take a close look at the character model and also the weapon that he has, then look at the trees and even the grass. Hopefully you’ll notice what we’ve worked on!
When it comes to the trees, we even went as far as to redesign them in zBrush, giving the trunks and branches a new feel altogether.

Take a look at how this all came together when working in Unreal.

So we guess that you can now see and understand what we mean when we say that we’ve been working on improving the game.
For those of you that are more interested in the actual tasks that we’re working on, did you know that you can track our development progress in our public roadmap? Check it out here.
That brings us to the end of this quick update! Of course there are many more things that we have been working on that we mentioned earlier, so do keep checking back with us as we’ll be going over some more of them in a future article.
Follow us on our various Social Media Channels!
One month has passed since our crowdfunding campaign on FIG campaign has ended and the atmosphere in our studio has been electric, thanks in no small part to the confidence that our amazing backers have placed in us!
To keep the momentum going, we’ve decided to give you a quick round of what we’ve done in our first post-crowdfunding month!
Proper management of player feedback is what makes or breaks a game, afterall, though we put the game together, it is you - the players - who ultimately keeps it alive. So it’s a good thing that for many of us this is not our first rodeo and we know the importance of managing feedback.
To briefly touch on the feedback, the main points that were brought to our attention were:
- Improving the game animation
- Making the UI more intuitive
- Polishing the rough edges around our game
- Fixing the mobs
- And working to improve the game map
[h2]New Features and Animations[/h2]
A continual stream of new features is vital to any MMO, and naturally we are no different. Based on the feedback that we received from our play testers, we highlighted two important additions for us to work on, a new weapon and a new skill.
[h3]The Two Handed Axe[/h3]
[previewyoutube][/previewyoutube]
This will be the weapon of choice for players that prefer to dish out massive amounts of damage in a single, powerful blow. That said, to balance it out the attack speed is rather low, so players will need to be skilled in the arts of timing and coordination to land a hit. But the reward will surely be well worth it!
[h3]The Trap Spell[/h3]
[previewyoutube][/previewyoutube]
The second major addition is the trap spell. Core to our game is the use of strategies to overcome the monsters that roam our game. In keeping with that mindset, we’ve added in a new support/debuff skill that locks a monster in place. Players who prefer a supporting role in large fights, or players that regularly want to explore solo will want to make use of this as it has the ability to turn the tide of a fight, or give you the precious few seconds to make a daring escape!
[h3]The Art of Polishing![/h3]
What do we mean by polishing the game? That’s quite an easy one, much like the animation improvements, we revisited some of our older models, textures, maps and gave them a much needed touch up to bring the quality up to a standard that we are happy with!

Though the changes are very subtle, take a close look at the character model and also the weapon that he has, then look at the trees and even the grass. Hopefully you’ll notice what we’ve worked on!
When it comes to the trees, we even went as far as to redesign them in zBrush, giving the trunks and branches a new feel altogether.

Take a look at how this all came together when working in Unreal.

So we guess that you can now see and understand what we mean when we say that we’ve been working on improving the game.
For those of you that are more interested in the actual tasks that we’re working on, did you know that you can track our development progress in our public roadmap? Check it out here.
That brings us to the end of this quick update! Of course there are many more things that we have been working on that we mentioned earlier, so do keep checking back with us as we’ll be going over some more of them in a future article.
Follow us on our various Social Media Channels!