We wanted to do a quick check in this week to update everyone on the events we’ve been going to and are planning to go in Asia. While our event and marketing budgets have be severely depleted, we have been very honored to have been invited by a couple game events here in Jakarta. (Huge thank you go out the people at BEKRAF (the Indonesian Agency for Creative Economy), AGI (Indonesian Game Association), and Duniaku.net for graciously hosting us.) We did an update for the Kickstarter backers a couple weeks ago that does go into a little bit more detail than we do here if you want to read it: https://www.kickstarter.com/projects/criticalforge/forged-of-blood/posts/1889422
Our first local event this year was Game Prime Asia 2017 where we demoed an updated build and ran a couple stations for people to play. We featured five maps and all nine weapons, with two AI archetypes for each and were so pleased with the reaction we received. So, imagine our delight when we were then invited to be a part of the ARCHIPELAGEEK booth at PopCon Asia 2017 a week later. ARCHIPELAGEEK, to our worldwide audience is a collection of Indonesian game devs that were curated by BEKRAF and AGI – and we are really quite honored to be in such fine company.
Both events really wore us out, but being able to see the public reaction to our game is well worth it. Oh and the cherry on the cake: we got us a shiny new addition to the office! (We won the Most Anticipated Game Award at PopCon Asia and the trophy has an LED screen on it which unfortunately gets washed out in the picture.)
With back to back events under our belt, we were again surprised by the invitation to go to the Tokyo Game Show this year, again as part of the ARCHIPELAGEEK booth sponsored by BEKRAF. We’re still figuring out a lot of the details and we’ll post details here as we get them, but suffice it to say that Forged of Blood will be making a debut appearance in Tokyo in September! We’ve got a bit of chasing to do with just a month left to the event, but our biggest target is to get some of our spell-casting archetypes implemented for showcase.
I’ll end this post by sharing out the first few original music tracks that we’ve got ready. (Tried to do some pun about ending on some note or another, but it just didn’t quite work out) Given the limited budget on at hand, we really had to narrow down our soundtrack to the bare minimum, and we’ve worked closely with Andre Lizt to create a powerful motive and see it translated through the varying layers of our game and the result are the tracks we have so far:
There are still a few more tracks in the works, and Andre is such a thoroughly talented composer that I can’t wait to share the rest. For now, I’ll share out his work on YouTube and SoundCloud for you all to check out.
There are still a few more tracks in the works, and Andre (pictured below) is such a thoroughly talented composer that I can’t wait to share the rest. For now, I’ll share out his work on YouTube and SoundCloud for you all to check out.