The 2nd Letter from Principal Huang to players

Game Of Fate Demo

Immerse yourself in the first-person perspective, cross time and space, solve bizarre cases, save innocent victims, and catch a mysterious killer! You will solve murders, uphold justice, and also gain love. Are you ready? Play the "Game of Fate" that crosses time and space, life and death!

[img]https://clan.akamai.steamstatic.com/images/45158399/023d603977370073419548e1e88e722ed0b765ab.png[/img] It has been a while since last time reported to everyone. Recently we have been pretty busy with multiple projects, but I find some time to write this letter. Hope everyone had an amazing holiday and enjoyed your time! In fact, even within the holiday, our post-production team has been working overtime on editing and some other post-production work, hoping to deliver you the work as soon as possible. Firstly, we would like to express our sincere gratitude to all the players who have paid attention to and played the . The Demo has been participating in the Steam Next Fest. I wonder if everyone is satisfied with the Demo? In fact, the first chapter mainly unfolds the core settings and characters. The real peak of the story is still after the third chapter. Because there is always some foreshadowing process to make a suspense story, we consider that the step-by-step process can appropriately reduce the degree of mind-twisting, so that the early story is relatively simple and easier to understand. In the first two PVs, we can see that the protagonist encountered many setbacks while investigating the case, and even witnessed the death of other characters in some branches. But it doesn’t matter. I believe that after the official version is launched, everyone will learn the information obtained in the branches in the plot, return to the original time point, and move towards the truth of the case. After everything is revealed, the word "Fate" may be the best interpretation of the whole process. As for the name "Game of Fate", it comes from a brainstorming session at the beginning of the design. Similar to the butterfly effect, every choice made by the player manipulating the character will affect the fate of other characters in the play, and these results will affect each other, be transmitted, and ultimately bring different endings to themselves. What we originally thought of was that the original real-life interaction was mainly “visible is available”, and often one interactive choice could directly change the direction of the subsequent plot. We hope to have a more coherent logic and want to achieve a more complex influence in this work. For example, multiple combined choices can change certain subsequent plots so that the direction of the plot is not very fragmented. We think the word Fate is concise enough to accurately summarize the theme of this work. Compared with the previous work, we have stricter and higher requirements for the creation of the plot setting of this work. The two elements of suspense and science fiction, plus the setting of time travel, both require strong logic to support. And from the perspective of the subject matter itself, each choice made by the player must obtain a certain amount of information, so that the full picture of the story can be gradually pieced together. This is different from the creation logic of ordinary film and television works. We need to conceive a maze composed of a very large story line, and we need to study the mutual interference and coherence of the plot in the process of the protagonist crossing the timeline. This part is very challenging for our script creation. At the same time, because we are going to make a trilogy, we also need to make detailed designs and pre-installed plots for the subsequent plots and long-term settings across works. On the one hand, it must be connected with the subsequent stories, and on the other hand, it must leave enough room for the later stories to play. We also made a lot of Easter eggs for the character settings of this part. After playing all the works, the character portraits will be clearer, more complicated, and coherent. In addition to the challenges we encountered in the plot, we are also thinking about how to increase the playability of the work. The creative team has racked their brains to expand the gameplay inside and outside the game: we have made a ranking list in , and added a Tarot Card Collection system and Social Friend System in . On the one hand, we improve the playability of the content, and on the other hand, we also strengthen a certain degree of sociality. We hope to create some interesting gameplay systems outside of the work. This time we have also spent more energy to develop a mysterious gameplay, which everyone will see when it is officially launched. Since last month, the production team has been in the final sprint. For this official version, we want to complete the development of the Steam version, Mac version, and iOS version simultaneously. We are also developing the high-definition 4K version at the same time, and strive to launch them all in the same cycle. We will speed up the final optimization before the launch, hoping that no major bugs will affect gaming experience, and provide the best work to players. The content that can be revealed to you now is still relatively limited, and more content will be left for everyone to experience after the official version is launched! Finally, please provide more feedback and join our chat group or channel!