Xiao Bao opened his eyes, he was surrounded by six women. He embarked on an immersive journey of love with them. Amongst them were a gaming enthusiast, a sultry dancer, a childhood crush, a sexy doctor, an innocent schoolgirl, and a wealthy businesswoman. Who would be his true love?
[img]https://clan.fastly.steamstatic.com/images/45126938/9e3e5d5e5efd78210b8ea38a0464edbb07b6e9af.png[/img]
Hello everyone,
As we approach the release date across multiple platforms, including a 4K version, the development pressure has been immense. We are working hard to meet our goals and complete this new challenge - which is launching our Mobile, Tablet, Mac, and Windows versions at the same time. Meanwhile, Steam Deck version is under development, and we will release it as soon as possible.
With the official version of “Game of Fate: Chasing through Time” approaching release, we have felt the enthusiasm and support from all of you. The players in our community have been particularly active, sharing many ideas in recent times. I have reviewed each one and had deep conversations about many. Including some feedback issues from the recent DEMO version, the development team is working overtime to fix and optimize them. Your support has always been the biggest driving force behind our progress! We also want to thank everyone who has supported “Game of Fate: Chasing through Time” and “My Destiny Girls”. At the same time, we extend our gratitude to UGC players who provided reviews, livestreams, and guides for “Game of Fate: Chasing through Time”.
As usual, once I have some free time, I will continue to report to you all. On one hand, I would like to share some insights into the creation process of “Game of Fate: Chasing through Time”, and on the other hand, discuss the overall series settings, including what we aim to achieve. Up next, we’ll be doing a further review of this installment and sharing some preliminary information about the sequel.
First, let’s talk about the actors and characters. Some veteran players may already know this, but many players outside of our community may not be aware: one of the most important sources for choosing our actors has been a community popularity vote. Players nominate actors, and the community votes on them. This is a purely interactive process with no interference or direction from us. We conduct one round of voting every few months in the official chat group, and we’ve already done two rounds. (Here’s a little secret: two actors in the current game were chosen this way, and I believe some of you already know who they are!) For high-popularity actors, we’ve worked with the assistant director to approach them. Although some actors may have missed a particular project due to scheduling conflicts, we are continuously working on this. As long as we continue to make more projects, there's a good chance that your favorite actor will eventually collaborate with us. So don’t miss out on the actor nomination process in the group!
Here’s an exclusive reveal: in “Game of Fate2: A Century's Promise”, we have signed a highly popular actor who was voted by the community. Can you guess who she is? Many players will be delighted to see her. If you have a favorite actor and enjoy the themes of our projects, stay tuned to the official group for more updates.
Apart from the actors, another topic I want to discuss is the filming process. We discovered that using filters in a suspense genre is quite different from other genres. When using industry-standard techniques to film and adjust color tones, some scenes and characters can become significantly distorted.
We reviewed many films in the same genre for inspiration. Since this is a first-person perspective work, the actors take up a large portion of the screen, which is very different from the third-person perspective movies. Live-action interactive works typically use close-up shots, with shooting distances of half a meter to one meter, unlike third-person perspective films, which use much greater distances. If we want to present the actors with better overall quality, we need to rethink many details, including lighting, filming techniques, and tone adjustments.
These are aspects that aren’t deeply established in the traditional film industry, so we conducted many experiments on set. We even discarded a lot of footage during shooting just to achieve a better visual effect and higher-quality actor performance. We have developed new methods for basic parameters like frame rate and tone adjustments.
For example, when shooting relatively static scenes, a lower frame rate isn’t a big issue, and we can use the standard cinematic frame rate. However, since interactive works often involve first-person transitions, such as moving the face, you have to simulate eye movement—not too fast, not too slow, and without blurring—so increasing the frame rate and reducing distortion is essential.
Overall, we encountered many filming challenges during these two projects, and we invested a great deal of effort in script creation and filming improvements. Looking back, we’ve resolved most of the core filming issues, and for the next project, we hope to further enhance the visual and narrative quality, allowing us more time to refine the script.
Since the release of the “Game of Fate: Chasing through Time” Demo, not only have we attracted many new players, but more industry teams have approached us to discuss potential collaborations. We believe that good works, combined with a mindset willing to strive for high-quality creations, can attract more people. If our work can earn your appreciation, that’s the greatest encouragement for us. We will continue to release more games in the future, especially exploring new genres and presentation styles.
The next project is already in post-production. I can reveal a little: “Game of Fate 2: A Century's Promise” will have a completely different theme from the first work, but it will continue the story from where the first work ended. The protagonist, after the events of the first story, will encounter something extraordinary, leading to a series of changes that will unfold the story of the second work.
It’s an interactive live-action game based on a real historical event, expanded and adapted into fiction. Please stay tuned!