Hello there! One week after the official announcement of Qasir Al-Wasat I’m here to present some of the wonderful feedback we had with it!
It all started with our dear Cassandra Khaw’s post over Indiegames.com! The day after new reviews of the trailer started popping on “the internets”(sic), with JovemNerd.com.br‘s Stephan Martins writing our first Brazilian review on the 21st! Here is the list of original posts, so far:
Indie Games
Game Side Story
Game Set Watch
Game Dot
Seand Knight IGN Blog
Igrorama
Indie Shelter
No Name Radio
Joven Nerd
Gameplay
Meanwhile, the trailer itself (if you haven’t seen it yet pray go check it on vimeo!) is getting astonishing (at least for our humble expetations) view counts! By the time I’m writing this it’s far over 9000!

If you spot any other review please leave a comment with it, send us an email [aduge (at) adugestudio (dot) com] our tweet @aduge!
So we are back to work, rushing with the development ahead of the Beta2 release in the next few weeks, and checking our fellow entries on 2012 IGF! (we’ll post a list of the Brazilian ones very soon!)
I’ll post some sort of Art Director’s Production Diary ++ very soon! Stay in the loop!
Hello everyone! Today we have some really exciting news for you! We are very proud to present the announcement trailer for our current project, Qasir Al-Wasat!
The game evolved a great deal during the past few weeks, and it is possible to say it is, for the most part, complete. We now begin one of the most enjoyable parts of the development: polishing the game until it shines. =)
So what where the latest features added to the project?
We have many new levels, including some secret areas we are very excited about.
We also worked on an improvement over our text/dialog system, to make it more active for the player. We are still testing it, but it seems to be a promising feature.
The rest was hard work with heavy bugfixing, tests and asset building.
We hope you enjoy the trailer!
If you like it, please donate and help us deliver the game: a.svotz.org/qasirdonate
Aduge’s back from Independence Day’s holiday ready for work, actions and stories planned and with clear deadlines. Plane tickets on hand for the SBGames 2011, around half of the Adugans will be there, and we await the results of our submission of Qasir Al-Wasat for Brasil Game Show.
Well, while we don’t drop the bomb itself, a small drop for everyone:


Just a shout-out. Our deadline of August 31st is just a few days away and we are currently doing some finishing touches on our next release. It will still be a closed Alpha, reserved only to our playtesters and to the jurors of any festival we happen to participate (like Brasil Game Show). A closed Beta is not too far away from now though, just a couple of weeks!
Expect some exciting news very soon! And well, enjoy the easter egg picture.

Long time no see readers! Quick update today:
Firstly, we are not dead, nor paralyzed. We were just a little away (or a lot in some cases). After a couple of weeks of rest and vacationing during most of July we are already back full force on Qasir. Last week we returned planning the final stages of the production phase of the project, what still needs to be done, what needs polish and etcetera. Currently the game is almost playable from start to finish, only the very last puzzles and rooms are not fully implemented and the feel of the game is near that of a finished product.
However, there are still some work left for us to do. Right now we are working on a full revamp of how we handle dialogue texts and how our main character’s monologues are presented based on feedback we received from players of our Alpha these past few weeks. This is our major feature to finish for this week and for the next build of the game, which will be submitted to the Brasil Game Show. After that our milestones will be related to making the game a finished, polished product, adding the necessary features to reach this goal.
Well, this was a quick one. See ya soon.

Hello again. Last time I introduced our current project, Qasir, answering some questions that might had popped about it. This second update starts with an announcement: Qasir, along with our other 2011 projects – Mnemons and Semblante – are submitted to the Indiecade festival. Whether or not we will net an honorable mention or even grab a finalist spot remains to be seen, but having the game submitted for judging at a playable state is actually what’s most important for us right now.
So, yes, the game is already in an advanced, playable state. We already began playtesting sessions with a QA team since last week and we already achieved a production pipeline that allows us to rack up new builds (with new features and the occasional bugfixes) almost daily. At this point in time, we have one of the four sections of the palace in a fully playable state (which is roughly 16-20% of the game, actually) encompassing the game’s introduction, tutorial and the first core objective. Unfortunately we are not yet ready for Beta tests, still having some heavy bugs to sort out, a major gameplay feature to implement and some other minor tweaks that are needed before the game can reach potential consumers as a Beta.
Which leads us to, well, were are we going. Our next milestone is, obviously, hitting Beta, making the game fully playable from the beginning until the end with a level of polish good enough for public scrutiny. The deadline is July 8th, just 3 weeks from now. This deadline is tight, but achievable and will mark the closing steps of the production stage of the project and the first steps of post-production/polishing.
And that’s it for today. But before I end this update, you can check some screenshots of the latest builds of the game after the break. See you soon!