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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!

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.

 

 



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!


In this same day, 4 years ago, some friends got together because it would be fun to do a game. Why not? As we planned that it would take only one single day every week? One game, it shouldn’t be that difficult…

4 years have passed since that original idea. A single project transformed into an entrepreneurship that would make projects, several of them. The team perceived together, learning from their mistakes as making games turned out to be a little bit more complicated than it seemed.

Now, after a few projects and one release soon to come, we thank everyone that supported us in this walk that is, still, only in the beginning.

=]

Hello again. So, if you were wondering what’s the fuzz about we changing layouts, our questionable header and we announcing the release of the final version of Mnemons in a long time (even though we left it as an incomplete demo), well, is the answer:

It’s a new project. You may be able to recognize a pattern in our naming for projects, this is Qasir Project, there is a Tsar Project. If you did make the connection you’re in the right trail: this game is basically a prologue for the Tsar Project. In the same way the Tsar Project is driven by the concepts of Aloneness and Patience it’s prologue deals with Gambit. With this in mind one can expect a game based in exchanges, high risks for high rewards.

As for the setting in this chapter we are aiming more on fantasy than on historical fiction, which has a central role in the Tsar Project. Some real world places and persons will be mentioned, but more in a tangential way. For instance instead of the Golden Palace of the Moscow Kremlin this time the story will unveil in Qasir al-Hayr fiy al-Wasat, a fictional palace that may, or may not, be located near the ancient city of Palmyra on 12th century Syria.

And this is it, expect more news and production updates soon. Happy easter, everyone!

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