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"Em torno desse conceito inusitado os caras da Aduge criaram um dos melhores jogos já vistos no Brasil."

"I’m surprised that there’s been
no fanfare around this game.
It’s an accomplished and individual piece of work"


"My heart tells me we are before a true jewel that's able to finely mix together vastly different genres"

The Indie Shelter

"Não há e nunca houve nada semelhante a Qasir al-Wasat"

Gaming Portugal

"Qasir é também [...] o mais autêntico e valioso jogo produzido no Brasil nos últimos anos"

Arena iG•

"The story of the game is
puzzling and evocative [...]
There's a lot going on in the palace
under the surface"

Play this thing!

In a long forgotten Syrian palace, an invisible creature is summoned and assigned a stealth mission.
The spirit, a fragile being, must survive in a fortress filled with traps and guards. But there is more to the situation than it originally seems. Something mysterious is happening. And in this mystery lies the key to an ancient treasure too magnificent to be ignored.
  • Bruno Bulhões
  • Creative Director
  • Game Designer
  • Junior Programmer
  • Beto Thiago
  • Lead Game Designer
  • Test Lead
  • Ingrid Skare
  • Writter
  • Additional Game Designer
  • Anderson Vermonde
  • Software Engineer
  • Lead Programmer
  • M. Perin Maperns
  • Artist
  • Animator
  • Marcel Pace
  • Audio Director
  • Sound Designer

We are Aduge, a small independent studio based in Curitiba, Brazil. Assembled in 2007, during early college years, we started off seeking the creation of games that push the boundaries of video games' expressiveness.

For the development of Qasir alWasat we counted with the collaboration of these excellent people:

And keep track of
all Qasir Al-Wasat updates
and our future projects! Also, email us at: This e-mail address is being protected from spambots. You need JavaScript enabled to view it

Aduge Studio Aduge Studio
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More information at:

The Game
Qasir is a stealth action-adventure that takes place on an ominous night inside a wondrous palace, in-between worlds, on 12th century Syria. It features an invisible character, that needs to assassinate 3 targets and recover their weapons, while trying to avoid detection whenever possible. The character is fragile, and a single strike of a sword is enough to take it down. Our protagonist is invisible to the human eye and, although it may seem a too powerful ability, it still can be heard and covered in particles which can be seen by guards (such as the blood of it’s victims). The character besides pursuing this mission want to investigate and discover the mysteries and secrets the palace holds.
The main aesthetic of the game is that of the tension between action and investigation. The palace is riddled with secrets, a rich story, nasty traps and an ancient treasure that is simply too magnificent to ignore.
There are also some secondary aspects of the game, such as the nature of our protagonist, its penchant for criticizing and admiring humanity through a distant and cold gaze and the concept of aloneness that accompany this character. In Qasir, we test an approach for representing his perception of our world through the graphics and sounds. Everything that he considers weaker than him are represented in a less realistic way.

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  • Additional Credits
    • Gustavo Dort
    • Additional Programmer
    • Marcel Bruschi
    • Calligraphy Artist
    • Marcelo Perin
    • Calligraphy Artist
    • Morroque "MW", Michael "Pandara_RA" Cox,
      Simon "dishmoth"
    • Testers
  • Special Thanks
    • Bruno Campagnolo de Paula
    • Cesar Schrega, Fernando Kumode, Luiz Gilberto de Barros Filho, Gabriel Floriano Jacobi, Daniel Rossato
    • Aaron "Darkblizer" Freytag, Connor "crowe" Wilson, Eduardo "ElTipejo Loco" Vila, "Electric", Jaabi Tayloer, Kyle "Falsen" Perry, Marcos, "Wildros" Alessando Martinello, Alexandre Wolff, Arthur Mittelbach, Arthur Zeferino, Arthur Zennig, Bolívar Escobar, Caetano Paste Perim, Fábio Kunitake, Juliano Braga Griebeler, Pedro "Santo" Medeiros, Raquel "Amora" Oliveira, Rodrigo Braz Monteio, Elaine Senko, Hermann Rauth.