Hello, this is RasEn, the developer.
It's already been three months since I shared the news of my participation in PlayX4. In this edition of 'Coffee, Code, and Ashes,' I'd like to lightly touch upon my post-exhibition thoughts, on-site reactions, and upcoming schedules.
This year, as originally planned, I intended to focus mainly on domestic exhibitions near my development space. This was because I wanted to personally see how users reacted to my recent updates and gather valuable feedback for the game's improvement.
One of those events was 'PlayX4,' which I shared news about in the last announcement. However, during the preparation process, a great opportunity luckily came my way: 'ChinaJoy Express,' an event open only to selected games. Thanks to this, I had a meaningful time directly observing the reactions of overseas players as well.
At this exhibition, there was high interest in the recently updated 'Dark Zone,' and I was truly thrilled by the surprisingly positive response.
In previous exhibitions, I ran the booth alone while observing player reactions and closely watching to see if additional explanations were needed to keep the gameplay smooth, stepping in immediately when help was required. As a result, I barely took any photos. However, at ChinaJoy, thanks to Adam—who handled translation and led the exhibition brilliantly—I had a bit of leeway to capture the vivid atmosphere on-site through photos.
Despite the game still having many shortcomings, I sincerely thank everyone who enjoyed it in various ways—those who played and then kept bringing their friends over to watch together; those who played immersively for over an hour, suffered a sudden death, yet still spread the word saying it was fun; those who praised the great atmosphere despite the unpolished graphics; and those who stayed at their seats playing right until the event's closing announcement was broadcasted.
In particular, through this exhibition, I received a lot of feedback regarding growth content and the necessity of changes to the combat system. I was deeply reflecting on the future direction of my updates, and since much of the player feedback resonated with me, it provided great insights. Furthermore, I will actively address areas for improvement, such as "combat speed being slow" and "poor text readability," continuously making refinements to ensure Ashen Dungeon becomes even more enjoyable.
I would also like to share news about upcoming offline exhibitions.
· Gamescom: Although I won't be able to visit the site in person, thanks to a great opportunity, players will be able to play Ashen Dungeon on-site at Gamescom. However, please note that it will be exhibited in the B2B hall, so play for general visitors may be restricted.
· GXG x IndieCraft: Thankfully, I have been selected for IndieCraft for two consecutive years! I plan to meet players in person at the 'GXG x IndieCraft' exhibition held in Pangyo this coming September.
Specific details regarding the exhibitions and playtests will be announced in a separate notice once preparations are complete.
Although preparing for exhibitions requires setting aside development time, the warm support sent by players on-site gives me even greater energy to dedicate myself to development.
I would like to express my heartfelt gratitude to the players who quietly cheer me on despite my current shortcomings, all visitors and acquaintances who took time out of their busy schedules to visit the venue, and my lovely students.
I will repay you with an even more engaging Ashen Dungeon.
Sincerely, RasEn