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HaeTae: Guardians
A challenging top-down fantasy action game set in mythological Joseon. Master precise dodging and synergy with the divine beast, Haetae, to purify the corruption. Forge your build and conquer the 'Chambers of Challenge'—where elite foes and unique rules await those seeking a true test of skill.
HaeTae: Guardians


해태:가디언즈
Haetae: Guardians is a stylized top-down action game. Become the prince chosen by the Yellow Dragon and save Joseon from chaos alongside Haetae. Challenge formidable bosses, learn or enhance their skills, and uncover stories intertwined with adventure.
해태:가디언즈


TurnTack
TurnTack is an adaptation of Aztec mythology. In Aztec mythology, the world perishes every 4,000 years. It is been destroyed four times so far, and TurnTack covers the fifth world. One day, the girl with white hair runs away from the Aztec.
TurnTack
💡 Announcement
[Development Log] Prepared a Steam Next Fest Demo
Hello.We are a three-person development team developing 「Haechi: Guardians」, a fantasy action adventure game set in the Joseon Dynasty.Recently, we have been working on refining the overall gameplay flow, focusing on the combat system and demo configuration.We are continuously improving the combat system by applying the concept of 'purification' to Haechi's skills, which puts bosses and elite monsters into a stun (grogy) state when damage is accumulated. The combat tempo and strategy are greatly affected by how the stun state is utilized.Unlike before, charge attacks are unlocked quickly, so there is fun in strategizing to cast the skill, and you can also just beat up the enemies.In terms of the story, we have structured the demo to allow players to experience the beginning of the narrative, where abnormalities occur in the Four Gods who have been blocking monsters, and Joseon falls into chaos. The player becomes the crown prince chosen by the Yellow Dragon and begins a journey to purify monsters with Haechi.While making it, I realized that the story and narrative have been further strengthened, showing an immersive progression.And this time, we are participating in the Steam Next Fest and releasing a demo version.There are still many shortcomings, but we plan to continuously improve the combat feel, balance, UI, etc. based on actual play feedback.We are developing with an emphasis on tense dodging and the hand feel of boss battles, rather than fast-paced, consumable action.Through the Next Fest demo, you can experience the current combat feel and the direction of the game in advance.Each and every opinion you leave after playing will be of great help in determining the direction of development.Thank you for reading.
Demo Update Notice
Hello, this is Jipangee Games.Based on feedback from the Beaverlax exhibition and online demo data, we have prepared a demo update with numerous improvements across the game.For those who have already played, the focus has been on improvements that enhance the completeness and immersion, rather than major structural changes.🗿 Changseung (Guardian Statue) Boss Battle ImprovementImproved the part where the story progressed even when losing the Changseung boss battle, causing a sense of emptiness.Changed to allow repeated challenges to the Changseung boss.Added rewards so that loot can be acquired when the Changseung is defeated.👹 Temple Scene Goblin Battle Intuitiveness AdjustmentImproved the direction and intuitiveness of the goblin battle, where the difficulty spiked if you didn't know the strategy.Determined that the flow of meeting goblins in the temple immediately after the Changseung boss battle interfered with immersion, so the overall battle flow and direction were adjusted.🐀 Village Scene Puzzle ImprovementThoroughly reviewed the rat-related puzzles that appear in the village entry process.Based on the experience of the previous work TurnTack, it was determined that the problem was not logic but a lack of clue delivery and direction.Enhanced puzzle direction and hints to increase the fun of exploration and the satisfaction of solving.🏔 Geumgangsan (Diamond Mountain) Scene Story ReinforcementReinforced the narrative of **Geumgangho (Mountain Spirit)** appearing in the Geumgangsan scene.To resolve the question of “Why does this character help the protagonist?” we added direction and improved the flow to follow the story to the end and meet the mountain spirit directly.✨ Other ImprovementsUI convenience and overall UX adjustmentsSome animation fixesObject addition and direction reinforcementOther minor bug fixes and completeness improvementsWe will continue to create better games based on feedback. Thank you for playing!— Jipangee Games
✍️ Recently Created Posts See more

Completion of Baekho scene graphics and creation of challenges
Hello.This is Zipangu Games.This is this week's development log.This time, the graphics processing for the Baekho scene has finally been completed.There are always elements that are long and arduous, and frankly, you might not be interested, but if you handle them carelessly, it shows, and it becomes a bad seam.It seems like life, where going from 80% completion to 99% takes as much time as you invest, just like in life.It's a life that looks like a logarithmic function.I'll stop the unnecessary talk.Currently, we have completed all the work to create a cliff-like and natural feel.This is a room to be used in the boss battle. Regarding the emission part, we are going back and forth due to the difference between light maps and rendering.I am not satisfied with this part, so I am worried.Nevertheless, the basic flow for the Baekho scene has been completed.We are currently fixing bugs during development and organizing problematic areas.We have increased the impact of the perfect dodge.With a slight slow-down and time quickly returning, it finally feels like I've successfully executed a perfect dodge.Next is the set effect.When you collect a certain group of items, you receive additional effects through the set effect.This adds more fun to obtaining matching items and the joy of exploration!Lastly, there is the enhancement system that allows you to strengthen the Crown Prince after defeating the White Tiger.The White Tiger generally maximizes the abilities of the Haechi.We are designing it so that you can experience gameplay focused on ultimate skills with the abilities enhanced through the White Tiger.Next, we are considering systems such as secret manuals, various hidden relics, and currency.As expected, time and money are the issues...In the case of secret manuals, we are trying to make them work not only with beneficial effects but also with additional negative effects.This concludes this week's development log.Thank you to everyone who read this!

April Week 3 Development Log
Hello!This is Zipangames!The weather is very warm and nice!We hope you all enjoy this pleasant spring.This time, we have developed item set effects and set up achievement rewards for Steam and Stove, among other achievements.First, the item set effects.When items of the same attribute are equipped, the set effect is activated, providing additional effects.For example, equipping Jangseung earrings or Dolharbang grants additional skills, or the Jangseung may assist during attacks, among other bonus effects!Next is the work on achievements and rewards.We have worked on achievements for Steam and Stove, and we are planning to add rewards, not just simple achievements.HaeTae: Guardians can attack with bare hands.Initially, the attack power is 0, but by learning various artifacts and skills, bare-handed attacks gain power.We have created rewards for clearing the Wave Challenge through this.We are considering various options, such as increasing movement and attack speed with effects like these when no weapon is equipped.Lastly, we are continuing work on the Baekho scene.This is work on the boss field. It's much easier to work with AI assisting with the sketches.We will strive to make HaeTae: Guardians a game that continuously improves.Our dear players, thank you for your hard work this week.We hope everyone reading this has a weekend full of happiness.We are also enjoying our work developing the game.Thank you!

[April Devlog] - Haechi: Guardians
Hello.This is Zipang Games!The weather is completely warm!I am grateful that I can develop the game development in a pleasant mood, matching the warm spring.This devlog is about the elite boss that appears in the White Tiger Cave.The elite rat is a thousand-year-old rat from the Joseon Dynasty, acting as a village sorcerer.The idea that a rat can use magic after living for a thousand years... I thought it was a setting that couldn't be left out.We made it possible to deal with the elite rat that summons rat bombs and whirlwinds.Of course, we are still contemplating the fun aspect from a planning perspective, but I don't think perfectly fun boss battles come out from the start.Isn't game development about developing while receiving advice after it's completed?We also continued to work on refining the map.In addition to logical processing such as save points and monster ragdolls, we meticulously handled light mapping for visual presentation.Seeing structures like dungeons gradually being completed gives me a sense of pride.It makes me feel as if I'm tempted to start with the White Tiger scene from the beginning.Wishing you a pleasant weekend this week,May all who see this post be blessed.Thank you!

[Hae Tae: Guardians] April Kick-off Development Log
Hello! This is Zipang Games.April has begun. The cherry blossoms have bloomed and the weather has become much milder.We hope the development of our Hae Tae Guardians also goes smoothly, and we will begin the development log!First, optimization and lighting. Previously, due to heavy load, we couldn't implement real-time lighting on glowing objects,but now that the optimization work is complete, we can finally use real-time lighting. This has been applied to things like the Crown Prince's sword and particles.However, the visuals may vary significantly depending on the option settings (High, Medium, Low).This is the Golem elite monster we were working on last time. We've adjusted the particle size and intuitiveness, and it's now possible to ride the Golem?! We will consider making it possible to ride other giant monsters as well.We plan to further enhance the Baekho map using light. We aim to provide a darker atmosphere and a sense of exploration. We intend to utilize traditional Korean lanterns as much as possible.Other The Vermilion Bird's violent fire show can cause so much load that even computers can catch fire... we are currently optimizing. This issue is more severe at 2K resolution or higher, so we aim to fix it quickly.Also, in April, we are preparing for the Indie Boostrap! You will be able to meet bosses that are stronger and more fearsome than before.This will likely be the last pre-release test before launch. We ask for your great anticipation and feedback. Thank you!

March's Final Development Log
Hello.This is Jipangi Games!March has already flown by.Life, when viewed from afar, seems to have no traps, but when viewed up close, it seems to have various meanings mixed with joy, anger, sorrow, and pleasure.This week, we seem to have focused on optimization and planning.Although the image is not clear, we have proceeded with the planning for the Dolhareubang boss.We are working on dividing the gear into stages 1, 2, and 3, where speed increases according to the stage, and if the boss is stunned or staggered in an overheated state, its weak point is revealed, allowing it to be attacked.In addition, we worked on optimization, and applied fixes for bugs related to Baekho and stage progression planning.We are trying to create a darker, underground feel using elements like fog of war.We have also added devices like shortcuts to add the fun of opening up paths.Game development is both fun and difficult, and I always think, 'I should choose the genre wisely' while developing.This concludes the development log.This time, there seems to be a bit of a deficiency as there was less work done for showcasing than expected.However, isn't game development about accumulating things piece by piece to complete it?Have a great week, and may all who read this be blessed.Thank you!

New Boss AI Combat and Dash Attack
Hello.This is Jipangi Games.We've brought some minor changes today as well.The part that has been changed this time is the Boss AI.Following the Jangseung from before, the AI for Sosamsin and Sansinryeong has been changed this time.The rats that were difficult before are now having their paths obstructed, allowing for a truly hectic and tense battle.Sansinryeong has also changed.We've applied the concept of creating fog, shooting lightning, and summoning monsters from the staff directly into the boss battle.For the strategy, it's best to defeat the Sansinryeong boss first, but...When combined with ultimate skills, it seems to be on the easier side among boss battles.Oh, and the change to the charge attack that we mentioned before has also been made.Gathering the gauge and attacking like before was difficult to use, no matter how quickly the gauge filled, and it was even more difficult in the current fast-paced situation.Now it's easily activated with alt + attack. However, since it consumes mana, you may have to choose between powerful damage vs. the stagger gauge.What's certain is that it's fun to use. Next is the NPC AI update.Previously, they would turn mechanically and speak, but now they naturally look at the Crown Prince and greet you when you get close.It was a minor but detailed element that I wanted to fix, and I'm glad it was handled this time.Besides these, there have been various updates such as translation, bug fixes, and FSR updates.It's enjoyable to see the game gradually becoming the game we envisioned.Thank you for reading this long post.You will have a weekend full of fun this week!

Powerful boss battles and a spirit of challenge
Hello.This is Staff Games.This week, while developing, I paid a lot of attention to translation.Looking at what we wrote, pronouns appear much more often than I thought. "You must go to Mt. Geumgang.""If you purify the spirit of Mt. Geumgang...""Mt. Geumgang has been purified.""You can't see Mt. Geumgang on an empty stomach...I'm hungry."I thought that people in English-speaking countries would have a lot of difficulty understanding pronouns (Mt. Geumgang, Mountain Spirit, Cheonha Great General, Jujak, etc.).Therefore, we tried to unify these parts as much as possible, and we have been working on programming so that if we change the actor systemically, it can be changed naturally in all lines.It took longer than I thought.Next is monster balancing and changes in the direction of action we are pursuing.After receiving various feedback and changing the gameplay, I felt that it was gradually changing into a game that many ordinary people had played.As I adjusted the combat style, the next problem arose, and when I fixed it, the next problem arose... As a result, it became nothing more or less than a game that people were familiar with and knew well.I don't know if our game's combat direction is right, but we have revived the philosophy of easy controls but also very difficult enemies.The rolling judgment is good, there is no stamina system, and you can hit easily and quickly, but the battle has changed again to require quick judgment.Also, as the relaxed and heavy battles have disappeared a lot, we are trying to make changes to the charge attack.You can have a tense battle again, so if you like difficult games, I recommend you give it a try.This concludes this week's development log.As the battle changes, I feel much better because it feels like our philosophy is coming back to life.Thank you.

Wave Scene production and White Tiger scene production
Hello.Friday is already approaching.Have a happy Friday and a peaceful weekend.This is the Vermilion Bird Wave scene that I am currently producing.When you only look at the battle, the enemy rushes in and you have to quickly remove the Vermilion Bird shield and catch them, so I think it's fun.I'm wondering what kind of reward to put in.I have a lot of thoughts about going overboard.Becoming a fire sword causes burns in proportion to the number of hits, and if you use a specific skill on that burn damage, you get additional damage, blah blah blah.However, it seems difficult because we are not good at the UI or intuitiveness to show that.In addition, the White Tiger scene work is also progressing smoothly.I added various decorations and am trying to create the feeling of a dark Korean dungeon.However, graphic work takes quite a bit of time, so I think it will take more time.In addition, there are newly added parts such as balance, bugs, and Vermilion Bird scene direction.But I don't think it comes across at all in the image. HahaI will conclude the development log here.I hope you have a lot of fun.Thank you.

This is a development log related to the White Tiger scene production!
Hello.This is Jipangee Games.We are busy with the Next Fest these days, but we still have to continue with the production..This time, we brought the White Tiger scene that we have been working on.These days, AI technology is so good that it seems to do graphic design to some extent.Of course, when you actually try to work on it, it takes a long time to implement due to problems such as modeling production, textures, and lack of art. HahaSince it is still in the production stage, it looks a bit empty, but I expect it will be better when lighting and decorations are added!Additionally, I hope it will be a little more awesome graphics in the future.Additionally, for the Vermilion Bird scene, we are refining the boss's directing and the flow of progress.There seems to be a lot of work to be done in game development, even if it is not noticeable.I hope that when it is released later, you will be able to play by breaking the enemy's head.Thank you for watching!

안녕하세요.
지팡이게임즈입니다!
이번주에는 저희가 주작씬 폴리싱과 함께 몇 가지 변경점을 적용하였습니다.
그 전에 먼저 동영상을 새로 제작했고, 예전에 보이던 아쉬운 모습이 있는 장면 보다 조금 더 흥미를 자극할 수 있는 모습으로 변화시켰습니다.

주작씬은, 사흉과 진행되는 흥미로운 이야기가 있는데요.
아쉽게도 어드밴처 요소가 있다 보니, 예외처리 할 게 많아서, 해당 부분을 수정하는데 시간이 소요 되었습니다.

대표적으로 마주쳤을 때, 그냥 앞으로 진행하면, 게임의 플로우가 꼬이는 문제가 있어 해결했습니다.
그 외에도 이제 무기를 집으면, 인벤토리에서 선택할 수 있게 하였습니다.

스탯을 볼 수 있고, 직관적으로 자신이 얼마나 강해졌는지 알 수 있습니다!
생각보다 인밴토리 시스템 구현하는 게 어려웠습니다 ㅠㅠ
그럼 다음주도 힘내서 계속 개발해 보도록 하겠습니다.
감사합니다!


Nice!

Nice!



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Nice!

Nice!

Nice!



Nice!

Nice!

ㅊㅊ

응원합니다! 새해 복 많이 받으세요~


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