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June 19, 2019
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[This unedited press release is made available courtesy of Gamasutra and its partnership with notable game PR-related resource GamesPress.]

After a 5-year-long struggle, the two-men studio Ivent Games finally announced the release of their game on PSN... and... they made up a holiday?

“EPIC WIN day” announcement video:

The studio seems to have some unconventional ideas about their overall marketing strategy, creating a goofy little digital comic ( ) that gives people “an inside look at the studio dynamics”, making up holidays, and numbering their first game as the third instalment of a non-existing series. When asked about the latter, they proudly explain their reasoning:

“We're NEVER going to make sequels to our games. We want to take up different challenges each time around. And getting stuck on a single series doesn't fit into it. So... we'll be finishing all of our “trilogies” right off the bat. Like, for Strength of the Sword 3... If we want to revisit the project, we much rather do it through DLC, so that we can just build on it instead of redoing it. Why go through all the boring things again-like tutorials and stuff; when we can just give the players that liked it more of the exciting content like Bosses, Levels, Weapons and stuff...”


Strength of the Sword 3 is a PSN exclusive game for PS3.

“The player will take control of a blade-welding, magic-powered war-machine from the heavens and take on the Dark Mechanism and his minions in this Challenge-driven Sword Combat Game.”

The developers boast about their crazy hard difficulty provided by an advanced “Group AI” system that analyse the player's gameplay style and adapts the enemy tactics accordingly.

On the other hand when asked about details on the story they admit:

“Story didn't matter for us as much... we were spread pretty thin as it was... what we wanted to give the player was A CHALLENGING GAME, so that's what we focused on.”

Preview video:


Ivent Games is a tiny indie studio comprised of just two people: Georgi Rakidov and Lyubomir Iliev. And the duo claims that they have no intention of building up a big team. “5 people per project. That's our limit. We'd rather stay small and make small games, thank you very much. We like making games... and in big teams, people don't make games. In big teams, people make animations. Models. Concepts. Features. And so on. It's very different. We tried it and we didn't like it. Staying small is way more fun!”