We heard you: you want to see some gameplay. So we’re expanding our upcoming Behind the Scenes video into a mini Angelic devlog. Originally, the video was going to focus primarily on the production of our Song of the Infestation teaser. But after reading your comments and feedbac
We heard you: you want to see some gameplay. So we’re expanding our upcoming Behind the Scenes video into a mini Angelic devlog.
Originally, the video was going to focus primarily on the production of our Song of the Infestation teaser. But after reading your comments and feedback, we realized there is something much more interesting we can share with you.
We’ll briefly introduce what we've been working on over the last two years and how Angelic evolved. That means teasing some of the features we've been developing.
The complete gameplay reveal still needs more time and polish, but we can absolutely show you some things before then.
In the meantime, we also wanted to properly introduce two characters you may already have noticed in the teaser.
Meet Lemonade 🍋
Lemonade’s origins are as unusual as the world around her.
After Heaven's original Archangel disappeared, Zero, the guardian and the Hiver of the colony, spent 52 years creating Lemonade. She began as a proto-Archangel but grew into something far more independent than her creator ever intended. Known by many names, including the Green Witch and Gifter of Citruses, she became one of Heaven's most influential figures. She nurtured the colony and helped transform parts of its environment, all while developing her own increasingly radical ideas about humanity, angels, and evolution.
Some of her choices would eventually help reshape the fate of the entire colony.
Meet Bart 🤖
Bart is a Vivibot with impressive clumsiness, surprising philosophical bursts, and an unwavering belief that he is destined to become human.
He joins Aurora for a good part of her journey, gradually becoming her unlikely sidekick.
Sometimes he saves the day. Sometimes he creates the problem that needs saving.
You already caught glimpses of both Lemonade and Bart in Song of the Infestation.
Soon, we’ll show you a little more of the world they inhabit.
The response to Angelic: Dark Symphony’s debut teaser has been incredible. A huge thank you to every outlet and editor who covered the reveal, and to every player who watched, shared, commented, praised, or criticized. There were hundreds of comments across different platforms, a
The response to Angelic: Dark Symphony’s debut teaser has been incredible.
A huge thank you to every outlet and editor who covered the reveal, and to every player who watched, shared, commented, praised, or criticized.
There were hundreds of comments across different platforms, and yes, we genuinely read every single one. Every bit of feedback matters to us.
Next up: a behind-the-scenes look at how the teaser was made.
Thank you for helping us spread the word. 🖤
If you haven’t already, wishlist Angelic: Dark Symphony and follow the game here on Steam to stay with us as development continues.
The Angels Return. So Do We. In the world of Angelic, the angels vanished after the Interhuman Wars. For two centuries, humanity heard almost nothing from them. But they were not idle. Heaven Neo-Human Colony - Early Stage Concept Over the last two years, neither were we. Some of
The Angels Return. So Do We.
In the world of Angelic, the angels vanished after the Interhuman Wars.
For two centuries, humanity heard almost nothing from them.
But they were not idle.
Heaven Neo-Human Colony - Early Stage Concept
Over the last two years, neither were we.
Some of you may have wondered whether development had slowed down, whether our ambitions had changed, or whether we had quietly stepped away from Angelic.
The truth is the exact opposite.
We went silent because we had finally found a path back to the game we originally dreamed of making.
How We Reached the Open Alpha
Angelic's roots can be traced back to 2016, but actual development began in 2020 with a bold vision. We had a problem, however. We had no resources and no investment.
We wanted to create a narrative-driven, cinematic science-fiction RPG built around complex, multilayered characters. We had really interesting ideas to make the battles both immersive and tactical. But during the early years, most of the team had to work on the project while also keeping their regular jobs to sustain their families.
In early 2022, we finally raised enough financing to begin building Angelic properly.
Only months later, the collapse of FTX severely disrupted those plans. A significant portion of our resources became inaccessible, forcing us to reduce the size of the team and narrow the scope of development.
The complete vision required a much larger production effort than we could sustain at the time. So we could only concentrate on one of its pillars, and we chose the tactical combat aspect of the game, with multiplayer support.
That decision allowed us to keep Angelic alive, continue building, and eventually put something substantial into the hands of players.
It also explains why the August 2024 Open Alpha focused almost entirely on tactical battles, without the narrative campaign and broader RPG systems that had always been part of the original vision.
The Open Alpha showed one major part of Angelic. It was never intended to represent the whole game.
The Decision We Made After the Open Alpha
When the Open Alpha ended, the dominant feedback we received made one thing clear to us: we had to return to the complete vision that had inspired the project from the beginning.
By that point, we had received an enormous amount of feedback from players. We had learned what worked, what needed more depth, and where the combat still fell short of what we wanted it to become.
At the same time, the possibility of recovering a meaningful portion of the funds lost during the FTX collapse had become much clearer.
For the first time in years, we could begin thinking beyond immediate survival.
That allowed us to comfortably decide that it was finally time for Angelic to embrace its true DNA: the cinematic, narrative-driven science-fiction tactical RPG we had always intended to build.
Concept Art: A Mysterious Angel Core
Why We Went Silent
After the Open Alpha, we deliberately entered a period of deep development.
Public builds, regular announcements, promotional campaigns, and event participation all require time. At that stage, we believed the most responsible choice was to reduce that noise and place our energy back into production.
We did not want to keep showing slightly improved versions of the same incomplete foundation.
We wanted the next major reveal to demonstrate a meaningful transformation.
So we went quiet. Not because development had slowed down. Because it had expanded.
Rebuilding the Combat
We studied feedback from players and began rebuilding and expanding major parts of the combat.
Our goal was not simply to add more abilities, enemies, or numerical depth. We wanted the battles to feel more connected to the heroes themselves.
Every character in Angelic has a distinct identity, history, personality, and role within the story. Their combat design should express those differences rather than making them feel like interchangeable units on a board.
We began pushing the system toward the original goal: more cinematic, more immersive, more hero-driven, and more deeply integrated with the narrative.
We also worked on features and systems that had been missing from the Open Alpha, while improving presentation, pacing, animations, environments, and the overall flow of battle.
The tactical combat remained one of Angelic’s central pillars.
But it was finally being developed as part of a larger RPG rather than as an experience standing on its own.
Building the Missing Half of Angelic
The largest change after the Open Alpha was not the combat. It was the beginning of full production on the narrative campaign.
For years, this had been the most important part of the vision that we were unable to build at the necessary scale.
We began developing the story, cinematic sequences, exploration, conversations, relationships, environments, and the systems required to support a narrative RPG.
A reminder: Angelic does not revolve around a single permanent protagonist. Its story moves between different heroes, factions, locations, and perspectives. Players will experience the same conflict through characters with different loyalties, beliefs, histories, and personal tragedies.
That structure requires much more than writing a script and placing dialogue between battles.
It requires environments built for exploration and storytelling. It requires cinematic pipelines, character performances, camera systems, narrative tools, animation, voice production, musical compositions, and more.
This was the work happening during our silence. We were transforming Angelic into the game that combat had always been built to serve.
Early Stage Concept Art - Angelic: Dark Symphony (featuring Diana Lindberg)
Finding Angelic’s Identity
Returning to the original vision was not only an emotional decision. It was also necessary for the future of the project.
The tactical RPG space is crowded. Tactical combat alone, even strong tactical combat, would not give Angelic the distinctive identity it needed.
Its identity comes from the combination:
Cinematic storytelling.
A complex ensemble of heroes.
A story experienced through shifting perspectives.
Exploration, relationships, and personal tragedy.
A dark science-fiction universe.
And hero-driven turn-based combat where every character matters both mechanically and narratively.
We realized that Angelic could not succeed by becoming a smaller or safer version of itself.
It needed to become more fully itself.
Debut Trailer of Angelic: Dark Symphony Set to Launch on 5th of August!
Why the Steam Page May Still Look Unchanged
This brings us to Steam Cyberpunk Fest.
Angelic: Dark Symphony is participating in the festival, which begins on Monday, August 3, 2026. We previously announced that our Steam page would receive a major overhaul as part of the event.
That overhaul is complete.
However, we decided not to publish it immediately when the festival began. Instead, we are holding the new page until Wednesday, August 5, so it can launch alongside the Angelic: Dark Symphony teaser reveal it was created to support.
If you are reading this on August 3 or August 4 and the Steam page still looks familiar, nothing has gone wrong. You are still seeing the previous version intentionally.
If you are reading this on or after August 5, the newly overhauled page should already be live, and the page you are currently viewing is the new version described here.
On Wednesday, August 5, we will unveil:
A completely rebuilt Steam page
New screenshots and updated information about the game
Support for 13 languages
A new teaser created using in-game and in-engine footage
The clearest presentation yet of what Angelic: Dark Symphony has become
After remaining quiet for so long, we did not want our return to arrive as a collection of disconnected fragments.
The Return Begins Here
The last two years were not a period in which Angelic disappeared. They were the period in which it began transforming into the game it was always meant to be.
We know that silence can be frustrating. We also know that trust cannot be rebuilt through promises alone.
From this point forward, we want to communicate more openly about development: what we are building, what has changed, what remains difficult, and where Angelic is going next.
Thank you to everyone who played the Open Alpha, shared feedback, remained in our community, wishlisted the game, or simply continued checking in during our silence.
Hello everyone, It has been a while since our last update, so first of all: yes, we are still here, still building, and still pushing Angelic forward. Today we are happy to share that the new Angelic website is now live. The new site gives Angelic a much stronger home. It present
Hello everyone,
It has been a while since our last update, so first of all: yes, we are still here, still building, and still pushing Angelic forward.
Today we are happy to share that the new Angelic website is now live.
The new site gives Angelic a much stronger home. It presents the game’s dark sci-fi universe, hero-driven turn-based combat, characters, screenshots, and overall tone with much more clarity than before.
For us, this is not just a visual refresh. It is part of a broader effort to communicate Angelic better as we continue developing the game: what kind of RPG it is, what kind of world it takes place in, and what kind of experience we want players to have.
Hello everyone, We’ve refreshed the Angelic Steam page to better reflect the game’s current direction. This update includes a revised "About This Game" section, new screenshots, and clearer messaging around the game’s darker, more story-driven identity. An in-game cinematic scree
Hello everyone,
We’ve refreshed the Angelic Steam page to better reflect the game’s current direction.
This update includes a revised "About This Game" section, new screenshots, and clearer messaging around the game’s darker, more story-driven identity.
An in-game cinematic screenshot featuring Aurora and Bart.
Many of you originally discovered and wishlisted Angelic as a narrative strategy RPG. Later, we adapted the page to Angelic: The Chaos Theatre during combat playtesting. Now, we are bringing the Steam page back to its original roots with Angelic: Dark Symphony: the dark, story-driven sci-fi RPG experience at the heart of the broader Angelic universe.
To be clear, this does not mean The Chaos Theatre is being cancelled. It remains part of our long-term plan and is intended to release after Angelic: Dark Symphony as a free DLC.
This refresh is only the first step. We are preparing a much larger update, with new trailers, more gameplay screenshots, and additional reveals about the game in the near future.
A gameplay screenshot featuring Seliné’s signature flight ability, one example of Angelic’s distinct hero mechanics.
Thank you for staying with us as Angelic continues to evolve. We’re also happy to confirm that major updates are coming later this year.
It’s time for another update letter. Today we focus on our decision to cancel the token—previously known as the Angelverse Token- and any associated blockchain features with it. We share a few sneak peeks from the upcoming hero customization features, too. We’ll also offer our ho
It’s time for another update letter. Today we focus on our decision to cancel the token—previously known as the Angelverse Token- and any associated blockchain features with it. We share a few sneak peeks from the upcoming hero customization features, too.
We’ll also offer our honest view of the web3 gaming industry, a space we never truly felt part of, and issue a few warnings based on what we’ve witnessed over the years.
Our heroes are reaching a whole new level. Seliné now looks and feels hyper-realistic, a true leap forward in our visual fidelity. We can’t wait to show you their full glory in our next video-log update.
Origins
Few people know this, but back in 2016 when Metaverse Game Studios was first founded, our goal was to create a collaborative intellectual property. A universe shaped not only by developers but also by the community.
And pay attention here please, we’re talking about 2016, long before the word Metaverse was hijacked by countless scam projects. We chose the name Metaverse to symbolize the connection between Angelic’s universe and the creative contributions we hoped our players would bring to it.
Back then, we were just a small Turkish team, not the international studio we’ve become. Then the 2016 coup attempt in Turkey forced us to shut down before we could even start.
The Rebirth
In 2020, we restarted the studio. Our initial plan was to launch a Kickstarter campaign, but we quickly pivoted to publisher talks and built a polished vertical slice that drew praise from publishers, investors, and influencers.
We received offers from publishers and investors, but ultimately we chose to work with blockchain-oriented backers for one simple reason: it allowed us to keep our independence. Reputable names like Pantera Capital believed in our mission and supported us. They understood that we were building a collaborative IP, not a speculative token product.
Control Shanwang as he roams the lands, listen to his poetic voice, and unleash his majestic abilities to obliterate your enemies. We can assure you it’s an epic experience.
But as we looked closer at the web3 gaming scene, we saw something we despised: play-to-earn schemes, speculative trading, toxicity, and scams. Yes, a few had good intentions, but most were clearly there to exploit people.
When we closed our rounds in 2022, NFTs were booming. Projects we wouldn’t even call “games” were selling NFTs and making tens of millions. We saw the scam cycle forming and refused to take part, even though we could have raised millions by doing so.
We even let go of people who tried to push us in that direction. They didn’t understand what we were building.
What We Were Actually Building: A Legacy
Our goal was simple: use blockchain as a tool for creators, not speculators.
We envisioned tokens as a reward mechanism for contributors, empowering them to expand Angelic’s universe.
It seems our short-tempered beauty, Aurora, didn’t quite approve of her new look. 😅 Good thing you’ll have the power to make her happier! We’re crafting a deep customization system that gives players massive creative control: design your heroes exactly the way you want them to look and feel.
We never intended to let speculative traders infiltrate or exploit our players—that’s why we never sold a single NFT. In interviews, we openly criticized the predatory business models of web3 gaming and clarified that Angelic was never a web3 or blockchain game. It made us unpopular with some, but we didn’t care.
As time went on, we realized even our token idea was flawed. It was legally risky. SEC rules could classify it as a security. We were trying to create a fair contributor reward system while avoiding any use case that could harm players.
Then the FTX disaster hit in November 2022, wiping out nearly 80% of our runway. We could have panicked, launched a token, and cashed in. We didn’t. We had to act responsibly. After all, we’re building a legacy.
Why We Cancelled the Token
We kept building despite everything that happened to us. We also kept observing. What we saw in web3 gaming was that it was getting increasingly toxic. Projects were either engineered to scam or driven by naïve promises that hurt everyone. For years, the same story repeated. It was always the players and communities who suffered most.
Our blockchain aim was always to empower our community to contribute safely and transparently. A kind of supercharged, secure modding/UGC system. But speculative NFT trading and token economies only opened doors to bad-faith actors. That’s not empowerment. That’s danger.
So we made our decision: We are permanently scrapping all token launch plans.
We never labeled Angelic as a web3 title, so this probably doesn’t come as a surprise. Many of you didn’t even know we were exploring token concepts at all. But let it be clear to everyone now:
We refuse to let insiders, exchanges, or market makers exploit our players. We refuse to let greed define our universe.
Yes, you can even customize the eyebrows and eyelashes - their thickness, shape, and color are all in your hands. Every detail matters when bringing your hero to life.
Technologies Themselves Aren’t Evil
Let’s remember: blockchain is not the enemy.
People often confuse blockchain with Bitcoin or cryptocurrencies. At its core, it’s just a transparent, tamper-proof ledger. A technology that can serve good or bad purposes depending on who wields it.
Just as nuclear technology can power MRI machines to save lives or destroy cities, the difference lies in intent.
Sadly, most of the web3 gaming scene has used blockchain to manufacture FOMO, launch tokens, and then use their own community as exit liquidity. No other industry is so eager to hurt its own believers. It's a disgrace, to say the least.
Instead of reflecting on why web3 gaming failed despite massive funding, many doubled down on poor ethics and short-term thinking, rushing to cash out before the markets collapsed. Many were simply incapable of creating real games that can compete. They outpaced even chameleons in how quickly they changed colors—one day rebranding as AI companies, the next launching new L2s or chasing whatever the latest hype demanded. Yet again, these failures lie with bad actors, not with the underlying technology itself.
Our Vision for Collaborative IP
From the beginning, we knew launching a new IP would be difficult. That’s why we started with strong foundations: a deep lore, unforgettable story, and stellar gameplay. The plan was to invite our community to help expand it once we have the solid foundations.
We aim to give players safe, transparent tools to contribute content. Think of it as a next-generation modding or UGC system that rewards creativity as much as possible.
In that sense, blockchain could still be useful, not for trading, but for recording, distributing, sharing. We might one day use it as a ledger to register player contributions, allow creators to securely monetize mods or skins, or record achievements and progress fairly.
We even have an internal concept called AngelNet: A pseudo-chain that could act as a transparent distributed database. It might also help us experiment with self-learning AI dialogue systems (the dynamic dialogue feature). Exciting ideas that have nothing to do with speculation.
We were also exploring a community club idea, TheCouncil of the Angels (CoA), to bring together opinion leaders, clan heads, cosplayers, and role-players. Blockchain could help establish transparent voting, but again, no tokens, no speculative assets. The CoA was founded on community contribution scores, not financial power, and when we relaunch it, we intend to uphold that same principle.
But let’s be honest: these aren’t our priorities. We haven’t written a single line of blockchain code, and probably won’t for at least a year or two (or maybe never).
Feeling bold enough for two different eye colors? Go ahead, we’ve got you covered.
How We Stayed on Steam (and Why Epic Gets It Too)
Many have asked how Angelic remains on Steam given its anti-blockchain stance. The answer is simple: Angelic was never a blockchain game.
We shared our vision, explained that any future blockchain usage (if any) wouldn’t involve speculation, trading or NFTs, and they approved it as fully compliant.
Similarly, Epic Games Store understands the difference between our approach and typical “web3” titles, which is why Angelic carries no blockchain or NFT label there either. Reminder: Angelic's Steam page was launched in 2021, and Epic Store page was launched in 2023.
Final Words for Web3 Developers
Here’s an honest message to every developer still chasing that model:
Players aren’t here out of greed. They’re here out of passion.
Your “true ownership” slogans don’t make sense either. Players already own what matters: The experiences and memories. Nobody should play to trade. We play because we love.
We’ve loved our games so deeply that we name our children after their characters. Try minting that kind of connection, it’s the real soulbound token...
The revamped Chun looks absolutely stellar! 🌸We’re still taming that hair, but honestly… this might be the cutest face ever made in gaming history.
Coming Up Next
Our next update will be a comprehensive v-log, where we’ll share upcoming features and production highlights in detail.
In the meantime, if you have questions, reach out to us on Discord. Our team is always active and responsive there.
Our primary communication channels remain Discord, Steam, Reddit, and X, with additional official presences on LinkedIn, YouTube, Twitch, and Instagram.
The last few months have marked one of the most dramatic evolutions in Angelic’s history. We’ve revamped vast parts of the game and added a bazillion new features. These additions are altering the core systems and are crucial for the upcoming narrative campaigns, while also signi
The last few months have marked one of the most dramatic evolutions in Angelic’s history. We’ve revamped vast parts of the game and added a bazillion new features. These additions are altering the core systems and are crucial for the upcoming narrative campaigns, while also significantly improving our free-to-play multiplayer edition.
Here’s a detailed look into the massive overhaul currently underway:
Cinematic Layers
We’ve added cinematic kill cams and brutal combat moments that hit like a freight train.
New systems include:
Kill cams with dramatic slow motion, camera shifts, special FX, and sequencers
Overkill animations with dismemberment and brutal deaths
Environmental interactions like knockbacks, wall collisions, and terrain hazards
Destructible elements like bridges, barrels, and structural weak points
These aren’t just visual flair, they improve readability. Thanks to our new cinematic system, even multi-target kills feel clear, satisfying, and brutal.
MetaHuman Integration
Since Angelic's 2020 build, we’ve been crafting cinematic experiences, but our characters always struggled to deliver the hyper-realistic facial expressions we were striving for. They usually looked solid but never quite felt real enough. Until now...
Since mid-2023, we’ve been migrating our heroes to MetaHuman, Epic Games' cutting-edge character infrastructure for Unreal Engine. After years of intensive R&D, facial rig adjustments, custom shader tuning, and performance testing, this migration is now nearing completion.
MetaHuman enables the hyper-realistic facial expressions we need for our upcoming, emotion-heavy campaign.
We captured countless hilarious expressions, but space is limited, so we’ll only tease a few :) (Featuring Aurora)
Now, our characters finally feel real, breathing, reacting, and emoting with film-quality fidelity.
New Heroes & Characters
The Angelic universe is expanding. Here are some of the characters now implemented or in active development:
Xue & Chun, dark and light siblings. You’ve already met them, but never had the chance to play with them. They’re not coming alone. They bring their guardian: Shanwang, the Mountain King, a dragon-horse synth. Playing as Shanwang is something else entirely. Imagine controlling a giant winged synth, hearing his poetic, deep reactions. We can't wait.
Bart, the Vivibot. Your favorite sarcastic bot who still can't pronounce the letter “B” properly and loves dancing... ahem, also punching enemies into the sky.
Diana Lindberg, an enhanced (cybernetic) human, independent journalist, and media icon. With nearly 2 billion followers, she’s both a powerful symbol and a prime target for corporate assassins.
Sopdet, the Oracle of the Goddess. Diplomat, warrior, and luminous daughter of Iset. You’ve seen her concept art before.
Matriarch of the Nameless Ones, the ancient librarian and keeper of the Wall of Arch-Lore. Whatever you do, never look into her third eye.
Infested horrors, including the Niataju, a swarm horror capable of spreading infestation rapidly, and Marajuaronesis, a towering, regenerative abomination. Long-time followers may remember the early female version of this creature from our 2021 vertical slice. The new one is 100 times more terrifying.
Supreme Cartel Commandos, brutal eugenic supersoldiers. Hoshi Ryu kenshis and vanguards are also coming, including the infamous Bōrei, undead warriors cursed to never find peace. That’s all we can say for now, to avoid spoilers.
Ryoji Hoshinaga, a powerful Hoshi Ryu lieutenant who will play a key role in the upcoming campaign.
Two major new characters, whose names we can’t reveal yet due to story spoilers, only identified for now s Z. and L. One of them will appear in the attached screenshot. They’re neo-humans, but with a twist.
Meet L (name hidden to avoid spoilers). A major addition to the story. What you see here is a direct in-game capture.
Many more: infested humans, rogue synths, colony NPCs, mutant creatures, and yes, even the redesign of our divine goddess Iset. She will be magnificent.
We told you, this is the biggest expansion in Angelic’s history.
Combat System Overhaul
We completely rewrote how abilities work under the hood.
Heroes now instantly react to your commands. You click, they respond. They now clearly show what they’re about to do whenever you select an ability. For example, select Rumbrogon's cleave, and he’ll visibly raise his weapon to show he’s about to strike. Previously, they wouldn’t react until the skill was executed.
To make this possible, we:
Remade and polished hundreds of animations and re-implemented them
Re-aligned VFX and SFX for every ability
Tuned transitions, hit reactions, and targeting logic
The result? A far more responsive, predictable, and fast gameplay loop.
We are also adding facial expressions to every single animation. We aim for perfection, and it doesn't matter if it's combat or cinematic. Our characters must look superb. Period.
Unique Hero Mechanics
We're doubling down on what makes each hero feel truly distinct, not just in theme but in gameplay:
Seline can now fly across the map with full vertical control, evade melee attackers, and turbo through danger
Odile can glide over deadly zones and move at ultra-fast speeds mid-air (though she can’t gain much vertical elevation)
Phoenix and Xander now feature continuous-fire mechanics, hold down LMB to dynamically aim and sustain firepower
These mechanics introduce entirely new tactical dimensions. They required deep changes to traversal systems, camera logic, animations, passives, and even enemy AI. They also affected other abilities. For example, Seline's healing abilities have been migrated to a continuous variation, so she keeps healing while her allies are under attack. That makes our turn-based combat feel more multi-layered, sometimes almost real-time, with multiple heroes reacting simultaneously.
And more heroes are gaining signature mechanics. Chun can teleport enemies into cliffs, or lava pools. That means the battlefield is becoming even more interactive.
Pale Phantom can now enter Qatom Swarm Cloud mode. He disintegrates into millions of cubes and can pass through thin objects like a ghost or fly (kind of) and effectively become untargetable unless hit by an AoE ability.
Dynamic and Interactable Environments
You can now jump with your heroes. Obviously, with flying and gliding mechanics being implemented, we couldn’t leave other heroes without the basic ability of jumping.
But mind where you jump. Fall damage is now a thing, and heroes can weaponize it. If Chun teleports you to the edge of a cliff, falling might kill you. Or if someone destroys the bridge you’re standing on, your hero will fall, unless they can fly or glide.
Hero Customizations
We are revamping our customization and skin system. By using our customized version of Unreal's mutables, you will be able to personalize your heroes with a great degree of control. Want a different hair color for Aurora? Done. A new eye design for Chun? Sure. Change the color theme of Phoenix or swap wing designs on Seline? Go ahead.
Only one rule: you cannot alter the proportions or facial structures of the heroes. This preserves their identity and visual consistency, and ensures cinematics work as designed.
Physical Improvements and Procedural Animations
We have significantly improved the ragdoll system and IK (inverse kinematics) for our characters, both heroes and NPCs. This was a much-needed upgrade to make their animations physically interactable, and their falls and deaths ultra-realistic. It will hugely complement our kill cameras too.
Even more, we are adding procedural animations to our heroes. Combined with their new fall, jump, hard stop, and hit animations, the procedural system makes them respond and react naturally to their environment.
UI & UX Redesign
We’re rebuilding the entire combat interface, along with the hero menu and game lobby.
Expect:
Cleaner layouts
Clearer ability indicators
Faster navigation
More visual feedback
Sexier designs
We revamped how the combat log works and overhauled nearly every UI component in the game. Not just in combat, but also in the hero menu, the game lobby (you may have seen the video), and even the main menu. Our new menu sub-levels feature signature hero poses and beautiful 3D backgrounds.
Visual Effects Revamp
We’re upgrading every visual effect in the game. Everything, from Seline’s healing pulses to Phoenix’s rifle fire, has been redesigned. Odile’s gravity powers now ripple across the terrain, Chun’s portals look epic, and Shanwang’s mountain breeze might literally freeze you in awe.
Shanwang and Xue. What a majestic duo! Their combat abilities are just as impressive as their stories, looks, and personalities.
Narrative Mode Preparation
Everything listed here, from MetaHuman upgrades to new abilities, lays the foundation for the single-player campaign.
The campaign has always been our dream. Everything we’ve built so far is leading to it.
We’re developing rich, handcrafted environments, stunning cinematics, and a deep, unforgettable story brought to life by our multi-layered cast of heroes.
So far, we’ve only talked about the systems already built or in development. This milestone also includes hero progression mechanics (with tons of new abilities) and more features.
A Note About the Future
Once our current sprint is over, we will begin work on hero progression. This will be just as ambitious as what we’ve already shared.
We are adding approximately 10 new abilities per hero, plus more modifier abilities.
These won’t just be new skills, but entirely new categories of abilities. At the moment you’ve only seen basic abilities (usable during active turns), stance abilities (triggered during passive turns to make heroes react to events), and a few limited passive abilities (like Rumbrogon's disengagement attack).
Now we are adding Alterations, which significantly transform a hero’s kit by turning them into something else. For example, Daeva can become the Succubus, Odile becomes the White Swan, Seliné turns into the Dark Nightingale, and Aurora transforms into the Daughter of the Storm. These powerful skills unlock entirely new abilities or alter existing ones in dramatic ways.
We are also adding ability modifiers, indirect skills that impact your basic, stance, passive, and alteration abilities.
On top of that, we are introducing combo abilities, tag abilities (coordinate with an ally to unleash devastating attacks), and even infection abilities. Infection will now play a much deeper and more sophisticated role, so you’ll need to monitor your heroes’ infection levels carefully. Some heroes and units are immune, like already-infested heroes (Rumbrogon, Odile) or fully mechanical units.
This evolution of progression will push tactical depth in Angelic to an entirely new level.
This milestone, known internally as the Prime Vertical Slice, and officially titled Angelic: Dark Symphony Prelude - Dread Heaven, is without question the most ambitious development phase in our history. And it’s far from over. But each step brings us closer to making Angelic the strategy-RPG experience we all envisioned.
We’ll share more gameplay videos, visuals, official soundtracks and screenshots in the coming months. Please bear with us. These features are massive, and our full focus is on delivering them.
If we’ve been quiet lately, it’s not because we’ve gone dark. It’s because we’ve been building like mad. We’ve expanded the team, sharpened our focus, and poured ourselves into something we believe in.
So please, don’t expect frequent updates. But when we do share something, expect it to be fantastic.
In Angelic’s brutal universe, survival isn’t just a fight. It’s a cost paid in memories, and pain. The storms you face aren’t just outside... they rage inside you, too. So when a fleeting moment of peace arrives, you drink. You breathe. You remind yourself you’re still human (or
In Angelic’s brutal universe, survival isn’t just a fight. It’s a cost paid in memories, and pain. The storms you face aren’t just outside... they rage inside you, too. So when a fleeting moment of peace arrives, you drink. You breathe. You remind yourself you’re still human (or neo-human).
Yet, peace is just an illusion.
Aurora loathes Daeva. Xander? He mirrors Daeva’s posture without even realizing it. A platonic crush that only fuels the fire smoldering in his tormented soul.
And in all this darkness, there's Seliné. The blue angel. Pure empathy. Gentle grace...
A flicker of light in the void. She listens when others shout, heals where others wound. But never mistake her serenity for surrender. Seliné may be kind, but she is no stranger to power. Her mercy is a choice. Her wrath, a last resort.
Feature Tease Series Begins! Kicking off our feature tease video series with a deep dive into our revamped game lobby and captain selection flow! 🔹 Pick Your Captain – Choose your hero in our sleek 3D menu and prepare for battle. 🔹 Explore in Detail – View their skills, intro,
Feature Tease Series Begins!
Kicking off our feature tease video series with a deep dive into our revamped game lobby and captain selection flow!
🔹 Pick Your Captain – Choose your hero in our sleek 3D menu and prepare for battle. 🔹 Explore in Detail – View their skills, intro, and stunning 3D model up close. 🔹 Customize Your Look – Swap between skins and personalize your hero.
Your captain choice is crucial for optimizing your battle strategies in our free multiplayer module, Angelic: The Chaos Theatre. (Reminder: You can deploy additional heroes and capture neutral units across the map during battles.)
Pay special attention to Odile: The Black Swan’s revamped model and the new arrivals, Xue & Chun!
More exciting feature teases are on the way—stay tuned!
Did You Miss Our Latest Wallpapers?
No worries, we've got you covered! Here they are—all in one place.
Xander Aidan
Bart, Seliné and Aurora
Daeva
Aurora
Shanwang and Xue
Rumbrogon
Seliné Vivarri
Aurora
We will release more wallpapers, so keep an eye on our social accounts.
Since 2016, we’ve faced countless challenges. Yet, we kept building. Always outnumbered, never outgunned. With years of love, passion, and relentless development behind us, we’re nearing an extraordinary season. Multiple launches are coming in 2025. Stay tuned—we won’t disappoint
Since 2016, we’ve faced countless challenges. Yet, we kept building.
With years of love, passion, and relentless development behind us, we’re nearing an extraordinary season. Multiple launches are coming in 2025. Stay tuned—we won’t disappoint.
𝗪𝗶𝗻𝗴𝗯𝗹𝗮𝗱𝗲 𝗝𝟴 - one of the most successful fighter jets, capable of combat in both space and atmospheric environments—belongs to Hoshi Ryu, a militaristic mega-corporation notorious for its aggressive expansion and deep ties to space pirates. 🏴☠️ Their hunger for domi
𝗪𝗶𝗻𝗴𝗯𝗹𝗮𝗱𝗲 𝗝𝟴 - one of the most successful fighter jets, capable of combat in both space and atmospheric environments—belongs to Hoshi Ryu, a militaristic mega-corporation notorious for its aggressive expansion and deep ties to space pirates. 🏴☠️
Immerse yourself in the haunting beauty of one of our most iconic maps, now reimagined and visually enhanced for the upcoming open alpha season 3(*) of Angelic: The Chaos Theatre. A bit of backstory: Once a sanctuary for neo-humans, Angel Nest was established by the Crimson Angel
Immerse yourself in the haunting beauty of one of our most iconic maps, now reimagined and visually enhanced for the upcoming open alpha season 3(*) of Angelic: The Chaos Theatre.
Once a sanctuary for neo-humans, Angel Nest was established by the Crimson Angels as a beacon of hope. Its stunning yet perilous environment made it one of the most breathtaking colonies ever created, blending nature's beauty with ever-present danger. But its remote location and mysterious abandonment left it vulnerable to time and turmoil.
Rediscovered by Celtic Triquetra corporation, an attempt was made to revive the colony. However, relentless pirate attacks and unsustainable costs forced its desertion once again. Today, Angel Nest lies beyond corporate influence, its lush landscapes overshadowed by deadly flora, ferocious wildlife, and brutal pirate factions.
In Angelic: The Chaos Theatre, explore Angel Nest in its pre-pirate assault state, brought to life as part of hyper-realistic simulations designed to prepare neo-humans for the battles ahead. Play this iconic map in PvP and PvE modes, solo or with friends—for free!
Angelic🪽is a narrative strategy-RPG set in a dark, collaborative sci-fi universe.
Endure as a team, or die alone!
(*) You read that right! We’re launching another alpha season to collect feedback and test exciting new features and ideas. Stay tuned—more details coming soon!
Angels🪽, the next 6 months will be GLORIOUS. We’ve been cooking up exciting new features. Here’s a taste of what’s coming: 🎮 Heroes: Chun & Xue: The sibling duo with unique abilities and gripping backstories. Shanwang: A synth longma, loyal guardian of the siblings, joining
Angels🪽, the next 6 months will be GLORIOUS.
We’ve been cooking up exciting new features. Here’s a taste of what’s coming:
Chun & Xue: The sibling duo with unique abilities and gripping backstories.
Shanwang: A synth longma, loyal guardian of the siblings, joining the fray.
Odile’s Black Swan: A dramatic, breathtaking upgrade to her iconic look.
👾Units:
Infested Creatures: Terrifying, disgusting, and truly deadly (you’ll feel the fear).
Eugenic Commandos: Ruthless, elite hunters—barely human, engineered to kill.
Vivibot: A friendly synth (with a few loose screws) ready to spice up battles.
🎭NPCs:
Ryoji Hoshinaga: Reputable captain from Hoshi Ryu with a hidden agenda.
Diana Lindberg: Clumsy, eccentric reporter streaming 24/7 with her flying cameras. She’s obsessed with neo-humans—especially the Goddess.
Sopdet: The Herald of the Mother and backbone of the Osiris ship. Mystical, awe-inspiring, and thankfully… friendly.
Nameless Ones: Silent, enigmatic sentinels of the Osiris ship. Don’t look into their third eye—you’ve been warned.
⚙️Features & Upgrades
Overkill Blows: Deliver devastating, gory "overkill" attacks that behead or dismember your enemies.
Osiris the Mothership: Your home in the Angelic universe! Talk with heroes, level them up, customize them, and trigger missions—all from the Osiris Mothership.
Hero Conversations: Engage with your heroes like never before—speak freely, even using your own voice, for endless, dynamic interactions that evolve as your journey unfolds!
Immersive Battles: Flying, jumping, climbing, and environmental interactions take the experience to the next level.
Hero Leveling: Unlock new skills, majestic alteration abilities, and tag-based combos for devastating effects.
Dear Angels, The wait is over! Angelic: The Chaos Theatre Open Alpha Season 2 has officially launched. If you’ve previously downloaded the demo build, it’s ready and waiting in your library—simply update to the latest version and jump right into the action! For those joining us f
Dear Angels,
The wait is over! Angelic: The Chaos Theatre Open Alpha Season 2 has officially launched. If you’ve previously downloaded the demo build, it’s ready and waiting in your library—simply update to the latest version and jump right into the action!
For those joining us for the first time, head over to our store page to download the free demo and experience the chaos firsthand in Open Alpha Season 2.
Curious about the new features and updates? Check out our latest announcement for a quick summary: Steam Announcement.
The full changelog, with all the exciting details, will be available on our Discord community.
Heads up, Angels, We’re adjusting the launch date of Open Alpha Season 2 by one week. Initially set for September 30th, we're pushing it to October 7th . This gives us extra time to polish things and ensure an amazing experience for both new and veteran players. What’s New?Tempes
Heads up, Angels,
We’re adjusting the launch date of Open Alpha Season 2 by one week. Initially set for September 30th, we're pushing it to October 7th. This gives us extra time to polish things and ensure an amazing experience for both new and veteran players.
What’s New?Tempest Dam and Angel Nest maps have undergone significant revamps—you’re going to love the updates!
The Hangar Bay tutorial map is also getting a makeover.
The Forsaken Mine map will be temporarily disabled until we give it a fresh revamp.
The Destructible Mesh System is nearly ready! Maps will now feature destructible objects, so tread carefully, Angels! Many things are fragile and can even explode unexpectedly. Watch out for AoE abilities! (*Daeva smiles mischievously)
We’ve adjusted several gameplay mechanics. For instance, you’ll be able to walk and run more, but turns will be slightly shorter. Odile’s gravity manipulation now significantly slows movement, and Xander’s shockwave grenade EMP effect lasts for two turns, meaning invisible or camouflaged heroes will feel its effects longer.
Fully functional leaderboards and leagues are coming!
And of course, bazillions of UI-UX improvements.
Additional Notes:
We’re also working on adding jumps and hard stops for heroes, making them more reactive to their environments. Jumps will help you quickly traverse small obstacles, and, for added flair, Seline can fly briefly while Odile glides at high speed. These features might not be available at the start of Season 2, but we’re hoping to include them before the season ends.
New characters like Cartel Commandos and Vivibot, along with new heroes like Chun and Xue, are on the horizon and will be introduced in Open Alpha Season 3.
Full change list and details will be released with the new season. We apologize for the delay, but as perfectionists, we want to make sure everything’s just right. We’ll be working hard this week to ensure there are no further delays.
We can't wait to play our beautiful game with all of you. Thank you for your support—know this, Angels: we love you all.
Dear Angels🪽 On August 6th, we made history by launching our Open Alpha on Steam. 𝗧𝗵𝗮𝗻𝗸𝘀 𝘁𝗼 𝘆𝗼𝘂𝗿 𝗶𝗻𝗰𝗿𝗲𝗱𝗶𝗯𝗹𝗲 𝘀𝘂𝗽𝗽𝗼𝗿𝘁, 𝘄𝗲 𝘁𝗿𝗲𝗻𝗱𝗲𝗱 𝗼𝗻 𝗦𝘁𝗲𝗮𝗺 𝗳𝗼𝗿 𝗱𝗮𝘆𝘀, 𝗮𝗻𝗱 𝗼𝘃𝗲𝗿 𝟮𝟳,𝟬𝟬𝟬 𝗽𝗹𝗮𝘆𝗲𝗿𝘀 𝗷𝗼𝗶𝗻𝗲𝗱 𝘂𝘀 𝘁𝗼 𝗵𝗲𝗹𝗽 𝗶𝗺
Dear Angels🪽
On August 6th, we made history by launching our Open Alpha on Steam. 𝗧𝗵𝗮𝗻𝗸𝘀 𝘁𝗼 𝘆𝗼𝘂𝗿 𝗶𝗻𝗰𝗿𝗲𝗱𝗶𝗯𝗹𝗲 𝘀𝘂𝗽𝗽𝗼𝗿𝘁, 𝘄𝗲 𝘁𝗿𝗲𝗻𝗱𝗲𝗱 𝗼𝗻 𝗦𝘁𝗲𝗮𝗺 𝗳𝗼𝗿 𝗱𝗮𝘆𝘀, 𝗮𝗻𝗱 𝗼𝘃𝗲𝗿 𝟮𝟳,𝟬𝟬𝟬 𝗽𝗹𝗮𝘆𝗲𝗿𝘀 𝗷𝗼𝗶𝗻𝗲𝗱 𝘂𝘀 𝘁𝗼 𝗵𝗲𝗹𝗽 𝗶𝗺𝗽𝗿𝗼𝘃𝗲 𝗔𝗻𝗴𝗲𝗹𝗶𝗰. Your insights, data, and feedback have been invaluable in enhancing many aspects of the game.
With super realistic expressions and mimics, we're just scratching the surface of what’s possible with this feature.
There is still much to do, and now it's time for us to double down on development to continue delivering on our promises to you, Angels.
This Friday, September 6th, exactly one month after our Open Alpha launch, we will conclude the first season. But fear not—we will return soon with a better build, more features, and exciting updates.
As we reset accounts, your gameplay time will remain as an achievement.
Additionally, the top 50, 25, and 10 players will receive special profile badges and rewards, including Community Points and additional hero unlock cores!
More details will be shared on our Discord server.
Thank you for being a part of this journey. Together, we rise!
Hello Angels , We've rolled out a new update. Below are the detailed patch notes: Game Design Adjustments *Seliné (Micro Angels Stance): Stance now lasts for 2 turns only. Revive ability cost increased to 7 AP (previously 2 AP) and has a 4 turn cooldown (previously 3 turns). *Dae
Hello Angels ,
We've rolled out a new update. Below are the detailed patch notes:
Game Design Adjustments
*Seliné (Micro Angels Stance): Stance now lasts for 2 turns only. Revive ability cost increased to 7 AP (previously 2 AP) and has a 4 turn cooldown (previously 3 turns). *Daeva (Void Storm) : Void Storm attack area reduced to 1500 cm (from 2000 cm) AND radius reduced to 4000 cm (from 5000 cm). *Xander (Mirror the Pain): Now it lasts for 2 turns with a 0 cooldown. You can trigger it for free, similar to Seliné’s Micro Angels. *Thundershark Control Consoles : Capture costs updated: 10 Energy (previously 22) and 9 AP (previously 5).
Rank Point System Updates Level Based Adjustments *Removed penalties for level differences. *Point allocation adjusted based on level differences: +1 point for winning against players 3 levels below you. +2 points for winning against players within ±3 levels. +3 points for winning against players 4+ levels above you.
Game Duration Multipliers *Less then 5 minutes : No points. *Less then 10 minutes : 0.75x multiplier. *10-20 minutes: Full points (1x multiplier). *More then 20 minutes :1.25x multiplier
League Based Modifiers *Winning against higher league players: 50% bonus per league difference. *Winning against lower league players: 20% deduction per league difference. *Losing against higher league players: Additional 1 penalty. *Losing against lower league players: Additional 0.5 penalty per league difference.
AI Difficulty Settings *Easy: No advantages, 4hero limit. Disabled for commanders level 10+. *Normal: AI has 1 energy console, no deploy limit. No neutral units. *Hard: AI has 1 energy console, various neutral units. Available only for commanders level 10+. *Brutal: AI has all advantages from Hard mode, plus an additional energy console. Available only for commanders level 10+.
Experience Points Mechanics *XP Gains *PvP: 30 XP per win. *PvE: 5 XP (Easy), 10 XP (Normal), 20 XP (Hard), 35 XP (Brutal). *Consecutive Wins: +5 XP per consecutive win (PvP only). *Losers: 2 XP per killed hero, 1 XP per killed neutral unit. *Tutorial Completion: 100 XP (one time reward).
Bug Fixes & Improvements *Audio: New sounds for Tank and Big Gun explosions. *Grenade Bug: Previously, if you clicked on a hero instead of an empty space when throwing Xander's grenade, the grenade would become useless later in the game. This issue has now been fixed, ensuring the grenade functions correctly regardless of where you click. *UI Fixes: Improved ability to detail UI functionality. *Stance Mechanics Clarification: We've received feedback about confusion regarding how to exit stances and manage posture abilities. A temporary solution has been added to the UI to help guide players. However, please note that this is a placeholder, and a detailed UI design for better stance and posture management will be included in the next update. *Manipulate Gravity:Previously, running through the Manipulate Gravity area allowed players to regain all the APs lost after leaving the Manipulate Gravity zone, making the ability ineffective. This issue has been resolved now, AP will be consumed appropriately when you enter the Manipulate Gravity area, even if you attempt to leave and return. *Camera Issues: Resolved camera focus problems near objects and raised platforms. Steam API Integration: Steam players can now play multiplayer modes without needing an EOS account. However please note Steam and Epic Store players will no longer be seeing each other and can play against each other. *Run to Benchmark" Functionality Previously, the "Run to Benchmark" feature automatically set graphics to Epic for all players. Now, it intelligently adjusts your graphics settings based on your PC's specifications to ensure optimal performance.
Hello Angels , We've rolled out a new update packed with several important fixes and improvements to enhance your gaming experience. Below are the detailed patch notes: XP Calculations: Consecutive Win Bonus Adjustments: AI Battles: The consecutive win bonus for victories against
Hello Angels ,
We've rolled out a new update packed with several important fixes and improvements to enhance your gaming experience. Below are the detailed patch notes:
XP Calculations:
Consecutive Win Bonus Adjustments:
AI Battles: The consecutive win bonus for victories against AI opponents has been completely removed. This change ensures that XP gains remain fair and balanced across all game modes.
PvP Battles: The consecutive win bonus for victories against real players is now capped at 10 consecutive wins. This means the maximum bonus XP you can earn through this method is 50 XP (10 wins x 5 XP each). This cap ensures that XP rewards remain consistent and fair for all players.
Tutorial XP Reward: Completing the tutorial now grants a one-time bonus of 100 XP. This reward will no longer influence gameplay time, ensuring a smoother and more accurate progression experience.
Negative Ranks Recovery: Players with negative ranks will now need to play and finish a PvP match to restore their rank to a positive level.
Tutorial Win Impact:
Previously, the tutorial was mistakenly counted as a win without affecting gameplay time. This issue has been addressed, and now the tutorial will only provide a one-time 100 XP bonus without impacting gameplay time. This ensures that tutorial completion is accurately reflected in your overall progress and prevents gaining the bonus XP repetitively, which was not an intended action.
XP Bar Display:
Updated XP Bar Values:
The values displayed next to the XP bar have been updated to show "Total XP collected (from Level 0) / Total XP required for next level (from Level 0)." This change provides clearer insight into your progress toward leveling up.
AI Behavior Fixes
AI Xander Attack Fix:
AI Xander has been adjusted to behave more strategically during battles. After executing his regular attack, AI Xander will now correctly wait until the end of his turn before taking further action.
UI & UX Improvements:
Enemy Neutral Units Damage UI Color:
We have fixed the UI color issue where damage from enemy neutral units was displayed as if it were from your own ally units. This caused some confusion, which should now be resolved, making it easier to distinguish between ally and enemy actions.
Camera Stuck in Tactical Mode:
A potential fix has been implemented to address the issue where the camera could get stuck in Tactical mode during the roaming phase.
Bug Fixes:
AI Captain Deployment Issue:
* We've fixed a bug where the AI would sometimes deploy no captain or the wrong captain. Although players were not generally aware of this issue, it has been resolved on our side to ensure proper AI behavior in matches. * A critical localization issue preventing Cyrillic and other alphabets from appearing correctly in-game has been fixed. * We've addressed and resolved certain crashes that occurred during the logout process, improving overall game stability. * We have fixed the issue where, after defeating the tank, it would go underground and cause the game to crash. Players can now continue playing the game as intended without encountering this problem.
Greetings Angels! We are thrilled to announce that the open alpha of "Angelic: The Chaos Theatre" is now live and available as a demo on our Steam page! This marks a significant milestone in our journey, and we couldn't have reached this point without the incredible support and f
Greetings Angels!
We are thrilled to announce that the open alpha of "Angelic: The Chaos Theatre" is now live and available as a demo on our Steam page! This marks a significant milestone in our journey, and we couldn't have reached this point without the incredible support and feedback from our dedicated community.
Our open alpha launch trailer was revealed by IGN recently. You can watch it now on our official Youtube channel.
How to Play?
Simply visit our store page and click on "Download Angelic Demo" to join the fun!
What's New in the Open Alpha Demo?
Optimization: We have significantly optimized the game for a smoother experience.
Visual and Technical Improvements: Check out the Angel Nest! We've implemented numerous technical upgrades, from a better death ragdoll system to realistic water shaders.
AI Integrations: Engage with AI in our new PvE modes. It's ultra fun! Try it 1vE or 2vE with your friends (cooperative).
Tutorial: We now have a warm and welcoming tutorial that teaches the basics of combat.
New Heroes Menu: Check it out—you are going to love it!
Player Progression Mechanics: We are introducing progression mechanics with basic leveling up and a hero unlocking system. You will start with Phoenix, Xander, and Seliné by default and receive 1 free unlock credit to pick your next favorite hero. Earn one hero core for each new player level; 4 cores will unlock a new hero.
UI Improvements Across the Board: Enjoy a more intuitive and polished interface.
We will release a full changelog this week. It will be a long one, mind you! But these are the main changes.
As we continue to develop and refine "Angelic: The Chaos Theatre," your feedback is invaluable. Play the demo, explore the features, and share your thoughts with us. Your insights will help us enhance the game and deliver the best possible experience.
Stay connected with us and share your thoughts about the open alpha on our Discord server. We can't wait to hear from you!
Thank you for your support, and we look forward to seeing you in the game!
So it begins! The Open Alpha of Angelic: The Chaos Theatre arrives on Steam on August 6th. This historic event marks our first public launch and is one of the biggest milestones in our history. We will release the Open Alpha under the name Angelic: The Chaos Theatre Prelude as a
So it begins!
The Open Alpha of Angelic: The Chaos Theatre arrives on Steam on August 6th. This historic event marks our first public launch and is one of the biggest milestones in our history.
We will release the Open Alpha under the name Angelic: The Chaos Theatre Prelude as a demo application. It will be accessible to all, without needing any private access keys!
The Open Alpha will be accompanied by a series of events and a big tournament. The tournament will span two weeks, with intense battles and engaging events scheduled on specific days.
𝙆𝙞𝙘𝙠𝙤𝙛𝙛 𝘿𝙖𝙩𝙚: August 6th – Mark your calendars for the grand opening, featuring the release of our much-anticipated game trailer!
𝙂𝙖𝙢𝙚𝙥𝙡𝙖𝙮 𝙎𝙚𝙨𝙨𝙞𝙤𝙣𝙨: Experience immersive gameplay sessions where you can explore our new features, enjoy high-end gameplay, and put your skills to the ultimate test.
𝙎𝙞𝙙𝙚 𝙀𝙫𝙚𝙣𝙩𝙨 𝙖𝙣𝙙 𝙌𝙪𝙚𝙨𝙩𝙨: Engage in side events and quests to earn Victory Points and boost your leaderboard ranking.
We’ll be sharing more details about the Victory Points, rewards, and tournament specifics up until the opening day, so keep an eye out for updates on our social media accounts!