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#4 Weekly Fix 3 β KAENU, the Shadow Warrior!
Onward and upward!
Another week, another Monday, another Weekly Fix!
In our last article we introduced you to Anchorn. Today, weβre excited to unveil Kaenu, the shadow warrior! Of course, weβll also fill you in on everything we accomplished over the past week.
Just a quick reminder: our closed Pre-Alpha test is coming soon, and pre-registration will be available on our website shortly. π In the meantime, join us on our Discord server.
So, who is Kaenu?
Kaenu is the master of the shadow realm. Heβs an exceptional fighter-not just because of his raw power, but because he blends strength, agility, and all the tools at his disposal. He loves to deceive his enemies and strike by surprise. Letβs take a closer look at Kaenuβs abilities:
Ambush:
Attacking from the shadows, this ability damages his opponent and briefly stuns them. While stunned, the opponent canβt use any of their abilities.
Sharp Cut:
A fast attack where he throws a shuriken to damage his enemy. In addition to immediate damage, the attack can inflict a bleeding wound that causes damage over time. If Kaenu lands multiple hits, the effects stack for even more damage.
Silent-Shot:
He uses a hollow bamboo tube to shoot a poisoned dart, inflicting damage over time. On top of that, the poison prevents the enemy from healing. Timing is keyβsince the poison takes a bit to kick in, youβll need to plan your move. π
Stealth Form:
Kaenu can fool his enemies and hide in the shadows for a while. If you canβt see him, itβs pretty hard to hit him!
Kaenu is a true ninja, maybe the ultimate among them, with even more potential to unlock. Thanks to his stuns, heβs not only a great DPS, but also an extremely valuable teammate in any squad.
Now, hereβs what we worked on this past week!
β While publishing our last article, we noticed that oversized images were messing up the admin panel and the website display. Since this put the article at risk, we fixed it ASAP-and the article was published right on time.
β That same article helped us catch a bug: on mobile, ability descriptions werenβt displaying in the usual βdescription-imageβ order, but sometimes as βtext-image,β βimage-text.β We fixed that before the article went live, too.
β Real talk marketing-no taboos here! We ran a mini test campaign on Facebook for the price of a few coffees. According to Facebook Ads Manager, 129 people clicked through to our site. But our analytics showed only 4 users actually came from the ad. π€ Our guess? The cookie consent bar wasnβt noticeable, so most people ignored or dismissed it. To give everyone a real choice, we redesigned the cookie consent as a pop-up-now you have to make a clear decision to accept. It might be a bit strict, and weβll probably tweak it again as we see new data.
β Added βforgot passwordβ functionality to the game.
β It was confusing when, the moment an enemy died, the results screen would pop up instantly. We added a transition to make it clearer what just happened.
β When an enemy died, the HP bar wasnβt resetting to zero because the client learned about the characterβs death before it got the updated health value from the server. Fixed.
β With Anchorn, we realized that if you used Dark Shield multiple times in a row, every shield effect would stack. Fixed-now only the last active Dark Shield remains.
β Sometimes, attacks would produce fractional damage values, cluttering the screen with numbers. Now, only rounded whole numbers appear.
β The Pre-Alpha registration page for the website is finished! Just a final review left, and itβll be live soon. Woohoo! π
β If all players left a battle or lost their connection, the match didnβt actually end on the server side. We fixed this, because otherwise, over time, it would have led to memory leaks.
β We found a sneaky bug in one of Zynβs abilities that could cause the server to restart. And speaking of Zyn... stay tuned, Zyn will be introduced next week!βοΈ
β Effect handling overhaulβ¦ This was a pretty major change, especially just before Pre-Alpha, but we felt we had to make a choice:
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Patch the current system, knowing weβd have to rewrite it after the test anyway; or
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Roll up our sleeves and do it right before the test.
Weβre not the type to sweep problems under the rug-so we went with option 2, giving you a test version we believe in and plan to use for the long haul. Of course, if testing shows we need to pivot, weβll adapt. But when it comes to quality, we wonβt compromise.
Even though actual game development is our main focus, I also want to mention how much time goes into communication, updates, and sharing our progress. This article alone takes several hours to reach a state Iβm happy with (Iβm no professional writer). And then there are the other platforms, which weβre gradually bringing to life so you can find us anywhere.
As for all the extra tasks we handle on top of game development, Iβll talk about those in a future article.
Donβt forget, Zyn is coming in one week! In the meantime, come chat with us on Discord or follow us on our other platforms:
Tian

#3 Weekly Fix 2 - ANCHORN, the Dark Mage, Reveals Himself!
If I say that things are heating up, Iβm definitely not exaggerating. π
We barely just announced that from now on, every Monday weβll update you on the past weekβs progress, and here we are with our next Monday - bringing you our second Weekly Fix post!
In this update, weβll introduce Anchorn, the master of dark magic, and share what happened last week. Ready? Letβs go!
Anchorn, the Dark Mage
As we mentioned in our previous article, weβre currently preparing for the closed Pre-Alpha test, and you can also sign up on our Discord server. In this version, all three characters will be able to use four abilities each. Letβs check out Anchornβs skills:
Dark Bolt:
This attack deals shadow damage to opponents and breaks off a tiny piece of their soul. The mage collects these soul fragments, and right now he can manage up to 3 at a time. These fragments are then used to power up his other abilities.
Dark Shield:
This is a dark, magical shield that Anchorn can summon. The strength of the shield β meaning how much damage it can withstand β depends on the number of soul fragments he has collected.
Hellβs Anger:
This ability is summoned straight from the depths of hell. Itβs a powerful attack, but casting it takes some time. The more soul fragments Anchorn has, the faster he can unleash this attack.
Life Stealing:
With this ability, Anchorn can drain life from his opponent and restore his own health. The more soul fragments he has, the more health he can steal from his enemy.
We find Anchorn to be a really exciting character. Even now, weβre enjoying experimenting with different combinations during testing. And once he gets his additional abilities, heβll become a truly formidable and destructive force in the arena.
So, what happened last week?
We have to admit, as we get closer to showing the game in the closed test, weβre getting more and more excited - but thatβs only natural. At times like this, you try to tweak and polish everything a bit more, to get the most out of the game. Of course, we know this is still just the early phase of development, and we can (and probably will) change just about anything. Our goal is to create a truly enjoyable, addictive gaming experience for mobile platforms.
β We polished the results screen to make it clearer who won, who lost, and what happened during the match.
β Previously, characters appeared statically on the loading screen. Now, only the actual fighters in the upcoming match are displayed.
β On the registration page, there was no feedback if fields were filled out correctly or not. We fixed this, so youβll now get proper feedback.
β Weβre preparing for the closed pre-alpha test, where only practice mode will be available for testing, so weβve disabled the ranked option for now. (Sorry, this stage isnβt about ranking yet!) π€·
β After the results screen, the game didnβt always take you to the right page. Thatβs fixed now.
β In the character selector, after you pick your character and signal that youβre ready to fight, the button now updates to show that youβre set and waiting.
β You now have 30 seconds to select your character. If a player doesnβt make a selection, the game will assist them. π
β If someone leaves the match during character selection, the rest are sent back to the waiting room until a new player joins. Then, youβll have another 30 seconds for character selection.
β Weβve created the first batch of tips that will appear while youβre waiting for other players.
β Username length is now limited.
β Zynβs abilities are done! π - Zyn will also be introduced to you very soon.
Besides all this, we did several smaller improvements to the website and our admin panel. If youβre interested in those details, weβre happy to share them with you on our Discord server!
Thank you so much for spending your time with us! In just 7 days, weβll be back with another update. Have an awesome week! π
Let me know if you want any parts reworded, more playful, or even more professional!
Tian

#2 Weekly Fix 1 β From Now On, Weekly Updates Every Monday!
We want you to be part of the journey that is building this game. Thatβs why weβve decided to share our progress with you every Monday in a weekly update. If youβre hungry for even more info or want to be a deeper part of the development process - not just reading about us, but actually talking to us - then join our Discord server.
Quick note before we dive in: as many of you already know, we donβt have a publisher backing us, and weβre currently unable to work full-time on the project. That said, we love this game, and we put in as much time as we possibly can. Whether itβs early mornings, late nights, or weekends - weβre working on it whenever we get the chance. Still, there may be some weeks where we donβt make big progress. If that happens, weβll be honest about it, because transparency is something we truly value.
This one might be a bit of a longer read, since we want to give you a more detailed picture of where things stand right now.
Letβs dive in!
In our first article β Spirit of Tazo: Opening Strike β we already gave you a glimpse of what weβre working on. But now itβs time to take a closer look at our current progress.
One thing you should know about us: we love games! β Shocking, right? π
When it comes to PC or console titles, our favorites are MMORPGs and MOBAs. These genres really inspired us to create a similar kind of strategic and competitive experience - but for mobile.
The idea for this project was born back in 2018: build a mobile game that focuses specifically on combat, its tactical depth, and knowing your characters inside and out.
We knew from the start that we wouldnβt be able to compete with the big studios in terms of visuals - for two main reasons:
- Weβre not graphic artists,
- And we donβt have the budget for 3D models, animations, or textures.
But we realized that what might seem like a βlimitationβ could actually be a strength. So, we stripped the gameplay down to its essence, removed movement from the equation, but kept the action real-time.
One of the best things about games like these is the co-op experience - sharing the fun with your friends. A unique twist in our game is that players really need to be in sync to win. That made it a no-brainer: coordination would be a key mechanic.
Of course, sometimes you just want to hop into a quick solo match. So, taking into account what works well on mobile, we decided to support 1v1, 2v2, and 3v3 battles.
And since the game is PvP-focused, ranking naturally becomes an important feature. We wonβt hide it - it would make us incredibly proud if this game someday made its way to an Esports stage. In the future, weβll place strong emphasis on features that help you measure and understand your performance - but more on that later.
Where weβre at now
Weβre getting very close to launching our first closed pre-alpha test. In this version, our plan is to let players try out three characters in 1v1 mode (no ranked matches yet), with four unique abilities each.
The main goal of this test is to evaluate the technical foundation of the game - to see if itβs as solid as we want it to be.
Two of the characters - Anchorn and Kaenu - are already fully ready for this test. The third character, Zyn, is still in progress: weβre finishing the implementation of her four abilities. The animations and visual effects are already done.
Before the pre-alpha test, weβll publish separate posts introducing each character.
Currently, the game has no audio yet - weβll see if we manage to get that far before the test. But as we mentioned, audio isnβt the focus of this test. Itβs all about testing the technical implementation.
Speaking of which, we still need to review our system to ensure weβre logging data in all the right places (donβt worry - itβs all system-level data, nothing personal! π), so we donβt miss anything important.
What happened this past week?
A few weeks ago, we received the new UI design from our graphic designer.
Before that, in true dev fashion, every screen outside the battlefield looked like neatly aligned squares. π Once we had the new designs, we implemented them right away - but the process flow also changed.
Previously, players would first choose the team size (1v1, 2v2, 3v3), then select a character, then queue up and wait for an opponent.
In the new UI:
- Practice and Ranked modes have been added,
- The team size selector is now right on the main screen,
- And character selection now happens after matchmaking, so in 2v2 and 3v3 matches, players can see which characters their teammates are choosing.
This required a full overhaul of the matchmaking and selection process in the background.
The mobile client now fully supports this flow, but at the time, we hadnβt yet updated the server logic - because we also received the website design around then.
We decided it was time to finally go public and start sharing updates - so we shifted our focus to getting the website ready.
Now, the site is live - and in fact, youβre reading this article through our new admin interface! Of course, both the site and admin tools will continue to evolve.
So⦠what did we do last week?
We finally got back to the core server logic and began implementing the changes needed for the new UI flow.
We also squashed a couple of minor bugs on the website:
- Fixed a bug where the homepage image slider on mobile was spinning out of control
- Continued polishing the admin interface
If you find any bugs - whether on the site or while testing the game - weβd really appreciate it if you let us know in the right channel on our Discord server! π
Thank you!
Thanks for reading this (not-so-short π) post!
Weβve embarked on a journey that means a lot to us, and weβre beyond happy to have your attention and support.
Weβll be back next Monday with the next weekly update.
Until then - come say hi on Discord!
Tian

#1 Spirit of Tazo: Opening Strike
Are you sitting on the bus, subway, or simply waiting between tasks and feeling like you could use something more exciting than scrolling through the same TikTok videos you've seen a thousand times?
Do you love fantasy worlds, enjoy PvP games with deep strategic elements, and prefer matches that donβt drag on forever? Then youβve come to the right place - Spirit of Tazo is made exactly for you!
Spirit of Tazo is a mobile tactical and cooperative combat game featuring uniquely hand-painted fantasy characters, offering fast and thrilling battles anytime and anywhere you feel like stepping into a good fight.
This marks our first official announcement and the beginning of the Spirit of Tazo story. In this article, we want to introduce you to the game weβre creating, update you on our development progress, and share our vision for the future. Importantly, our future plans aren't set in stone - we aim to shape them together with you, our players, creating an experience truly built by and for the community.
Want to get involved right from the start? Join us on our Discord server to receive firsthand updates and actively participate in shaping Spirit of Tazo! Go to Discord
Why is Spirit of Tazo Special?
Letβs start with what you wonβt find here: no pay-to-win mechanics or ads. We consciously avoid these because we believe victory should solely depend on your skill and strategic insight.
Our Goal
We aim to create a genuinely enjoyable PvP mobile game with strategic depth, making every match exciting and fun. While we know itβs an ambitious goal, our dream is to one day be recognized within the esports community.
Hand-Drawn Digital Characters and Effects
Every character is uniquely hand-painted digitally - not AI-generated - because we believe true value lies in creative, artistic originality. Each character has a distinct personality, reflected through their abilities, style, and visual design, allowing you to easily find your perfect match on the battlefield.
Deep Strategy, Simple Controls
Let's be clear: this is not a 3D acrobatic game. The battlefield is fixed, with no movement required. Battles occur on a 2D, disc-based battlefield displaying your team and the opponents as avatars. Each character possesses visually stunning, hand-drawn animated abilities, easily activated by selecting your target with a simple tap. We offer profound strategic depth combined with streamlined controls, focusing purely on your tactical decisions.
Who is it For?
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Players who love quick, dynamic PvP battles.
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Those who value winning through genuine tactical decisions.
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Gamers who enjoy team cooperation (2v2, 3v3).
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Strategic thinkers who prioritize strategy over reflexes.
Coming Soon: Closed Pre-Alpha
We're currently preparing for our closed pre-alpha test launch. Registration, character selection, and match-making are already functional, and each character currently has four active abilities, soon expanding to eight. Battles conclude once your team manages to eliminate all opposing team members. Similarly to ranked chess, you can earn or lose points in ranked matches - ensuring exciting, ongoing challenges.
Join Us Now!
We want this game to evolve based on community feedback, so weβre counting on your involvement right from the start. Follow our progress, join the testing, and tell us how you envision the future of Spirit of Tazo!
We look forward to seeing you on our Discord server: Discord
In our next article, you'll meet our team and discover the journey we've undertaken - because Spirit of Tazo isnβt just game development; it's about building a community together. Are you ready to join us in our first battles?
Tian