On Aug 9th, 2016, we launched Blade Ballet! It's been a wild 10 months of development to get where we are today, and there is still so much more we want to do. Now comes a time of listening to player feedback and integrating that into where we take the game next. It's gonna be a good time, y'all. Hope you're as excited for the future of Blade Ballet as we are :)
Hello! This is Neil, a Co-Founder and Programmer here at DreamSail ( Also the Game Design Lead for Blade Ballet). I’ve been meaning to write a post forever on the cool technical stuff we do to get Blade Ballet stuff working, but I’ve failed tremendously on actually putting pen to paper. But now as we approach our release date (August 9th!!!) I regained the spark and with some encouragement I’ve finally brought some interesting stuff for you all to check out.
We put a lot of value into bringing our game to events and conventions, going to MomoCon and IndyPopCon in the past few months, Evo a few weeks ago, and Playcrafting just last night. At all of these events, having the opportunity to show off our game to so many new players (and some fans who remember us from previous events! Always an awesome feeling.) is such a valuable way to see how people interact with the game with fresh eyes.
We recently returned from a fantastic time showing off Blade Ballet at MomoCon in Atlanta, GA. The crowds were friendly, the tournaments were fiercely competitive, and we happily welcomed new Blade Ballet fans into the fold. Watch to see how the game was received!