Outwit & conquer the forces of evil to rebuild a glorious Victorian Empire! Humans, Vampires & Werewolves are locked in an epic fight for supremacy over this shattered universe where the Moon is destroyed and chaos rules!
Dive into the only Strategy RPG that offers you an immersive experience into the dark mysteries of the Victorian Era combined with deep strategy gameplay and dynamic RPG battles!





Define the approach, set the tone. Why rework the map?
Challenge: Core creative team left + ensuring smooth transition while taking over a 60+ people team and learning the job
– timeline of 1year = 8 updates, out of which 2 are gone!
– Rework budget to become increase profitability before EoY
– Rebalance high monetizers with 1. core gameplay missing 2. QoL that competition has and is part of the core gameplay experience 3. mid game features
Talk about a cahllenge a bit more in depth
I had a lot of challenges during my almost one year at the head of this project, but for this page I will focus on 3 main aspects of my mission:

Rebalance high monetizers with 1. core gameplay missing 2. QoL that competition has and is part of the core gameplay experience 3. mid game features

Rework budget to become increase profitability before EoY

Since we had to reduce the team size, and rebalance our roadmap to deliver high impact features in a short period of time, we had to improve our workflow accordingly.
Define the approach, set the tone. Why rework the map?
Challenge: Core creative team left + ensuring smooth transition while taking over a 60+ people team and learning the job
– timeline of 1year = 8 updates, out of which 2 are gone!
– Rework budget to become increase profitability before EoY
– Rebalance high monetizers with 1. core gameplay missing 2. QoL that competition has and is part of the core gameplay experience 3. mid game features
Talk about a cahllenge a bit more in depth
Improving the key KPIs to give a purpose to the game:
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Redefining the Roadmap
Increase overall KPI – LTV / Retention
– As the game comes back down from its launch craze, we reduced UA spending and need to ensure we keep our players as we stabilize the game’s feature set
### Challenges:
– Core creative team left: GM and LGD left, lead programmer left after soft launch
– Downsizing output while rebalancing deliveries
– Managing a team of 60+ people
– Implementing a shift in production practices with the addition of a small SCRUM framework
– Keeping mood high