Hello everyone,
A new devblog and a new step for Hana. The next test session is coming soon, and it will be the first one on the 3D version, the one we promised you during the Kickstarter. Before we get there, we wanted to show you where development stands, explain how we are funded and why the shop is opening its doors.
We are not starting from scratch. All the work done on the 2.5D version has been moved to 3D, then stabilized after the winter playtest. We kept what you liked, such as the potion system, which you pushed much further than we expected. We are also keeping a PvE focus, because we know that is what you care about.
On top of that, we added a lot.
This version also introduces the launcher, which lets you play without going through Steam and saves us Steam's fee. For a self-funded studio, that is no small thing.
We have always wanted a more mature tone for Hana, one that fits the age of our audience. On the 2.5D Kickstarter version we did not have our own assets yet, and it was hard to build that kind of mood when the monsters looked like this.
With 3D, we are getting closer to the mood we want. The world, the creatures and the characters are now built from Léo's concept art, and for the first time Hana looks like the game we have in mind. For convenience, some monsters from earlier playtests will still be around until we have something better.
But a more mature tone is not only about visuals. It is also about storytelling. The dialogues, the quests and the story of Nativi deal with deeper themes, carried by more nuanced characters who each have their own motivations. If you take the time to read them, we hope you will enjoy discovering this world and the people who live in it.
On the music side, we are keeping the earlier tracks by Syn, and he has written new ones for the biomes of the 3D version. Each zone will have its own sound identity.
Hana's test phases are designed as limited-time events lasting at least one month. Everyone in a phase discovers the new content together, and above all at the same time.
For us, this sense of a shared event is what makes an MMO so special. An MMO is first about people around you, groups that form on the spot, a first dungeon you beat together and memories you still talk about months later. The winter playtest proved it, and that is the energy we want to bring back.
What comes next, Alpha 2 in late 2027 and then the closed beta in 2028, is listed on each pack.
Hana is self-funded. The money that keeps the project going comes from only two sources, the Kickstarter and the shop. No investors, no publisher, and the team does not pay itself a salary.
In practice, this money pays for two things. On one side, accounting and legal support, which every studio needs (company law, intellectual property). On the other, the external contractors who raise the quality of the game, for music, game design, art direction and concept art. Everything you have seen above was funded by the Kickstarter.
That is why we are opening the shop before the test phases rather than after. It gives us funds to reinvest right away, in the marketing campaign or directly in the game, to reach our next milestone, 10,000 players.
But opening early is also good for you. If you trust us now, you get early pricing, with packs at 25% off until November 30, 2026, before they go back to full price.
If you are a Kickstarter backer, you get 50% off your packs instead of 25%, over the same period and whatever your tier, even €1. Sign in with the same email address you used on Kickstarter, once it is verified, and the discount applies automatically. You believed in Hana before anyone else, so it is only fair that it counts.
We went for something simple and clear. Five packs, from the Pass Alpha to the Pack Collection, with access to the test phases and exclusive founder skins that will never be sold in the in-game shop. You will find all the details on the shop page.
A word about Nectars, the game's premium currency. During the test phases, the point is simple: spend them freely. Try things, treat yourself, change your mind, with no regrets. At the start of each new phase, your balance is reset and then refilled with everything you have bought, until Hana becomes a true persistent world with no more wipes. What you spend during one phase comes back to you in the next one.
On our side, this also lets us test the shop itself, to see what appeals to you and adjust before the final version. One important point: none of this content gives any advantage in combat.
We mentioned the 10,000 players milestone, so here are the numbers. During the winter playtest, 2,990 unique players joined us. Our goal for 2027, in an ideal world, is to reach 10,000. The community has grown with every playtest, and we would love to see that curve keep going.
We are also exploring a longer-term project, dynamic quest generation with our tool HanaCore, which we told you about last December. Alongside the main story and the side quests, the idea is to offer content that comes from in-game events and that no one can predict. We hope to use it in the game, but to be clear, it is not a promise for the upcoming test phases yet.
Hana is a long-term project. The test phases are one building block, the shop is another, and each one brings us closer to the game of our dreams. So thank you, as always, for following us on this adventure.
See you soon,
Lord Eden