The developers of the single-player mobile fighting game Glory Ages: Vikings are seeking support in promoting and advertising the project

New publication in the "Looking for an Investor/Publisher" category. This time, it’s dedicated to a fighting game with a Scandinavian setting called Glory Ages: Vikings.

Glory Ages: Vikings

The game was discussed by Anna Khrustaleva, one of the two developers on the project.

Anna Khrustaleva

About the Team

We are a small Russian indie studio named NoTriple-A Games. We’ve had a few rebrandings, and the name has changed several times, but the team has always consisted of two people — Vladislav Vasilyev and Anna Khrustaleva.

We started developing games together in 2017, the same year we had our first successful release — a game called Slash of Sword.

Slash of Sword

Shortly after, we released several more mobile projects, one of which — Glory Ages: Samurais — became our financial cornerstone (over 5 million downloads from Google Play and 1.6 million from the App Store).

Glory Ages: Samurais

Our latest released game is A Way To Smash. It received several features in the App Store.

A Way To Smash

Currently, Glory Ages: Samurais and A Way To Smash provide us with a steady income. Over the years, they have generated revenue, building an audience organically.

We have never partnered with publishers or investors and have been operating on profits from ongoing projects.

Glory Ages: Vikings

About the Project

Glory Ages: Vikings is a solo mobile fighting game set in the Viking era. We began its development in 2023.

Glory Ages was initially planned as a series of fighting games in different settings. For this reason, the new game can be considered the next installment of the successful Glory Ages: Samurais.

During development, our aim was to enhance the combat system, bringing it as close to PC-quality as possible. It was also very important for us to maintain the unique in-game atmosphere. Players frequently mention this as one of the key features of the series in their reviews.

When creating Glory Ages: Vikings, we decided to forgo purchasing ready-made assets in favor of creating our own 3D models, to ensure the game has a unique visual style and originality.

Currently, the game is being prepared for release on iOS. Depending on the launch's success, we will consider further improvements in mechanics, events, new levels, and releasing the game on other platforms.

Glory Ages: Vikings

About the Gameplay/Mechanics

The core game mechanic is fighting against waves of enemies of different types. Each type has its own tactics and features.

The player has access to two attack stances, dodging, parrying, and blocking.

Apart from basic combat actions, there are special abilities that the player unlocks while upgrading the character (rage, sweep, axe throwing, and others).

Hero stats can be improved by purchasing new weapons and armor. Nonetheless, success depends solely on the player's skill, timing, and tactics.

We also strive to pay special attention to the atmosphere and visuals. Each location is presented in several variations, with day-night transitions and weather effects implemented.

Glory Ages: Vikings

About the Target Audience

We are targeting players who appreciate quality gameplay and atmosphere, as well as those who prefer a complete single-player experience. These are fans of fighting and action-RPGs, players who value a deep combat system even on mobile devices.

We are primarily aiming for the iOS platform, targeting the U.S., and a male audience aged 16+.

About the Business Model

The game is launched as a free-to-play product. Our main focus is on organic growth through the audience of our past games (a total of over 10 million installs).

We anticipate that due to the brand recognition of Glory Ages and the attractive setting, the CPI will be low, and retention higher than the genre average (we aim for D1 ~35–40%).

Monetization is built on a combination of in-game purchases (game currency, crystals for upgrades, sets with weapons, armor and consumables, special packages) and embedded ads. The model is designed so that the player can complete the game without spending money, but purchases accelerate progress and unlock additional options.

Glory Ages: Vikings

About Metrics

We are aiming for metrics similar to our previous successful game Glory Ages: Samurais. It has strong retention rates (D1 ~36%, D7 ~6%), but relatively low revenue per paying user (ARPPU about $5). In this new project, we want to improve monetization through a more thought-out combat system and content depth, expanded IAP economy, quality visuals, and additional game options that boost engagement.

Who We Are Looking For

We are open to all types of collaboration, but mainly seek support in promoting and advertising the project. It's important for us to expand our audience reach so the game can find its players. Additionally, we would welcome assistance with testing, feedback, and any recommendations on project development.

Glory Ages: Vikings

How to Contact?

Email:

Telegram:

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