
Dear Players,
I'm Clow, the game designer of Project Qing.
This is our studio's first major project, and we're excited to invite you to join our Early Access phase. From the very beginning, we aimed to create a top-down perspective competitive game that addresses key pain points in traditional MOBAs (like Honor of Kings), such as overly complex item systems, excessively long matches, and cooldown-induced disruption of combat flow.
By integrating card-based build systems and cooldown-free combat mechanics, we strive to deliver Project Qing as a game that offers both strategic depth and fluid action gameplay—combining the visceral satisfaction of Infinite Crisis with the tactical variety of Hearthstone.
⚠️ Indie Development Reality: Art Production Constraints
Project Qing is currently in a critical phase of core gameplay refinement. Due to limited art production capacity within our indie team, the current version showcases work-in-progress assets (WIP).
We are actively seeking professional art outsourcing and concept artists to transform our design concepts into high-quality final visuals.
Players who join now will witness the game's artistic evolution from prototype to polished product.
Traditional MOBAs often disrupt combat flow with skill cooldowns. Project Qing eliminates this limitation entirely.
⚡ Combo Resource System: Inspired by action games, we've implemented a "resource accumulation and burst" mechanism. Players build resources through basic attacks and skills to unleash high-impact ultimate abilities.
🌀 Gyro Launch Mechanism: Certain skills interact with the environment, creating gyroscopic bounce effects that add spatial strategy dimensions to combat.
🎯 Combat Philosophy: A hybrid MOBA-action game designed to solve the "lack of combat satisfaction" in traditional MOBA titles.
We've replaced traditional talent trees and complex itemization with a dynamic card system.
🃏 Pre-Set Decks: Players configure complete decks (including stat and mechanic cards) for heroes outside of matches.
⬆️ In-Game Progression: Upon leveling up, the system randomly offers 3 cards to choose from, allowing players to enhance skills, basic attacks, or ultimates on the fly.
🔄 Adaptive Builds: Unlike traditional talent systems where choices are permanent, our system lets players reconfigure their build after respawns or at key moments—enabling dramatic role shifts from "support" to "carry" mid-match.
Recognizing players' fragmented time, we've engineered a 3-minute match duration system.
⏱️ Rapid Pacing: 1v1 matches are designed to conclude within 3 minutes of intense strategic combat.
🎮 Flexible Modes: Beyond the speed-focused "Rush Mode," we also offer team battles and tactical variants to cater to different playstyles and time commitments.
Perspective: Fixed isometric view (third-person top-down)—chosen to accommodate players with motion sickness while maintaining strategic clarity.
Art Style: Anime-inspired aesthetic—selected to resonate with our target audience (players transitioning from traditional MOBAs or party games) and enhance character expressiveness.
Current State: The prototype focuses on core gameplay mechanics, with art assets actively being refined. Expect significant visual improvements in upcoming updates.
Joining Project Qing now offers exclusive advantages over later players:
🎁 Permanent Rewards: Early supporters who participate in our upcoming crowdfunding campaign will receive non-resettable seasonal items—ensuring continued value in future seasons.
🎟️ Season Pass Priority: These items will also grant access to the first season pass upon official launch, providing enhanced content compared to standard players.
We value every piece of feedback and are committed to building a game that truly serves our community.
We're actively expanding our team to accelerate development:
Urgent Needs: Currently seeking special effects artists, animators, and UI/UX designers to join our core team.
Collaboration Opportunity: If you're passionate about competitive gaming and want to contribute to Project Qing's evolution, please reach out to us directly.