English Sci-Fi Novel Seraphim Published on Amazon US in May 2025
Fighting Nations:
Innovation in Martial Arts-Based Battle Royale
Introducing the world's first bare-handed battle royale game, a new fighting experience where only skill and technique determine victory.
Game Concept: The Birth of a Weaponless Battle Royale
Logline
"『Fighting Nations』 is a fighting battle royale game where 400 of the strongest martial artists from 200 countries compete with only their bare fists and skills. Warriors with different martial arts compete to be the last one standing in the 'Iron Dragon Tournament'!"
Key Differentiators
An innovative fighting battle royale game that combines the strengths of Tekken + Fortnite + Gang Beasts, Party Animals, focusing on bare-handed combat and various martial arts styles rather than weapons. We are the world's first weaponless martial arts battle royale.
Evolution Roadmap
Starting with an initial 2:2 battle, expanding to 6:6, 30:30, and finally a large-scale 50:50 martial arts battle royale. Securing technical stability through phased growth.
Market Opportunity: Discovering a Blue Ocean
The fusion of fighting games and the battle royale genre offers a vast, untapped market opportunity.
Limitations of Battle Royale Games
Most battle royale games are gun-centric, making the barrier to entry high for users unfamiliar with shooting. There is a growing tendency to rely on luck and items rather than skill.
Constraints of Fighting Games
Fighting games are mainly 1:1, which limits large-scale battles. There have been no fighting battle royale games yet, and there is currently no real-time multiplayer martial arts-based last man standing game.
Continued Demand for Fighting Games
Fighting games such as Street Fighter 6, Virtua Fighter, and Tekken 8 continue to evolve without disappearing. As existing games become increasingly gambling-oriented and lack a skill-based foundation, fighting game users are always craving martial arts-only games that don't involve guns or swords.
Fighting Nations is an innovative solution that fills this market gap, creating a new genre of pure skill-based martial arts battle royale.
US Market
US Market – Big Opportunity
65% of the US population enjoys gaming, with an average age of 18-34, making teenagers and young adults the main target.
65%
US Gaming Population
Percentage of the US population that enjoys gaming
$1B
2024 Market Size
US market for casual fighting games
$1.7B
2033 Outlook
Projected market growth size
25%
North American Market Share
North America's share of the global fighting game market
Fighting Game Market Size
The US market for "casual fighting games" is estimated at $1 billion in 2024 and is expected to grow to $1.7 billion by 2033.
North America accounts for approximately 25% of the global fighting game market, which is estimated to be approximately $400 million based on 2024 figures.
Opportunity for Weapon-Free Fighting
If it is focused on traditional fighting, it can be differentiated from gun/knife-centered battle royales, attracting both fighting game users + casual users.
Chinese Market
Opportunity in the World's Largest Game Market
China boasts the largest scale in the global game market, and is showing overwhelming growth, especially in the mobile game sector.
$45B
2023 Market Size
World's Largest Game Market
68%
Mobile Game Proportion
Percentage of mobile games in total game sales
730M
Number of Gamers
Number of active game users in China
8%
Expected Average Annual Growth Rate
Expected market growth rate after 2024
The Chinese game market is expected to continue its stable growth with regulatory changes, and is expected to record an average annual growth rate of about 8% even after 2024.
In particular, with the increasing demand for casual and multiplayer-based games, 'Fighting Nations' has the potential to achieve great success in the Chinese market.
Mobile Games + PC Players
Gameplay & Core Systems
Character selection available with 12 different global martial arts styles to choose from
Key Gameplay Elements
12 different martial arts styles such as Taekwondo, Kung Fu, Boxing, Karate, etc.
Hybrid combat system with cinematic direction and realistic impact
Bonuses for stylish actions such as combos, dodges, and taunts
Strategic combat utilizing the environment (utilizing terrain)
Unique ultimate moves and special techniques for each martial arts style
Since it is bare-handed martial arts in the battle royale genre where various weapons such as swords and guns are rampant, it is also good for the global children's market.
3 Benchmarking Games
Fortnite
Problems with Fortnite Games
Fortnite has led the game industry with great success in the battle royale genre. However, in recent years, Fortnite has faced the following problems.
1
Excessive Addition of Mini-Games
Fortnite has continuously added various mini-game modes. This has blurred the game's identity and reduced users' interest in the core battle royale mode.
2
Repetitive Content Updates
New weapons, items, maps, and other content are continuously being added, but users are not showing much interest in these changes. It is difficult to attract users' continuous immersion with simple content additions alone.
3
Excessive Media Marketing
Fortnite has continuously garnered attention through various media collaborations and events. However, this marketing-focused approach has neglected the inherent fun of the game.
To solve these problems, it seems necessary for Fortnite to focus on the core battle royale mode and update innovative content that reflects users' needs. In addition, it will be necessary to move away from a marketing-focused approach and focus on improving the game's quality.
Tekken 8
Problems with Tekken Games
Tekken is one of the representative IPs of traditional fighting games. However, there are challenges that the Tekken series has faced in accordance with recent changes in the game market.
1
Complex Controls
Tekken games have a high barrier to entry due to difficult controls that require learning numerous combos and techniques. This is a major barrier to entry, especially for younger users.
2
Limited Play Modes
Tekken games are mainly focused on 1-on-1 battle mode. The lack of diverse play modes and content makes it difficult to generate continuous interest from users.
3
Low Accessibility
Due to complex game mechanics and high skill requirements, it is difficult for general users to easily enter Tekken games. This is hindering the acquisition of new users.
To solve these problems, it seems that new innovation is needed in Tekken games. Efforts are needed to simplify complex controls, provide various play modes, and increase accessibility.
Gang Beasts
1
Game Concept
Gang Beasts is a new game concept in the weaponless battle royale genre. Players must fight with their bare hands and use various abilities in the game to defeat their opponents.
2
Market Opportunity
The battle royale genre is currently considered a blue ocean. Gang Beasts is expected to pioneer a new market with a unique concept that differentiates it from existing games.
3
Target Market
Gang Beasts is targeting the US and Chinese markets. The plan is to secure more players through a cross-platform strategy that encompasses both mobile games and PC players.
Core Loop & Game Cycle
Combat & Growth
Participate in matches → Utilize martial arts skills → Acquire combat experience & fame
Rewards & Achievements
Tournament ranking determined → Acquire rewards → Unlock new skills & customization elements
Progression & Customization
Character customization → Improve martial arts style → Develop specialized skills
Challenge & Competition
Rank up → Advance to higher tournaments → Challenge for the championship
Continuous engagement through weekly/monthly tournaments and seasonal operations, and establishment of an e-sports ecosystem
Technology & Development Roadmap
1
2025 Q3-Q4: Prototype Development
Implement 2:2 combat system based on Unity engine
Implement 4 core martial arts systems
Design basic matching system and server architecture
2
2026 Q1-Q2: Alpha Version
Implement 6:6 match system and closed alpha test
Complete 12 martial arts systems
Implement basic reward system and progression structure
3
2026 Q3-Q4: Beta Release
Expand to 30:30 scale and open beta test
Implement story content linked to Iron Dragon IP
Optimization and balancing work
4
2027 Q1: Official Release
Complete 50:50 scale focusing on PC platform
Develop console version and build e-sports ecosystem
Consider Unreal Engine 5 migration in the future
Differentiating Factors & Competitive Advantages
Unique IP and Expertise
Linked to the Iron Dragon IP of the science fiction novel 'Seraphim', to be published on Amazon US in May 2025
CEO's over 23 years of experience in various martial arts (Judo, Taekwondo, Shaolin Kung Fu, Muay Thai, and more than 7 others)
Over 30 years of fighting game expertise (from Street Fighter in '87 to modern recent fighting games)
Global game show booth experience (Metaverse promotion and operation at Gamescom in Germany 2022, Tokyo Game Show 2022, and CES in Las Vegas, USA 2023)
Global Market Scalability
Theme song production already completed in 12 languages
Simultaneous targeting of both major markets with a protagonist of American-Chinese mixed heritage
Potential for expansion into various media such as animation, novels, and webtoons
Aim to release the MVP within 12 months with an efficient development strategy.
1
Phase 1: Prototype (1-3 months)
Implement basic character using Unity Asset Store
Purchase 3D models from Unity Asset Store and correct Blender rigging
Implement basic combat motions by combining Mixamo free animations
Complete the basic structure of the 2:2 combat system
2
Phase 2: Alpha Version (4-6 months)
Build and expand server system
Multiplayer testing with Photon Fusion free tier (supports 500 CCU)
Implement lobby system based on PlayFab
Customize weaponless striking motions
3
Phase 3: Beta Version (7-9 months)
Content expansion and optimization
Implement 6:6 match system
Complete 12 martial arts styles
Basic matching system and balancing
4
Phase 4: Official Release (10-12 months)
Complete and launch version 1.0
Scale up to 30:30 and test stability
Final bug fixes and performance optimization
Ready for official release
Key Development Strategies
Reduce development time by maximizing the use of Unity Asset Store
Save motion costs with Mixamo free animations
Initial testing with Photon Fusion free tier
In-game payment features will be implemented in Season 2
Time-Saving Points
Minimize modeling time by utilizing existing 3D models
Ensure stability by using proven server solutions
Focus on MVP features and exclude unnecessary features
Minimize the risk of problems occurring if the development period is prolonged
Development speed is key: Aim to release version 1.0 after 12 months, and there is a risk of losing market opportunities if development takes too long.
Hybrid Strategy
Possible for Children
Fighting Nations can secure a strong competitive advantage in the children's market due to its unique characteristic of being a weaponless martial arts battle royale.
Accessible to All Ages
No guns/violence → Accessible to all ages (can bypass App Store rating filters)
Unlike existing battle royale games that receive Teen or Mature ratings, it is possible to obtain an Everyone 10+ rating with martial arts-based combat.
Educational Institution Partnerships
Content combining culture + education + e-sports → Potential for partnerships with parents and educational institutions
Opportunities for cooperation with schools and dojos through the educational value of experiencing the traditional martial arts culture of each country through the game and a healthy sportsmanship.
National Character Ownership Psychology
"My National Character" ownership psychology → Maximizes consumer inducement effect
Stimulating pride and belonging to one's country with martial artist characters from 200 countries, increasing the natural desire to purchase and customize characters.
Low Barrier to Entry
Similar UX to Roblox and Fortnite → Low barrier to entry
Rapid adaptation and spread are possible with battle royale game structure and intuitive controls that are already familiar to children.
Revenue Model & Financial Outlook
Revenue Model
Base Game: $19.99 or Free Release (PC/Console)
Season Pass: $14.99/quarter
Cosmetic Items and Battle Pass:
eSports Broadcasting Rights and Sponsorships
Key Expenses
Development Personnel (5-10 people: minimize full-time employees: mostly contract workers)
Marketing and Promotion
Server Infrastructure Setup/Operation
IP Licensing and Collaboration
Investment Proposal & Next Steps
300-500 Million
Investment Request Amount
Funds for initial development and prototype completion
18 Months
Development Period
Estimated time to release the alpha version
3.5x
Expected ROI
Return on investment within 5 years
Investment Utilization Plan
Formation and operation of core development team (55%)
Initial marketing and community building (15%)
Establishment of technical infrastructure and development environment (20%)
IP licensing and partnership building (10%)
Invest in Fighting Nations, the world's first weaponless battle royale fighting game, to open a new chapter in the global game market!