Fighting Nations: Confidential Video

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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
  • Minimized violence considering child customers (weaponless combat system)

Development Roadmap: Time Is Money

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

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!

Gang Beasts: Gang Beasts

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