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Faaast Penguin 1st Anniversary: Message from the Producer


Faaast Penguin has reached its 1st anniversary!
To everyone who plays regularly and to everyone who supports us, thank you so much.

I can hardly believe a year has already passed, but looking back, I realize we’ve made so many memories together.

Beta Test

The beta test was held on September 7–8, 2024.
It was the moment we finally got to show you the title we had been quietly developing in-house for the past three years. I clearly remember watching everyone’s reactions with my heart pounding.

(To all PlayStation 5 users, we’re truly sorry that you weren’t able to play due to the issues!)

The Release and Tokyo Game Show (TGS)

Faaast Penguin was officially released on September 20th.
Just a few days later, we exhibited at Tokyo Game Show, and seeing the smiles of everyone playing right in front of us made us realize, “We really did make a fun game.” It was a moving experience at our booth.

Memories From Each Season

Season 1

Season 1 kicked off with these 4 worlds: Tropical Hawaii, Sky High, Sands of Egypt, and Palau Branches.

Even more people got deeply absorbed in playing than we had imagined. We were amazed to see players discovering shortcuts we developers didn’t even know, mastering precise management of the special items, and studying the best ways to use ultimates—watching you all explore and push the game forward was truly astonishing.

At the time, we received many requests and bug reports, and I remember how quickly the service was improved in response. To everyone who helped us during that time, thank you so much.

Season 2

The worlds Tropical Hawaii Night Paaarty and Sands of Egypt Night Paaarty were unveiled.
When the jump attack was developed, the dev team scrambled a bit, but that’s when the current shape of the game began to take form.

It was also from this season that the season rank point system started to resemble the balance we have today. (Season 1 was tough, wasn’t it? lol)

Season 3

Italian Crunch was unveiled. For the first time, we implemented luck-based elements like the Door With Lock as in-game items. The fact that this was well received became a very important turning point, even from a game design (rule design) perspective.

Also, we were able to have our first collaboration with DOZLE Corp., running advertisements in Shibuya and on trains in Japan. It made us really happy to see that fans of DOZLE Corp. were pleased as well. (Hopefully we can grow even more and launch big campaigns overseas!)

Season 4

Japan Scroll was unveiled. I remember how much effort went into making sure the effects of the three types of scrolls could each be fully utilized.

This was also the time when the soundtrack was released and when the still-popular Sleek Racer ultimate made its debut.

Season 5

Star Drop was unveiled. It became a fantastical starry world where the thrill of attacking really stands out.

This was also around the time when official tournament regulations were established. Also, this was the first time a tournament was held outside of Japan. We had never expected it at release, but now the fun brought by tournaments has become an essential part of Faaast Penguin. We’d like to keep expanding this trend in the future.

Season 6

Miami Splash was unveiled. We explored ways to express a summer vibe different from Tropical Hawaii. The Bubbly Water gimmick led to countless dramatic moments.

The 1st-anniversary pre-party was really cutting it close, lol.

2 Million Downloads and Here on Out

Looking back, this past year has been filled with memories of Faaast Penguin.
During development we faced many challenges, but playing matches alongside all of you, seeing your posts on social media and Discord, and watching the excitement on streams always encouraged us.

And this month, we’ve surpassed 2 million downloads!
Nowadays, with so many games being released every day, it’s extremely challenging for a new live-service game like ours to succeed. For a team like ours, with no prior operational experience, to create a title loved by so many feels almost miraculous.

On the other hand, this is a game we’ve grown together with all of you, thanks to your feedback.
I strongly believe that the potential of this game is far from being fully realized.
We already have new, more ambitious plans underway to make the game bigger and more enjoyable for players all around the world.

In year two, we hope to have even more fun with everyone and take the excitement of Faaast Penguin to the next level.

 

Thank you so much for your continued support!