advance/early chapters : p atreon.com/Ritesh_Jadhav0869
"What Mr. Sterling said is absolutely right. This will be a truly culturally significant mech dungeon tapping into underserved Asian markets. Stormwind Studios has achieved success, but to be honest, they've been developing content with Western cultural backgrounds to cater to their primary audience.
Though the Avengers was successful, the entire franchise has zero connection to Eastern civilization. Even the mythological figures used are Thor and Loki from Norse mythology. Honestly, there's a massive opportunity here they're completely ignoring!"
"Exactly! This time, we'll tap into rich Chinese history and mythology. China has SO many legendary figures! Stormwind can integrate Norse mythology into modern civilization and create superheroes—so can we. This time, we'll think outside the box, reshape mythological icons, and create our own Eastern mech heroes for global audiences!"
"Yes! Mech God of War: Monkey King will fire the first shot for Eastern superhero franchises breaking into Western markets!"
Everyone spoke enthusiastically, building off each other's energy. Development of Mech God of War: Monkey King quickly commenced.
Stormwind Studios, with its Avengers super-IP, had officially joined the ranks of top-tier companies like ET Games, becoming one of the most influential game developers globally.
During this period, Alex received a continuous stream of interview requests—domestic media, major international outlets, gaming press, business publications.
As a rising star who'd successively created multiple hit IPs, he'd become the industry's most dazzling figure. He'd proven with tangible results that his success wasn't luck.
Stormwind Studios had entered a phase of explosive growth—like a rocket with boosters ignited, nearly impossible to slow down even if they wanted to.
The ongoing Avengers experiential content remained the company's development priority, continuously providing new storyline updates to maintain the franchise's momentum.
Moreover, the Avengers story had only just begun. Much more content remained to be told. Related film projects proceeded as planned, releasing in coordination with game updates.
The newly acquired comic studio had completed personnel upgrades and expansion, doubling the original team size. Most focused on creating Avengers comics, while others worked on another new project Alex had launched: Gundam.
Regarding new projects, Transformers—officially unveiled at the Infinite Realms Carnival—was currently a key development priority for Stormwind Studios.
However, the development timeline was relatively tight.
Fortunately, Stormwind was now strong and well-staffed, having attracted elite talent nationwide. They were equipped with top-tier development tools and AI systems.
Additionally, Alex's "system" provided most art assets, dramatically reducing workload.
Therefore, Alex was confident Transformers would be completed on schedule while maintaining high quality—bringing the alien mechanical life forms and story completely new to this world's audiences.
The Death Race game remained incredibly popular, consistently ranking first on the experiential content popularity charts with extremely high player engagement and retention.
Though Battle Royale mode was fun—and Stormwind had subsequently updated many new maps and creative gameplay variations—players hadn't forgotten the Team Deathmatch mode from the original competitive roadmap.
Players constantly urged Stormwind to update this mode. The studio kept delaying, which made many players anxious—joking on forums about storming Stormwind's offices and holding Alex hostage until he released the update.
Actually, Alex hadn't intentionally delayed. The gameplay mechanics and numerical balance were still undergoing internal testing. He had extremely high standards for this innovative mode.
Additionally, other urgent projects took priority, and newly hired staff couldn't keep pace with the company's rocket-like growth trajectory. Some development bottlenecks occurred.
Fortunately, after extensive anticipation, the Team Deathmatch mode for Death Race finally updated. This highly anticipated competitive format immediately attracted global player attention.
Eager players flooded into the game to experience it, curious what exciting gameplay this mode offered.
Team Deathmatch Mechanics
In Team Deathmatch mode, players divided into two teams for battle—ten players per team.
Before starting, they must choose their vehicle in advance.
The vehicle library provided about fifty different types with varying styles, features, and roles:
Scout vehicles: Light armor and weapons but high speed, agility
Heavy combat vehicles: Pickup trucks and SUVs with thick armor, heavy weapons
Support vehicles: Equipped with defensive tactics like smoke bombs, electronic jammers
Supply vehicles: Mainly providing ammunition and repairs to teammates
Players could choose vehicles with different roles based on team tactics, creating customized lineup compositions.
In-game, ten players needed coordinated cooperation with clear role divisions.
Resources required collection during matches. Indiscriminate attacks from system-dispatched super battleships added environmental pressure.
During gameplay, vehicles could be upgraded and acquire more powerful weapons.
However, five locations called "garages" existed on each map.
The two teams spawned at two garages respectively. The remaining three were neutral facilities.
Neutral garages were equipped with defensive weapons and would attack both teams unless players broke through defenses and successfully captured control.
Each garage could provide repairs. Even completely destroyed vehicles could return to battle after a repair cooldown.
The ultimate objective: occupy all five garages.
Through tactical cooperation, the first team to successfully control all five garages won the match.
"It's FINALLY here! Didn't disappoint—Team Deathmatch mode is genuinely interesting!"
"Fun as hell! This mode feels even better than Battle Royale!"
"Yeah, this emphasizes lineup selection, team operations, tactical coordination. Love it!"
"It perfectly integrates dungeon raid mechanics and class cooperation into competitive format!"
"Exactly! This gameplay lets different player types contribute meaningfully. Everyone has participation, everyone can find their role and impact the match!"
"The vehicle roles system is brilliant—scouts, tanks, support. Feels like an actual team composition"
"My squad is already theorycrafting optimal comps. Three heavies, four scouts, two supports, one supply?"
"Nah bro, mobility meta. Six scouts, two heavies, two support. Speed is king"
"Y'all are sleeping on the capture mechanics. Heavy lineup dominates garage control"
The strategic depth was already generating intense community discussion.
Alex watched the positive reception with satisfaction. Another successful launch.
Death Race continued its reign as Stormwind's most enduring competitive title.
