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Steam News2 February 20265mo ago

“Strike While the Iron Is Hot”

Why We Decided to Run a SHIKA-Q Playtest Before deciding to run a SHIKA-Q Playtest, there were several factors we considered.

In this update7

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Full SHIKA-Q update

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What changed

0 fixes0 additions11 changes0 removals
  • Events
  • UI and audio
  • Gameplay
changedWhy We Decided to Run a SHIKA-Q PlaytestThis event marked SHIKA-Q’s very first public demo .
changed① “After just one play, I knew this was something special”On its own, that might sound like a common reaction. What stood out was what followed.
changed① “After just one play, I knew this was something special”What would happen if the rules were tweaked slightly
changed② Grasping the rules on the first play—and making PvP work instantlyThe next key moment came during a closed match featuring a well-known YouTuber.
changed② Grasping the rules on the first play—and making PvP work instantlyWe deliberately avoided giving a detailed explanation beforehand. Instead, we explained only the core rules while playing, then moved straight into a head-to-head match—almost entirely blind.
changed② Grasping the rules on the first play—and making PvP work instantlyThe result exceeded our expectations.

SHIKA-Q changes

changedThis event marked SHIKA-Q’s very first public demo .
changedOn its own, that might sound like a common reaction. What stood out was what followed.
changedWhat would happen if the rules were tweaked slightly
changedThe next key moment came during a closed match featuring a well-known YouTuber.
changedWe deliberately avoided giving a detailed explanation beforehand. Instead, we explained only the core rules while playing, then moved straight into a head-to-head match—almost entirely blind.

Why We Decided to Run a SHIKA-Q Playtest

Before deciding to run a SHIKA-Q Playtest, there were several factors we considered. But everything began with our exhibition at “Okayama THROW THE SPARK 2025,” held on September 20–21, 2025.

This event marked SHIKA-Q’s very first public demo.

From the development side, to be completely honest, we didn’t yet know how far the game would resonate with players. That uncertainty is precisely why every reaction we witnessed on-site ended up shaping our next decisions.

① “After just one play, I knew this was something special”

One moment that left a strong impression came from a player right after finishing their very first match.

“This is kind of insane.”

On its own, that might sound like a common reaction. What stood out was what followed.

Even after just one play, the player immediately began imagining:

  • What would happen if the rules were tweaked slightly

  • How different match settings could completely change the experience

  • What might emerge once players truly mastered the game

This kind of reaction doesn’t come from something that’s merely “fun in the moment.” It only appears when players can sense depth, growth, and long-term potential.

At that point, we clearly felt that SHIKA-Q had the potential to be more than a one-off experience.

② Grasping the rules on the first play—and making PvP work instantly

The next key moment came during a closed match featuring a well-known YouTuber.

We deliberately avoided giving a detailed explanation beforehand. Instead, we explained only the core rules while playing, then moved straight into a head-to-head match—almost entirely blind.

The result exceeded our expectations.

Despite it being their first time playing and in a closed setting, they immediately understood the rules, created excitement through their presence and reactions, and turned the match into something genuinely entertaining.

For spectators, it was easy to understand what was happening on screen. They reacted naturally—cheering, groaning, celebrating wins and losses.

In that moment, SHIKA-Q stopped being a theoretical PvP game for us as developers. It became a proven, real-world competitive experience.

③ The momentum created by esports team players

The following day brought an even more decisive moment.

Players affiliated with esports teams began visiting the booth—one after another.

They didn’t just play.

  • They called over teammates

  • Challenged each other to matches

  • Formed spontaneous competitive circles on the spot

This kind of organic flow doesn’t happen with games that lack competitive appeal. People don’t gather others unless winning and losing truly matter.

At that point, we felt something close to certainty: SHIKA-Q was being received as a game worth competing in.

④ Families jumping in—without hesitation

At the same time, we saw reactions from a completely different audience: families.

Many of them weren’t necessarily familiar with games. Yet they picked up SHIKA-Q for the first time, understood the rules with surprising ease, and quickly became absorbed in the experience.

They played confidently, moved naturally, and genuinely enjoyed themselves—on par with more experienced players.

This clearly showed that SHIKA-Q is a game that:

  • Has a low barrier to entry

  • Can be understood intuitively, even without explanation

  • Allows anyone to stand on the same starting line

⑤ And the people who came back—after making a full lap

The final deciding factor for us was the presence of returning players.

Some people played once, walked around the venue, then came back to our booth. They wanted another try. They wanted to do better than last time. They wanted to face a different opponent.

This behavior is proof that a game leaves a lasting impression.

At that moment, we felt it strongly:

The iron is hot.

And when the iron is hot, you have to strike. This event made us feel an urgent need to move forward—to take the next step, and to release the game sooner rather than later.

SHIKA-Q Playtest Overview

Title

SHIKA-Q Genre: Ultra-fast competitive puzzle game Platforms: Nintendo Switch / PlayStation 4 / PlayStation 5 / Steam (Steam Playtest currently ongoing)

Developer

Agni Flare Inc.

This Playtest is being conducted to evaluate:

  • Control feel

  • Speed of understanding

  • Decision density during competitive play

Source

Steam News / 2 February 2026

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