How a fight works
Six stats, one hit pipeline, four classes, how a hero is written down, and the order of authority that decides every beat.
Behind the scenes at BellHop Studios: how our games are made, what we cut, and what we learned along the way.
Reception is our gacha dungeon game, in alpha with testers. You join a guild run by its receptionists, collect heroes, and send four-hero parties into the fields and dungeons. Here's how it was built, from the first dot on a grid to a live alpha in eleven weeks.
Six stats, one hit pipeline, four classes, how a hero is written down, and the order of authority that decides every beat.
Three species, four tiers, five abilities, and the thousands of simulated fights that set every number.
The whole story in one read: eleven weeks, six bursts of work, about 300 changes and 70 cuts, from a dot wandering a grid to a live alpha.
26 July to 4 August: a four-hero party nobody controls, a dot rolling directions once a second, and ten days that turned it into a world.
30 August to 3 September: the prototype gets its name, its guild of receptionists, fog of war and its core rules.
18 to 27 September: research and specs first, then fatigue, the gear economy, the shop and Hire a Hero, built in one pass.
29 September to 3 October: one simulation, a server that owns every save, the alpha goes live, and testers arrive within hours.
4 to 7 October: Reception stops being a game you only watch. Player-led Dungeons, Mettle and Banner, and a story.
8 to 11 October: new anime portraits and lore, ability cards that state their exact numbers, dungeon tiers, and what comes next.
About 70 features were removed or replaced on the way to the alpha. What went, what replaced it, and why.
Scroll or scale? Ladder or carousel? Never sell power? Seven calls that went back and forth before they settled.
Eleven weeks of Reception in numbers: changes, cuts, heroes, ability cards, tests and gacha rates.