Behind the scenes of the new metaverse game Cross The Ages 

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As the team behind the new meta­verse game Cross The Ages (CTA) pre­pares for the upcom­ing release, CEO and co-founder Sami Chlagou explained the project’s inno­v­a­tive approach–poised to make waves in the Game­Fi market.

Reveal­ing some of the com­pelling facts about the 16-month-long devel­op­ment, Chlagou broke down how CTA aims to pro­vide a deep­er play­ing expe­ri­ence based on strate­gic choic­es involved with col­lect­ing cards–engaging play­ers long term.

Free-to-play meets play-to-earn

“Cur­rent­ly, the main trend is to migrate every­thing to the meta­verse, but CTA is try­ing to do the oppo­site,” explained Chlagou, out­lin­ing the project’s unique approach that draws upon the nos­tal­gia of trad­ing cards.

These tan­gi­ble col­lectibles will allow play­ers to bring a piece of the meta­verse back to the phys­i­cal real­i­ty, while at the same time, with their intro­duc­tion into the play-to-earn equa­tion, CTA will bridge the gap between gam­ing and cryp­to, he added.

With this, CTA is ush­er­ing in a com­plete­ly new for­mat of the game, where play­ers can com­bine old and new gam­ing habits, explained Chlagou, not­ing that the gas fee for cre­at­ing a card is going to be $1.

Tree Mon­ster by Bri­an Valeza © Cross The Ages

The low entry bar­ri­er is anoth­er key ele­ment that sets CTA apart from oth­er blockchain games on the market–the game is free to play, and those that want to access play-to-earn func­tion­al­i­ty can do so for as lit­tle as $10 or $20.

By com­bin­ing the free-to-play and play-to-earn mod­el, CTA is going to rev­o­lu­tion­ize the Game­Fi sec­tor, argued Chlagou, not hid­ing his ambi­tion for the game to dri­ve the mass adop­tion of blockchain technology.

With this in mind, he also revealed some of the main rea­sons behind the team’s deci­sion to launch on Poly­gon

“First of all, it was impor­tant for us to choose a chain that would allow us to cre­ate a game where the gas fee will nev­er exceed $1,” he explained, not­ing this was one of the pre­req­ui­sites con­sid­er­ing the mass adop­tion goals set for the CTA. 

Reach­able tech­ni­cal sup­port was anoth­er cru­cial ele­ment, which, accord­ing to Chlagou, lever­aged smooth coop­er­a­tion and communication–both increas­ing­ly impor­tant when build­ing for the long haul. 

“Third, with Poly­gon we are clear­ly able to build for the mul­ti-chain future,” he con­clud­ed, adding the EVM com­pat­i­bil­i­ty as one of the key fac­tors to the list.

Iris by Dzy­dar © Cross The Ages

Physical cards meet NFTs

In recent years, the com­pa­ny behind the project acquired five studios–in Hun­gary, France, Eng­land, Japan, and Brazil, said Chlagou, who launched his first busi­ness for trad­ing col­lectible cards at the age of 24. 

Amongst oth­ers, Chlagou, who worked as a pro­duc­er in the audio­vi­su­al sec­tor for the past years, also found­ed the first pri­vate e‑commerce plat­form for video games, Rushongame.com, and Pix­el­heart, a pub­lish­er and dis­trib­u­tor of ret­rogam­ing and lim­it­ed edi­tion video games.

He admit­ted to get­ting into trad­ing card games as a nine-year-old join­ing the Mag­ic The Gath­er­ing band­wag­on back in 1993, and believes that CTA’s move to include this retro aspect will appeal to all breeds of gamers.

“We are not just build­ing a game, we are build­ing a whole uni­verse,” said Chlagou, not­ing that a super­star group of 14 writ­ers cre­at­ed a com­pelling sto­ry­line for the next 10 years.

Out­lined in sev­en books, the sto­ry com­bines ele­ments of both Fan­ta­sy and Sci-Fi, while flirt­ing with pow­er­ful metaphors that are evok­ing philo­soph­i­cal reflec­tion on cur­rent expan­sion into the vir­tu­al realm.

Bird by Jesus Conde © Cross The Ages

The impres­sive team of 134 peo­ple cur­rent­ly work­ing on the project includes a vast array of illus­tra­tors, who are wrap­ping up the first col­lec­tion of more than 365 col­lectible cards with dif­fer­ent scarci­ty and unique traits.

The dream team of artists comes from projects such as Har­ry Pot­ter, Game of Thrones, Witch­er, Lord of the Rings, to name a few.

Preparing for the release

The project that was ini­tial­ly devel­oped in the shad­ows, cur­rent­ly enjoys the back­ing of mul­ti­ple VCs, revealed the team.

Mean­while, CTA’s Insta­gram, Dis­cord, Twit­ter and Telegram chan­nels are grow­ing rapidly. 

“We cur­rent­ly have a strong com­mu­ni­ty of 300.000 peo­ple, but our mis­sion is to reach a mil­lion by March 22,” said Chlagou, adding that the book already crossed 60.000 downloads.

The chap­ters which are cur­rent­ly avail­able in six dif­fer­ent lan­guages, includ­ing French, Eng­lish, Span­ish, Japan­ese, Chi­nese, and Pol­ish, are released weekly–enabling prospec­tive play­ers to under­stand the game more inti­mate­ly before the release. 

Char­ac­ters are devel­oped based on the ennea­gram types–another aspect that makes the sto­ry time­less and more relatable. 

Demon by Felix Dona­dio © Cross The Ages

“We will have the demo ver­sion ready by the end of Feb­ru­ary,” said Chlagou, not­ing that ear­ly access is planned for the end of April, begin­ning of May. 

Accord­ing to him, “the key of suc­cess with this kind of project is based on one thing–the IP.” 

“If you have this, you have absolute­ly every­thing,“ argued Chlagou, point­ing out the impor­tance of build­ing on a well-defined and proac­tive IP strategy.

Accord­ing to the team, a movie release is envi­sioned as a part of the log­i­cal pro­gres­sion and could be expect­ed three years fol­low­ing the game launch.

The team is also not lag­ging behind with plans for 3D immer­sive VR, which are, although still large­ly con­tin­gent on tech­no­log­i­cal and hard­ware improve­ments, on the roadmap for 2023 and 2024. 

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