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Devlog 002: The Untold Origins of Firva

Firva: Strings of Fate
A downloadable Firva

How It All Began:

Every story has its humble beginnings, and Firva is no different. But what makes our story unique is that it didn’t start with a big budget, a fancy studio, or even a clear roadmap. It began with something far more powerful: a dream. A dream driven by ambition, determination, and a passion to create something meaningful.

Firva was born from the vision of our project lead, Reza Sajjady. He didn’t want to make just another game. No, he envisioned a dark world, a narrative-driven world, where cinematic flair met impactful gameplay. It wasn’t just about fun; it was about crafting a story worth telling. But like any creative project, the hardest part wasn’t the vision itself; it was finding the right story to bring to life.

The journey started small, with just Reza’s vision and a blank slate. But Reza knew that to bring his dream to reality, he needed help. In March 2021, Soroush Hosseinpour joined the team. As the first addition to the project, Soroush played a pivotal role, starting with prototypes. And after months of trial and error, by the end of September, they created “Alex,” the first prototype.

It was rudimentary. Some might argue it wasn’t even a true prototype yet. But for us, it was a milestone. It was the first tangible proof that they were on the right track.

But one prototype wasn’t enough. With only two people on the team, the scope of the project quickly became clear: you can’t make a complex, narrative-driven game with only two people and limited resources. The next 12 months were spent experimenting, iterating, and testing, creating a lot of ideas but not much to show for it. They struggled. Progress was slow, and at times, the dream felt far out of reach. Yet they never gave up. Even as the prototypes piled up, they were slowly discovering the heart of Firva, piece by piece.

After a year of experimentation, the team still wasn’t anywhere near where they wanted to be. The process had been messy, full of setbacks, but also learning. It was clear they needed more than just ideas; they needed people. That’s when Peyman came into the picture.

With Peyman on board, the team felt reinvigorated. In just six months, they were able to bring more structure to their work, building a more polished and cohesive version of the game, which we now call Taliman. It wasn’t the finished product, but it was the best they’d created so far.

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