Games Croatia - IndieGames https://www.indie-games.eu/en All about Indie Games Wed, 25 Jun 2025 11:45:56 +0000 en-GB hourly 1 https://wordpress.org/?v=6.8.1 https://www.indie-games.eu/wp-content/uploads/2023/10/cropped-logo-ig-novo3-32x32.png Games Croatia - IndieGames https://www.indie-games.eu/en 32 32 Josip Vincetić otkrio je što nas sve očekuje u Dark Queen of Samobor, avanturi nadahnutoj hrvatskom mitologijom https://www.indie-games.eu/en/dark-queen-of-samobor-josip-vincetic-interview/ https://www.indie-games.eu/en/dark-queen-of-samobor-josip-vincetic-interview/#respond Mon, 16 Jun 2025 13:53:49 +0000 https://www.indie-games.eu/?p=26359 Dark Queen of Samobor draws inspiration from rich Croatian mythology and literature, and is being developed by a studio from Osijek.

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Last week, we spoke with Josip Vincetić, a developer from Osijek, via Discord. Alongside his brother Mato, he is developing Dark Queen of Samobor, also known as Crna kraljica, a linear side-scrolling adventure inspired by Croatian mythology and literary works.

We delved deeper into the game’s world, exploring its sources of inspiration, from Croatian mythology to literary works. We discussed the key role of the Croatian Audiovisual Centre (HAVC) in its development, learned what to expect from the game itself, heard about their experiences at Croatian gaming events, and found out which platforms will host this unique creation.

You can find Dark Queen of Samobor on Steam. The Vincetić brothers are also very active on Discord, with the game’s release date set for 2026, while a playtest is expected early next year.

Can you introduce us to the studio’s name, who makes up the team, and how the idea for Black Queen came about?

We chose the name Downtown Game Studio to promote Osijek, specifically Donji Grad, where we’re from. It doesn’t quite make sense since "downtown" usually means a city’s business center, and we live in the suburbs, but it’s Donji Grad, so Downtown it is.

We founded the studio in 2019, and Crna kraljica (Black Queen) isn’t our first game, at least not for consoles and PC. Before that, we spent three years developing hypercasual mobile games. I started the studio with my brother and another programmer, who later left us. That’s when our current programmer, Aleksandar Baranji, joined. Interestingly, while we were working on mobile games, Aleksandar was independently developing his own projects. We met, teamed up, and together released around 30 mobile games.

We always wanted to create a more serious game and hoped to hit it big with at least one mobile title to fund that dream. Though we didn’t achieve that financial breakthrough, collaborating with major mobile game publishers over those years gave us invaluable experience and knowledge.

The idea for Crna kraljica dates back to 2021, when we first submitted it to a HAVC public call. We weren’t accepted then, so we shelved the project and continued with mobile games. The turning point came in 2023 when we resubmitted it to a HAVC call, which was accepted this time, granting us initial funds for pre-production. This encouraged us to fully commit—we ended contracts with mobile publishers and focused entirely on Crna kraljica.

Besides our core trio, we have an incredibly talented concept artist from Zagreb, Fran Domljan, still a student currently interning with us. We hope this grows into a long-term partnership after his internship ends.

How Did You Come Up with the Story?

Inspired by the dark atmosphere of the last-gen console game Inside, we decided to create a similar side-scrolling experience. The opportunity arose with a HAVC contest, prompting us to develop a Croatian fantasy story. Growing up with dark fantasy films like Conan and Disney’s Sleeping Beauty, crafting a story in that vein felt natural. Our initial idea was to focus on characters from Ivana Brlić Mažuranić’s works and build a fantasy world around them. However, after consulting with Daniel Rafaelić, a renowned Croatian film scholar and historian, we were advised to explore less familiar themes. This led us to Šenoa’s “Zmijska kraljica” (The Serpent Queen), a poem about Barbara Celjska, the ruler of Medvedgrad known as the Black Queen.

When Daniel recommended Šenoa’s poem about the Serpent Queen, everything clicked. We realized we could build our own story on those foundations. Šenoa’s epic tells of a crusader who, returning from a campaign, encounters the Black Queen, the ruler of his homeland. A tragic love story unfolds between him, the queen, and his new love, a young girl. Our story diverges significantly from Šenoa’s, but it retains key elements: the queen, the crusader, and the young girl.

Šenoa’s tale served as a springboard for our own vision. However, we didn’t want to limit ourselves to Šenoa alone. Characters, locations, and events are rooted in Croatian mythology and culture, though we don’t strictly adhere to geographical truths. For example, the mountainous part of the game might resemble Velebit, but the characters there draw inspiration from other sources. Our goal is to create a dark fantasy world grounded in Croatian roots, blending elements from various literary works, including some characters from Ivana Brlić Mažuranić’s stories—we haven’t fully abandoned her influence.

Recently, you introduced the character and enemy Grabar, where do you draw inspiration for its look, and how do you come up with ideas for character designs?

We discovered Grabar while researching modern literature on Croatian folk tales and mythologies. Though such literature is scarce here, we strive to find and study available sources. For example, Vida Balog’s Hrvatska bajoslovlja explores ancient beliefs before the arrival of Christianity. In certain parts of Croatia, these beliefs still linger, with older generations passing down stories of ancient beings, as some regions only later fell under Christian influence.

It was through these local testimonies that we learned about Grabara and their nature. Our vision of Grabara is closer to what locals call Vodenjaci. So, we didn’t strictly adhere to historical accuracy but drew inspiration instead. Our Grabara align more with the description of Vodenjaci from those tales, though we also include Vodenjaci in the game, also inspired by these stories.

We work hard to gather as many references from Croatian culture as possible. Daniel has been a great help, providing insights about the Black Queen and the historical context of her life. While we don’t strictly follow historical facts, we aim to weave as many elements from real Croatian medieval history into the game.

How Did the Collaboration with Sandra Lončarić, the Voice of the Black Queen, Begin?

Finding a voice for our Black Queen for the trailer turned out to be surprisingly easy, thanks to Daniel. We had a script ready for the trailer and knew we needed a voice, but we weren’t sure about the scope of collaboration for the whole game, nor how much it would cost or how much text would be involved.

Daniel asked who was providing the voice, and we admitted we didn’t know yet. He then suggested Sandra Lončarić, which seemed unreal to us at the time. The very next day, I spoke with Sandra over the phone and arranged a meeting. She loved the idea. We proposed she not only voice the trailer but also lend her voice to the Black Queen throughout the game, and she agreed.

I think Sandra recognized the potential in our game, and local patriotism likely helped since both she and we are from Osijek. She was immediately thrilled about the project, and we’re honored to work with her. The Black Queen is the main anti-hero in the game, driving the plot and serving as the primary antagonist. The player’s goal is to reach her and confront her, making her an incredibly important character.

What Can We Expect in the Game?

We’ve put special focus on “cinematic” moments, unforgettable scenes, and an engaging story. It’s a linear experience lasting 3-4 hours, meaning you can finish it in one slightly longer play session.

The game is divided into several chapters, each offering a unique atmosphere and a boss fight at the end. Each boss is inspired by characters from Croatian literature or legends. Defeating a boss unlocks a new ability that mirrors the defeated foe’s power. For example, there’s the Plague Witch, inspired by Šenoa’s “Kuginja kuća.” After beating her, she controls time, the player gains the ability to slow down time.

This is one of the first special abilities you’ll unlock, and you’ll need to use it in later chapters to solve puzzles and progress. We place a big emphasis on camera direction. Perspective shifts won’t be random; you can’t freely change the view. Instead, the camera is carefully directed from start to finish, with changes used to highlight elements in the environment or create dramatic effects.

One of our key mechanics is axe-throwing, clearly inspired by God of War. The axe is used in both combat and puzzles. Alongside it, players will gain other special abilities, whose exact designs we’re still developing. Each will be unique and useful when combined with combat and puzzles. You’ll be able to choose which abilities to use in fights. There won’t be heavy RPG elements like skill trees or extensive character development, as the focus is on the linear story. Think of our game as Inside, but instead of a boy, you play as a knight armed with an axe and magic.

You mentioned Neva as an inspiration, will there be seasonal changes?

Our game will use a similar principle of environmental shifts, but instead of seasonal changes, we’ll focus on the time of day. The idea is for the player to journey through an entire day, starting in the morning and ending in the deepest night. This will bring significant environmental changes, as you’ll pass through different biomes, like mountainous and forested areas. In swampy regions, for example, Grabar, monsters lurking beneath the water’s surface, will wait for the right moment to ambush an unwary player.

What other enemies can we expect to encounter during gameplay?

Besides Grabara, we can mention the Red Crows (Order of the Crow), as we’ve named them, ninja-like warriors shown in the trailer. They are one of the Black Queen’s units, tasked with patrolling and guarding a section of the forest the player traverses. Known for using various traps and devices, they avoid direct confrontation, aiming to slow the enemy with obstacles. Of course, they’re also highly skilled in combat. All enemies will have different variants. For instance, within the Red Crows, we have light, heavy, melee, and ranged versions. Additionally, each new biome will introduce new enemy types. While the Red Crows inhabit the forest, the mountainous areas will feature entirely new creatures and beings.

To What Extent Has HAVC Supported This Project?

I often emphasize that without the Croatian Audiovisual Centre (HAVC), our game wouldn’t exist. While the financial support we received from HAVC was crucial for pre-production, its true value lies in something much deeper. Game development is an incredibly expensive process, so the recognition and backing from an institution with such experience and expertise were key. It gave us the real push to start this project. Of course, without the financial help, we couldn’t have begun, but the collaboration with HAVC offers so much more, including promotion and support. We’re truly grateful for everything they do for us.

I’d absolutely recommend that anyone with a development idea give it a try and not let bureaucracy or paperwork scare them off. The application process is actually simpler than it seems. I can confirm that Benjamin Noah Marićak from HAVC is incredibly approachable and ready to assist with everything needed during the application. This kind of support is incredibly valuable for the entire gaming community. The more quality projects we submit to HAVC, the more funding will flow back into the industry.

So, submitting an idea can’t hurt, and you might gain financial support, media exposure, mentorship, and key assistance for developing your own game. Therefore, I strongly encourage everyone to apply.

Are You Considering Launching a Kickstarter Campaign and Looking for a Publisher?

We’re currently preparing for a Kickstarter campaign set to start in early September, mainly to secure funding for further game development. At the same time, we’re actively seeking publishers and are in talks with several. If we secure funding through a publisher, the Kickstarter might not be necessary, but we’re not counting on that.

As a studio, you’ve attended the biggest gaming events in Croatia, what have been some of your experiences?

Participating in festivals like InfoGamer in Zagreb, the region’s largest indie game event, and Reboot Develop Blue in Dubrovnik, one of the world’s biggest gatherings, has proven invaluable for getting feedback on our game. At every conference and festival we attended, we brought a game prototype on a laptop, letting visitors try it out and share their impressions. Getting feedback this early in development is crucial.

For example, we’d arrive in Zagreb with one version, gather feedback, implement it, and then bring an improved version for another round of testing. Through this process, we found numerous bugs and received great suggestions that we added to the game. This is the primary benefit of such events, alongside the added exposure and visibility.

We were also featured on the Best Indie Game channel back in January. We weren’t sure how they found us, but they ranked us 25th on their top 25 list of new side-scrolling games. It was perfect since we were at the start of the video, and on the same day it was released, we gained 500-600 new wishlists from that single video. Recently, we applied again to his showcase, where he personally selects games he likes, and we made the cut. I can confirm firsthand that showcasing on bigger channels is worth it, as it definitely boosts visibility.

Where Will Dark Queen Be Playable? Can We Expect a Demo Version on Steam?

We’re primarily developing the game for PC, but our goal is to release it on all consoles—PlayStation, Xbox, and Switch. Whether we succeed will depend on our financial situation and potential partnerships with publishers who can support us. We think our game would fit perfectly on Switch 2, especially now that it’s out.

We plan to release a demo on Steam next year, closer to the game’s launch. We want to maintain good momentum between the demo and the full release, so it will likely be available during Steam Next Fest, about a year from now.

However, players will get to try the game earlier. This year, we’re planning a closed alpha test with part of the community, followed by a more open beta in the second or third month of next year. Only then, next summer, will the official demo hit Steam.

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Sve je spremno za gaming spektakl u Opatiji: Expo Gameri 2025 okuplja vrh industrije! https://www.indie-games.eu/en/sve-je-spremno-za-gaming-spektakl-u-opatiji-expo-gameri-2025-okuplja-vrh-industrije/ https://www.indie-games.eu/en/sve-je-spremno-za-gaming-spektakl-u-opatiji-expo-gameri-2025-okuplja-vrh-industrije/#respond Mon, 12 May 2025 14:53:22 +0000 https://www.indie-games.eu/?p=24694 Opatija will soon become a regional hub for gaming, technology, and pop culture thanks to the Expo Gameri 2025 festival.

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Opatija will soon become a regional hub for gaming, technology, and pop culture thanks to the two-day festival Expo Gameri 2025, taking place on May 30 and 31 in the Marino Cvetković Hall. Expect numerous exhibitors, spectacular international and local guests, a diverse program across two stages, esports tournaments, and special editions of workshops, panels, quizzes, and cosplay competitions.

The festival will be divided into several zones catering to all types of visitors—from hardcore gamers and professionals to casual players, collectors, parents, and children. The Gaming Zone features top-tier equipment and titles, supported by the main sponsor Računala.hr, which, with brands like UVI, XPG, Phillips, Adata, and Trust, provides the latest configurations for PC and console gaming. A unique experience is offered by Unreal89 VR Arcade, where visitors can step into virtual reality on a running treadmill, while the local company ORQA showcases FPV goggles and drone simulators that are already conquering global markets.

What's expecting you?

The Croatian indie scene is represented by Games Croatia and PISMO Inkubator, which bring together local game developers and young talents. Visitors will have the chance to try their games and learn more about development in the industry. Between gaming and entertainment, the CD Media stand is a must-visit, offering an interactive experience with the game Just Dance on Nintendo Switch consoles.

The festival wouldn’t be complete without a rich offering of pop culture and retro content. The iconic Peek&Poke Museum takes visitors back to the golden age of gaming with retro computers and consoles, while stores like Other Side Poland, Big 3 Anime Shop, and Chichi’s Emporium offer anime collectibles, sought-after figurines, and cards featuring popular characters. Puna Kolica, House of Games, SLG Grading Company, and Rockmark round out the experience with comics, music, books, and gaming souvenirs. Visitors can also refresh with products from brands like Kviki, Spezi, and Orangina.

Fans of competitive gaming can test their skills in the esports zones. In collaboration with River City Games and the 3. zmaj association, tournaments will be held in popular titles: League of Legends, Counter-Strike 2, Tekken 8, FC25, and an exclusive tournament in Marvel Rivals. Outside of tournament schedules, all games will be available for free play.

Both days of the festival feature a rich program across two stages. Visitors can attend panels, presentations, and discussions covering current industry topics—from cozy gaming and web3 technology to employment and education in the gaming sector. There will be no shortage of entertaining and educational content, including a gaming quiz, cosplay competition, prize games, workshops, and raffles.

This year’s spectacle is guaranteed by honorary guests whose names resonate across the global gaming scene:

  • Rami Ismail – An indie legend and co-founder of Vlambeer, Rami Ismail is behind hits like Nuclear Throne and Ridiculous Fishing, as well as the tool dopresskit.com. His advice and lectures are transforming the gaming world, and he’s renowned as a global mentor to indie teams!
  • Johanna Pirker – Dr. Johanna Pirker (TUG, MIT) is a scientist, VR researcher, and streamer known as JoeyPrink. A Forbes “30 Under 30” honoree, she began her career at EA and now captivates the gaming scene with lectures, education, and VR projects!
  • Molly Heady-Carroll – An Irish 2D artist and animator, she creates fantastical creatures for Netflix, Universal, and BBC. Co-founder of Arcane Circus and creator of the Zenibeasts project, her Kaiju Cutie animated hit captivates YouTube audiences worldwide!
  • Sebastien Croteau is the king of monstrous vocals! His voice can be heard in Genshin Impact, Helldivers 2, Baldur’s Gate 3, and over 40 other games. A master of throat singing and founder of The Monster Factory INC, he specializes in the wildest sounds in gaming!
  • Aliki Katriou, a Greek metal vocalist and voice actress, specializes in monster voices for games and films. A vocal beast from Eight Lives Down and Desolate Plains, trained in vocal rehabilitation and massage, she brings true sonic magic!

Croteau and Katriou are attending as representatives of The Monster Factory Inc, one of the world’s leading teams for vocal character design in games and films, and they will share their expertise through lectures and workshops.

The main partners of the festival are Računala.hr, providing technological infrastructure and prize funds, and Telemach, delivering high-speed connectivity and the Telemach Chill Zone—a relaxing oasis for socializing and gaming matches with popular influencer Pino Pingvin. For those involved in game production or development, an exclusive “B2B Gameri” conference for game dev and business will be held, including a dinner at Hotel Ambasador.

Another major highlight of this year’s Expo Gameri festival is its connection with the Slowmotion Festival & Conference, which brings together film, music, video games, and digital technology into a unique platform for exchanging ideas and inspiration. Visitors have the opportunity to purchase a combined festival ticket for both events at a promotional price, granting access to all content over three days—concerts, the conference, and the Expo Gameri program. The promotional price is 38 € until May 15, and 49 € thereafter.

Expo Gameri 2025 will be the central gathering point for the regional gaming community—a festival where the world of video games, cutting-edge technology, and the creative industry converge. It is held with the support of the City of Opatija, the Opatija Tourist Board, the Croatian Tourist Board, the Ministry of Culture and Media of the Republic of Croatia, the Primorje-Gorski Kotar County, the Croatian Audiovisual Centre, and other sponsors and partners.

“Don’t miss the event of the year for all video game enthusiasts!” urge the festival organizers from the Rivira marketing agency and the “3. zmaj” association from Rijeka, inviting everyone to secure their tickets via the official website www.expogameri.eu, where special benefits for groups, schools, and associations are also available. See you in Opatija!

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Tri vrhunske radionice u sklopu Blender: Film & Games konferencije https://www.indie-games.eu/en/blender-film-games-three-workshops/ https://www.indie-games.eu/en/blender-film-games-three-workshops/#respond Tue, 17 Sep 2024 17:30:49 +0000 https://www.indie-games.eu/?p=15382 Join the three workshops offered by this conference.

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Every hit film or game starts with a story, the most crucial driver of all subsequent steps in creating that audiovisual work. To apply for free script workshops during the Blender: Film & Games conference, you need to submit your short story idea (synopsis, maximum 1 page).

  • Title: Film Script (led by Branko Ružić) // from 9:45 to 13:15

Join the script workshops with internationally successful screenwriters. The film script workshop lasting 3.5 hours will be led by Branko Ružić, an international writer born in Split, who now lives and works between London and Singapore. His authored works include 14 TV series and three feature films; his stage plays have been translated into seven languages, and he is a multiple award-winning author. He is currently working for Studio Dragon/MBC (South Korea) on the project Lee Jin. As a consultant, he worked on the adaptation of the traditional Chinese story Into the Mortal (Winsing); he is also working on projects for Fremantle Australia and on the children's feature film Eva & Hm.

Branko Ružić
  • Title: Script for Video Games (led by Siniša Bahun) // from 14:30 to 18:00

They are far from ordinary texts as they are also technical documents that contain hundreds of pages of visual descriptions, flow diagrams, dialogue branching, and scenes. The workshop on scripting hit video games lasting 3.5 hours will be led by Siniša Bahun, an academic dramaturg who has been intensively working for the domestic video game industry for the past ten years. He has contributed to Croatian hits such as SCUM, The Red Solstice, Aquatico, Reset, and many others. He teaches creative writing for the video game medium at Vern University and the Academy of Dramatic Arts. In addition, he is involved in writing scripts for animated films, some of which, like Ballad of the Flute and the Necklace (Jaka Produkcija), are among the most awarded works in recent years. He has also designed scripts for interactive and VR installations for the Geo Info Center Voćin. He is a regular collaborator with the children's program of HRT, where he is currently working on several active projects within the morning mosaic Juhuhu.

Siniša Bahun
  • Title: From 2D Photography to 3D World: Visuals for Hollywood and Video Games // from 10 to 13:30

External lecturer at Algebra University and collaborator in the Game Development study, multimedia artist Ivan Šivak, will reveal to workshop participants the magic of transforming an ordinary 2D illustration or photograph into a dynamic 3D space – literally in the blink of an eye! Using simple techniques, Šivak will share his years of experience in the fields of comics, illustration, and animation, and explain how to enrich a static image and create an impressive 3D world. At the end of the process, participants will create a stunning 3D effect and literally bring the photograph to life by adding a camera and animating its path.

Ivan Šivak, a master of animated film and new media, was born in 1985 in Zagreb. He completed the School of Applied Arts and Design and graduated from the Academy of Fine Arts in Zagreb, at the Department of Animated Film and New Media. He has been a member of the Croatian Association of Visual Artists since 2011 and the Association of Visual Artists of Samobor since 2022. Throughout more than ten years of professional career, he has worked on over 40 projects in the fields of illustration, animation, and comics, for clients in Croatia and abroad. He is particularly noted for his HNB award for the design solution of the 2 euro coin in 2022 and the publication of his authorial picture book “Ajla and the Legends of Samobor” in the same year. As an art director in the video game industry, Šivak worked on the project “The Hand of Merlin” in 2018, and in 2021 he left the industry to focus on authorial projects, including children's picture books and comics for adults. He also conducts numerous art workshops and lectures in primary and secondary schools, colleges, and international projects.

Ivan Šivak

Application task:

To participate in the workshop "From 2D Photography to 3D World: Visuals for Hollywood and Video Games", choose a film or video game with visual effects that impressed you and write a short explanation (up to 200 words).

In your text, answer the following questions:

  1. Which visual effect did you like the most and why?
  2. How does that effect contribute to the film or game?
  3. What particularly inspires you about these effects? 

No need for technical knowledge – just share your impressions and imaginative ideas!

Send your applications to this mail: info@blenderzagreb.eu.

The application deadline is September 27, and selected participants will be notified by October 2. The workshops will take place during the conference on October 4.

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Sve što trebate znati o Games Croatia, novom projektu Hrvatskog audiovizualnog centra https://www.indie-games.eu/en/everything-you-need-to-know-about-games-croatia/ https://www.indie-games.eu/en/everything-you-need-to-know-about-games-croatia/#respond Fri, 13 Sep 2024 22:18:29 +0000 https://www.indie-games.eu/?p=14974 The Croatian audiovisual center decided to further improve the local gaming scene through the Games Croatia project.

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This year, following the double Zagreb GameDev Meetup and events such as Expo GameRi in Rijeka and the Reboot Develop Blue conference in Dubrovnik, the Croatian Audiovisual Centre (HAVC) decided to further enhance the domestic gaming scene through the Games Croatia project.

During the event in Rijeka, they only briefly mentioned their work on a new project, but later officially presented the initiative named Games Croatia, aimed at promoting and fostering the further development of the Croatian video game industry on a national, European, and global level.

One of the key aspects of this initiative is bringing together all relevant stakeholders from the video game industry in Croatia. The goal is to provide a platform for local video game developers, organizations, and other entities in the sector to gain greater visibility and receive support in connecting with the global video game market. Another objective of the project is to encourage the industry's growth by promoting it at international fairs, conferences, and similar events.

Numerous leading stakeholders in the video game industry have recognized Games Croatia, led by HAVC, as a crucial step forward for the progress of the domestic video game industry. HAVC, which strives to develop a dynamic audiovisual industry and promote its understanding across Croatia, has garnered the support of many organizations, including the Croatian Game Developers Association (CGDA), Reboot, Gaming Incubator PISMO, the HU-IZ-VI Association, and the Croatian Esports Federation (CeSF).

This project also highlights the fact that there are currently more than 180 registered game development studios in Croatia, ranging from startups and VR/AR studios to experienced developers with international portfolios. Besides the studios themselves, numerous organizations, institutions, and companies significantly contribute to both the Croatian and global gaming industries.

HAVC provides support to video game projects in two phases, depending on their development stage: the development phase and the production phase. The development phase includes processes such as ideation, creating the game's design document, and prototyping. The production phase begins after development and ends with a completed, published video game.

If you’re curious about the games Croatian developers are working on, you can find all the essential information in this brochure.

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