Leonardo Productions talks about projects and highlights positive reception at Mundo Gamer Showcase 2026


Vinicius
Vinicius Melo
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Editor-chefe Watermelo, computer scientist, researcher on ADHD and VR, and writer about games.

quinta, 16 de abril de 2026 14h 57min

Leonardo Productions talks about projects and highlights positive reception at Mundo Gamer Showcase 2026
(credit image: Leonardo Productions talks about projects and highlights positive reception at Mundo Gamer Showcase 2026 )

The March edition of Mundo Gamer Showcase 2026 featured a global broadcast across Mundo Gamer Network channels, including Mundo Gamer TV on YouTube and Twitch, bringing together several notable names from the indie scene. Among the highlights was Leonardo Productions, which presented Hell Architect: Survivors and Champions Stable. In an exclusive interview with Watermelo, the Leonardo Interactive Team shared their thoughts on the event and the reception of their projects.


Reflecting on their experience at the event, the team emphasized their focus on increasing visibility and understanding audience response, as well as evaluating how quickly players connect with each game's core concept. "Our experience at Mundo Gamer Showcase 2026 was very positive. We joined the event with clear goals in mind: increasing visibility for our projects, introducing both games to a broader audience, and better understanding player reception. At the same time, events like this are also very useful for testing how quickly people connect with a game's core identity. In that sense, it was a strong experience for us both from a visibility and a feedback perspective."


When discussing the reception of the projects after the showcase, the developers noted that each title found its own space with the audience, albeit in different ways. "We came away from the event feeling positive about both projects, although in different ways. Hell Architect: Survivors naturally caught attention because of its immediate pace, strong gameplay loop, and chaotic energy, which are elements that are easy to communicate quickly. Champions Stable, on the other hand, stood out for its unique concept and its visual quality. So rather than one replacing the other, we feel each game found its own space and spoke to a different kind of audience."


When discussing the development of Hell Architect: Survivors, the team explained that the core idea came from an interest in balancing management tension with a faster, more action-driven structure, something that was part of the vision from the very beginning, even as the concept evolved over time. "The idea came from our interest in mixing management tension with a faster and more action-driven structure. That contrast was part of the vision from early on, because we liked the idea of giving players a constant sense of pressure while still asking them to make meaningful decisions. Of course, during development the concept evolved a lot, especially through iteration and playtesting, but the core identity was there from the beginning."


Working simultaneously on two projects with such distinct approaches required constant adaptation from the team, which had to shift between different creative rhythms and perspectives throughout development. "Working on two projects with such different vibes was definitely challenging, but also very stimulating. Hell Architect: Survivors is much more immediate and intense, while Champions Stable is more immersive, strategic, and emotionally driven. Managing both at the same time pushed the team to constantly shift perspective, but in a positive way. It helped us stay creatively flexible and reminded us how important it is to build each game around its own audience and tone."


During development, defining priorities was highlighted as one of the biggest challenges, especially when trying to ensure that each project remained clear and appealing to players. "One of the biggest challenges was understanding what to prioritize in order to make each project immediately readable and appealing to players. During development, there are often many ideas that seem interesting internally, but not all of them improve the player experience. In both projects, there were moments where we had to step back, simplify certain aspects, and focus more clearly on what made the game truly engaging. Looking back, that process was essential to strengthening the final direction."


Finally, when addressing their presentation strategy, the team highlighted the importance of clearly communicating each project's identity and noted their positive surprise with how quickly audiences engaged with both titles. "Our strategy was to present each game through its clearest and strongest identity. With Hell Architect: Survivors, that meant highlighting the pace, tension, and gameplay loop. With Champions Stable, it meant focusing on the uniqueness of the concept and the overall quality of the game. This project is at an earlier stage in development compared to Hell Architect: Survivors so our strategy was mainly to present the concept and gather feedback from the community. What surprised us positively was seeing how quickly some players understood the fantasy and positioning of both titles. That kind of immediate engagement is always encouraging."

Our experience at Mundo Gamer Showcase 2026 was very positive. We came away from the event feeling positive about both projects, although in different ways. — Leonardo Interactive Team


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