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Gamania time travel: back in where it all began…

Gamania time travel: back in where it all began…

How did Gamania go from a small company with no more than a dozen employees to a big corporation with thousands of staff? What crazy initiatives Gamania has launched in the game industry? What miracles it has created? As a Gamanian, knowing the history of Gamania is a prerequisite. Now let’s take the time travel machine back in time and review Gamania’s wild history!

1993 Completed two in-house game products, ‘Warring States’ and ‘Alien’, and received great result from the market
1995 On April 1st, Full Studio (R&D) and FullSoft (marketing) launched their debut in-house product, Eclipse and instantly received significant commercial success.
1997 Full Studio and FullSoft integrated into FullSoft. Game R&D was temporarily ceased and focused on being agent for Korean and Japanese games
1999 Launched the ‘Convenience Store’ series. The Chinese version, ‘Fast Food Shop’ was launched in Taiwan and sold at 1.2 million copies.
1999 (Gamania Digital Entertainment Co., Ltd.)」
On November 11th, the title officially changed to Gamania Digital Entertainment Co., Ltd.

2000
Launched the Korean version of Convenience Store 1 and became widely popular, selling 150,000 copies.
2000 Acquired the Chinese edition license for the online game ‘Lineage’. Just two weeks after its release in Taiwan, membership surged to 200,000.
2000 Gamania officially listed on the Taiwan Stock Exchange.
2003 The membership of ‘Lineage’ in Taiwan reached over 3.5 million benchmark, making it the online game with the largest player base in Taiwan.
2004 Launched the Gamania mobile phone payment system in Taiwan, allowing gamers to purchase GASH points through their mobile phones. This made Gamania the first game company in Taiwan to offer an integrated virtual payment system.
2005 Acquired the license for ‘Maple Story’, the first free leisure online game in Taiwan. This opened up a younger market for online games, setting a new gaming trend.
2006 Debut launch for 5 original online games at the Tokyo Game Show: ‘Super Rich’, ‘Bright Shadow’, ‘Zodiac’ and ‘AOW’ all of them smash hits with players.
2007 launched the first in-house online game ‘Bright Shadow’ and created a record of 30,000 instant login players.
2008 In-house produced game, ‘Lucent Heart’ won the Best Game Award and Best New Star Award in Japan, 2008.
2009 Established the R&D subsidiaries: PLAYCOO Corporation, SEEDO Games, and RedGate Games to develop even more exciting games to help Gamania reach future goals.
2010 Animation debut, ‘Hero: 108’successfully entered into the global market, premiered first in the U.S., Britain, and later on in other European countries.
2010 Established European headquarter in Amsterdam, aiming to fully expanding in European market
2010 Exhibited in the larges game fair in Asia, Tokyo Game Show to showcase years of R&D achievement
2011 Gamania was selected as one of Taiwan’s Top 100 Brands, held by Ministry of Economic Affairs of Taiwan.
2011 Gamania was selected as one of Taiwan’s Top 100 Brands, held by Ministry of Economic Affairs of Taiwan.
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