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This Week in Mobile Games - Smilegate Devs Speak on Epic Seven's Steam Debut and Chaos Zero Nightmare's Anniversary

Источник: anime_ann
2026-11-02 14:00:00
Тайны Новостей

Hello and welcome once more to another edition of This Week in Mobile Games, your twice-monthly look at the wild world of games on your phone and other mobile devices (and more, these days).

Today's installment is a bit special, as I've been learning a bit more about Chaos Zero Nightmare and Epic Seven. Both games are free-to-play titles developed by Smilegate , with Chaos Zero Nightmare (CZN) being the newer one. CZN recently launched its first anniversary celebration, and Epic Seven ( E7) commemorated its eighth birthday earlier this year. More recently, though, the game made its debut on Steam for the first time, and a new server based on the platform went live right alongside the 6th annual Epic Seven World Championship.

In light of the new developments for both titles, I had a chance to send a few questions to developers at Smilegate , namely Epic Seven Producer Tak Gwang-Jin, as well as Choi Seung-Hyuin, who recently took on the role of Producer for Chaos Zero Nightmare. They reflected on their respective games, commenting on Chaos Zero Nightmare's inspirations and the changes it's gone through since its (admittedly rough) launch last year, and on Epic Seven's long journey and its growing eSports scene.

Chaos Zero Nightmare Producer Choi Seung-Hyuin on the S.S. Nightmare's Voyage so Far, and its Year Ahead

ANN: Chaos Zero Nightmare (CZN) features an unusual premise that blends together cosmic horror and science fantasy elements, alongside mechanics that sometimes rely on characters suffering mental breakdowns in the middle of combat to unleash their most powerful abilities. What works inspired the team at Smilegate to explore this core concept?

CHOI and KIM: It's difficult to name just one. Rather than drawing from any single title, our planning team worked hard to incorporate into CZN the elements each member personally found compelling.

There are specific works that inspired us more than others, but we don't limit ourselves by genre. Whether it's a completely unrelated game, a film, or an anime, the planning team shares what they've enjoyed and works to bring it to life in the game.

CZN employs an art style that employs 2D animation-style characters and cutscenes. How did the team decide on this presentation style compared to full 3D character models and environments (which are increasingly popular among free-to-play games)?

CHOI: Over the course of developing Epic Seven, we built up deep expertise in 2D, and that naturally drew in people who are passionate about 2D illustration. I think that team is what made CZN's 2D presentation possible.

CZN is celebrating its first anniversary and has seen a lot of changes between its launch last year and now. Which changes are you most excited to see go live in the game?

CHOI: Our first anniversary is only the beginning. We've been working to fix the problem of Combatants feeling much less useful once a season ends, and the first improvement will arrive in Season 6. Beyond that, the roguelike content will be revamped, and in Season Chaos, we'll make building Save Data less grindy while adding new challenges. The story will also dive into the tale of the gods with twists no one will see coming. A lot is waiting for players, so we hope they'll stay with us and remain excited through our second anniversary.

What is the biggest lesson the team has learned from player feedback and the experience of CZN's live operations in the year so far?

CHOI: When we didn't have enough time to test something properly, players always let us know. Now we check everything much more carefully. Our schedule is much more manageable, and we believe the service has become a lot more stable.

Mr. Choi, what sort of design philosophy are you hoping to bring to the game's future, and what can players of CZN look forward to from your tenure as its producer?

CHOI: I wouldn't call it a philosophy. Since this is a live service, my own vision matters, but meeting players’ expectations matters just as much. If I had to put it into words, it would be: “Never break the player experience.” Having moved up from Live Director to Producer, I promise to communicate with players and listen to their opinions more than anyone. I'm aware that many players have raised concerns about CZN's current issues. To fix them, we've put together a plan that runs through our second anniversary, and we'll share it with players sometime in December. We'd really appreciate their interest, excitement, and feedback.

Earlier this year, Epic Seven added playable characters from Chaos Zero Nightmare for a collaboration event. Are there any plans to add Epic Seven characters to CZN in exchange?

CHOI: Many CZN players also play Epic Seven. That said, right now we're focused on CZN as its own IP, and we're preparing CZN's first collaboration with an IP we think players will love. Nothing has been decided yet regarding an Epic Seven collab or adding Epic Seven characters as Combatants.

Who is your personal favorite character in the game and why?

CHOI: Diana. I think her visual design turned out really well, and her companion Milkpong is adorable too. Her expression when she breaks down is more striking than any other Combatant's.

We explore new ideas for Diana every season, but it's not easy. We want to expand the roguelike environment within each season as soon as we can.

Diana from Chaos Zero Nightmare © Smilegate

Producer Tak Gwang-Jin on Epic Seven's Eight-Year Journey, its Growing Competitive Scene, and Steam Debut

ANN: Epic Seven (E7) recently celebrated its 8th anniversary. In your estimation, what was the biggest single change to happen to the game to affect its course of development?

TAK: It's difficult to single out just one, but I'd say the introduction of World Arena, our real-time PvP mode, was a major turning point. From the beginning, Epic Seven has focused on compelling characters and stories, and the strategic appeal of turn-based combat built around different combinations of Heroes and equipment. World Arena expanded that experience by allowing players to face off directly against one another. Even when both players use the same Heroes, matches can play out completely differently depending on how they anticipate and respond to each other's decisions.

From a development perspective, it also pushed us to think beyond the appeal and performance of individual Heroes. We began looking more closely at how different Heroes interact and whether players have enough options to counter specific strategies. That eventually led to the Epic Seven World Championship, giving players not only the thrill of competing but also the excitement of watching and discussing other players’ strategies. Of course, not all Heirs play Epic Seven for the competition. Some enjoy the story and characters, while others prefer the various PvE modes. While we continue to add strategic depth to World Arena, we also want to give players more ways to enjoy Epic Seven on their own terms.

I used to play a bit of Epic Seven some years ago, and its high-quality animated characters were one of the major attractions for me. How has this choice to give players the experience of “playing an animated series” driven Epic Seven’s artistic evolution over time?

TAK: In Epic Seven, “Play the Animation” means more than simply watching beautifully animated characters. It's about letting players become part of those characters’ stories. When a character's appeal carries over from their illustration to their expressions, movements, voice, and skill animations, that character truly feels alive. Over time, we've put more thought into how all those elements come together.

For example, even when depicting a powerful skill, the movements and atmosphere of the scene should reflect the character's personality and story. Ideally, players who already know the character will see it as one of that Hero's most memorable moments, while newcomers will be curious to learn more about them. The animation shouldn't just look spectacular. It should also tell you something about the character.

Moving forward, we want to preserve Epic Seven’s distinctive 2D animation style while finding new ways to show players different sides of their favorite Heroes.

I was surprised to discover that Epic Seven seems to have a significant eSports scene, which isn't something you'd expect for a game usually associated with free-to-play RPGs. How does the eSports aspect of Epic Seven affect the decisions the team makes in development?

TAK: We see esports as an opportunity to showcase just how much strategy and variety its turn-based combat offers. Matches are decided by how players read their opponents’ intentions, select their Heroes, and make decisions under pressure. One of the things that makes Epic Seven especially exciting to watch is that the match effectively begins during the pick-and-ban phase, before the actual battle even starts.

Having a competitive scene has also made us pay closer attention to whether players have meaningful choices. Even when a powerful strategy emerges, there should be ways to counter it, and different Heroes and team compositions should each have a role to play. Tournaments also give us valuable opportunities to examine Hero interactions and strategic possibilities, since they show us what skilled players can achieve when they explore the game's mechanics and strategies in depth.

It's also important to consider both the excitement of high-level competition and the everyday experience of our Heirs. We want players to watch a tournament and think, “I'd love to try that team composition myself,” and find new ways to enjoy the game.

By the time readers read this, Epic Seven will have launched on Steam on October 29th. What made the team decide to release the game on Steam when Epic Seven’s PC client has been available separately for some time?

TAK: While our existing PC client gave Heirs a way to enjoy Epic Seven on PC, we saw Steam as a chance to reach players who hadn't experienced the game before. It allows people who regularly discover and play games on Steam to find and start Epic Seven on a platform they're already familiar with. Requests for a Steam release from our global Heirs were also a major factor behind this expansion.

There may be people who would love Epic Seven’s 2D animation and turn-based combat; it's difficult to show them what makes the game special if they never have the opportunity to try it. Launching on Steam gives more people a chance to discover Epic Seven. We've also made it possible for existing Heirs to carry over their progress through an account transfer process.

To help newcomers get started, we introduced a new server called Foundry alongside the Steam launch, along with progression support events. Foundry is accessible not only through Steam but also through the STOVE PC Client and mobile devices. We hope new Heirs can begin their adventures together and enjoy Epic Seven on whichever platform suits them best.

For readers who don't have much experience with Epic Seven, or who are new to the game and just encountering it for the first time on Steam , what message do you have to encourage them to give the game a try?

TAK: If you've ever watched an anime and thought, “I wish I could go on an adventure with that character,” we'd love for you to give Epic Seven a try. Part of the game's appeal is discovering Heroes you love, learning their stories, and winning battles with a team you've built yourself. You'll get to experience the excitement of bringing those incredible moments you see on screen to life through your own decisions.

If you enjoy turn-based RPGs, there's also plenty of fun to be had in building teams and deciding the best order to use your skills. You don't need to learn every system or jump into competitive content right away. You can take your time exploring the story and characters, or experiment with different team compositions built around your favorite Heroes. Epic Seven brings together 2D animation, storytelling, and strategic turn-based combat in one experience.

Eight years of storytelling might seem like a lot to take in at first, but it also means plenty of characters to meet and adventures to experience. We're excited to welcome new Heirs through the Steam launch, and we hope you'll find Heroes and memorable moments in Epic Seven that stay with you for years to come.

Zenless Zone Zero and Honkai: Star Rail Begin Character Swaps Next Year

Unless you're deep into Genshin Impact's ongoing Snezhnaya storyline, I'd wager that some of the more exciting news from the HoYo-verse involves the upcoming crossover between Zenless Zone Zero and Honkai: Star Rail. The company has launched a set of teasers for both games' respective crossovers, which will see two popular playable characters join the other game, as well as locking down the anticipated debut window.

Honkai: Star Rail's Zenless Zone Zero crossover is scheduled to launch alongside the version 4.8 update, which is expected to arrive early in 2027 (the game's on version 4.6 now, and its 4.7 update is set for November 11, 2026), and add ZZZ characters Astra Yao and Ellen Joe to the Astral Express' growing roster of allies. Astra Yao will debut as a Quantum-element Harmony character. Given her role as a diva songstress in New Eridu, it's a safe bet that she'll emphasize support specialization.

Meanwhile, Star Rail's take on the superstar shark maid Ellen Joe is as an Ice-element Destruction character. Ellen was the busted-as-heck damage-dealing character of Zenless Zone Zero's launch era, so this characterization tracks.

I have to say, it's amusing to imagine how Ellen and Astra might react to being semi-permanently teleported into Honkai: Star Rail's high-concept sci-fantasy world, where characters regularly slay cosmic entities and the main plot involves the machinations of immortal space gods. Despite its own supernatural elements, ZZZ is a much more "grounded," smaller-scale setting by comparison, so it's practically a fantasy isekai situation for those two.

Meanwhile, Honkai: Star Rail's Kafka (who also hung out in Fortnite not too long ago) and Robin might see their stint in New Eridu as "slumming it," considering how comparatively primitive ZZZ's setting is compared to their universe-spanning adventure, or perhaps might take it like a fun vacation in a surprisingly urbane planetary settlement. I've always liked Kafka, but personally I'm most looking forward to HoYoVerse potentially recreating this hilarious fan animation from artist Dork Dragoon, which pokes fun at Kafka's superficial similarity to ZZZ character Evelyn Chevallier:

HoYoVerse hasn't locked down an exact date for Zenless Zone Zero's Star Rail crossover, but did tease it for inclusion in version 3.4. Version 3.3 launched on October 21, 2026, which could put the debut as early as late November or December this year. Dataminers and leakers have also shown off partially functional footage of Kafka's character model and some of her animations, suggesting that both events are on their way to becoming real.

U.S. Visa Difficulties Force Cygames To Cancel Uma Musume Concerts

Perhaps the biggest story of the past two weeks in mobile games involved a collision of the real world and the fantasy of horsegirls, when Cygames was forced to cancel its planned Uma Musume: Pretty Derby concerts in Los Angeles barely three days before they were supposed to take place. The reason, as has been widely covered, is that, despite over six months of work according to Cygames ' announcement, event staff weren't able to secure U.S. visas, which would allow them into the country to hold the event.

The results were chaotic, with some fans having already traveled to L.A. to attend the concert suddenly left with nothing to look forward to. Some estimates also suggest that the cancellation could have cost Cygames and its partners at least US$2 million in ticket sales alone, with the actual costs likely even higher when you factor in operational expenses like canceling staffers' plane tickets and lodging arrangements, as well as the cost to fulfill Cygames' promise to reimburse fans who canceled their travel and lodging reservations over the concert's cancellation.

As unfortunate as the incident is, it's hard to ignore the likelihood that these issues with visa issuance and travel to the United States are related to the Trump Administration's attempts to make it harder for people from overseas to come to the U.S. for work, immigration, and in general. Entertainment visas that already took several months and no small amount of money to process are taking even longer, and the impacts aren't confined to the parties directly involved. At least one fan, cosplayer Clara Tan, was even apprehended and mistreated by ICE upon flying back to her home in New York. Her account of the incident on Facebook even contains an instructional phrase: "Politics is always far away, until it's not. Immigration crackdowns don't really affect you personally until your favorite performers can't enter the country. Or maybe a cosplayer you enjoyed spending time with had her foot broken and was detained for eighteen hours immediately following the fun."

Well, this piece is very much overlong as is, so let's close things out with some news tidbits!

HoYoVerse's Petit Planet life sim launches for PC and mobile on December 4th, and is open for pre-registration now. The game places players on a tiny, The Little Prince-sized planet of their own to customize and cultivate through farming, fishing, and other activities. They'll also be able to connect their planet to others to form communities and go on expeditions.

ANN already reported on the announcement of legendary writer/composer Jun Maeda's cancer diagnosis , and it's frankly impossible to understate his importance to the visual novel scene for a great many people. Maeda is also a key creative in Heaven Burns Red, which, depending on how things turn out, could be one of his last works.

Dragon Quest Smash/Grow began celebrating its half-anniversary on October 21st, and alongside it launched a crossover event with Dragon Quest IV: Chapters of the Chosen through December 15th. Players will be able to recruit Ragnar, Alena, Kyril, and more.

Elementa's Silver Palace will launch globally on December 14th, 2026, and pre-registrations are open for the game on mobile, PC, and PS5. The game recently concluded a third closed beta test, but Elementa hasn't announced if there'll be an open test period or public demo before the debut. Silver Palace is an open-world action RPG with a fantasy Victorian/steampunk theme, where players take on the role of a famed detective solving cases in the fantasy city of Silvernia.

Dissidia Duellum Final Fantasy 's next character is Y'shtola Rhul, the cat-eared black mage from Final Fantasy XIV. In keeping with Dissidia Duellum's theme of keeping its FF characters undercover in real-world Tokyo, Y'shtola's streetwear getup disguises her cat ears with a clever bonnet. I played Dissidia Duellum before its release and found it engaging, even if I wasn't sure its multiplayer focus had legs.

Goddess of Victory: NIKKE launched its 4th anniversary event on November 30th, kicking off an event that dives deep into the backstory of major character Marian and adding two new main story chapters that seemingly kick off the final battle of the game's story so far. The anniversary also brings three new characters: Marian: Queen, Scarlet: Goddeath, and Rapunzel: Sanctuary, with Rapunzel handed out free to participating players.

Netmarble has launched After a soft-launch in Southeast Asia,has launched Vampir , a new Diablo-like MMORPG on PC and mobile worldwide. The game seems to have shades of old-school competitive MMOs like Lineage (and counts a development team that worked on Lineage 2: Revolution and the notoriously cryptocurrency-involved Ni no Kuni: Cross Worlds).

And that'll be it from me this time. Despite the year getting closer to ending, things are ramping up in the world of games, which promises busy times ahead for those who work in that space. Keep yourselves safe, and see you next time!

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