Kazuma Kaneko's previously-teased upcoming game project is now fully revealed in a new Dengeki Online article.
Turns out it's a deck-building roguelite coming out this spring. This is not an April Fool's joke, believe it or not.
Kaneko showed up to the interview cosplaying one of his own character designs. Quite a neat idea. Sadly, I don't think the clean-shaven look suits him at all. Just my 2 cents.
Anyway, I took the time to archive and machine-translate this Dengeki interview with him and his co-developer, some guy named Kevin.
Enjoy, guys:
https://archive.ph/z9DVk
>"Project MASK," a completely new title under development by Kazuma Kaneko, who has joined COLOPL, has created quite a stir. The official name of the title is "TSUKUYOMI: THE DIVINE HUNTER" (iOS/Android/PC), and it will be released worldwide in the spring of 2025.
>The title is a tower roguelike game set in a unique world created by Kazuma Kaneko.
>Interviews with Kazuma Kaneko, concept planner, and Kevin Yusuke Saito, development producer. We will provide information on the appeal of the roguelike game genre and its worldview.
>(Image: Kazuma Kaneko, concept planner, and Kevin Yusuke Saito, development producer.)
<Best regards. Before I ask for more details, Mr. Kaneko looks different than usual.......
>Mr. Kaneko: Actually, there is a character like this in the game. I am cosplaying a character I designed myself (laughs).
<It is an interesting meta development to meet someone in the third dimension before meeting them in a game. First of all, please tell us how you came to develop "Tsukuyomi: The Divine Hunter," or "Project MASK".
>Mr. Kaneko: When I joined COLOPL, I was asked to come up with game plans, regardless of genre. I am often thought of as an illustrator, but for the major titles I have been involved with, I am involved in the planning and thinking of the game concept.
>I came up with a grand story, with the intention of developing not only a game, but also an anime, a novel, and other media mixes.
>That is what I would like to introduce to you this time, "Tsukuyomi: The Divine Hunter". Until now I have been a demon painter, but from this work I have become a Shinmamono painter. Originally, I painted mostly things other than demons (laughs).
>(Image: Divine: Kirin)
>I had envisioned an RPG, but someone suggested, "How about a roguelike game?" and the game design became what it is today.
<Rogue-like is a genre that has recently become popular in indie games.
>Mr. Kevin: Yes. In addition to that, another important point is that we had decided to use AI technology in this work. AI technology has been expanding over the past year and a half to two years, and our company has been thinking about how to utilize this latest technology in entertainment.
>AI has a randomness in what is output when you enter a prompt (command or instruction). This randomness and roguelike compatibility led to the decision to create a genre.
<What was your impression when you first heard about AI and roguelikes, Kaneko-san?
>Mr. Kaneko: At first I thought it would come that way because I had envisioned an RPG. I also felt that the company wanted to communicate with users using the new technology of AI.
>This is a new genre for me, but I thought it was interesting and good.
>(Image: Tsukuyomi of the Full Moon)
<So this was a new challenge for you, both as a game genre and in the use of AI technology.
>Mr. Kaneko: I did not join the company with the intention of taking on challenges, but I am glad that they let me take on challenges as a result (laughs).
>Creators are always challenging themselves, but we are often passive and don't have many opportunities to challenge ourselves if we live a normal life, so I am glad that I was given the chance.
<Could you tell us again what kind of game this work is?
>Mr. Kevin: This work consists of three keywords: Kazuma Kaneko's worldview, AI technology, and roguelike. It is a different genre from what Mr. Kaneko has created so far, and with the inclusion of AI, there are many sharp edges. I think it is an important part to properly incorporate this into a single game experience.
>Personally, I also wanted to challenge myself to create a new game experience with AI.
>(Image: Tsukuyomi of the Half Moon)
>Mr. Kaneko: Since this is the first time AI has been woven into the game design, I can honestly say that it is hard to describe.
<It has been used for internal data in past games, but it is a rare experience to have AI appear as a system that players can touch.
>Mr. Kaneko: It's a "fun element" of the game. As you play the game, a character called "Wolf" equipped with AI generates cards for you as a kind of reward.
<What attracts you to the roguelike card game genre?[Expand Post]
>Mr. Kevin: I have always liked the genre myself and have played many different titles. While it is popular worldwide, I have the impression that it is niche in the Japanese market as a whole. With this release on both mobile and PC, I hope to broaden the market.
>One of the attractions of roguelike card games is the construction and building of decks. The feeling you get when you are able to realize the strategy you have thought up in your head is unmatched. With cards being generated by the AI, you can enjoy your own unique style. I hope that communication between players will deepen and expand, as they will be able to say, "I cleared the game this way" or "I did it this way".
<You mentioned that you want to broaden the scope of your business, What specific efforts are you making?
>Mr. Kevin:This title differs from other roguelike card games in that it uses a system in which only three cards appear in the hand, allowing players to focus on each card individually and making the combinations easy to understand.
>Also, since the game is often played in a fiercely competitive genre, attack and defense are combined into a single set, giving the game a sense of tempo that makes it easy for new players to play.
>Mr. Kaneko: My works have been RPGs up until now, so I think some people are worried about whether they will enjoy the change in genre. I hope that people who have never played roguelike games will be satisfied with the game, so please don't be averse to it and give it a try first.
>I hope that we can provide you with videos and other information that will help you enjoy the game.
>(Image: Divine: Seiryu)
>Mr. Kevin: Fans of Mr. Kaneko as well as those who like roguelike/card games should enjoy this game. The game retains the basic fun of a roguelike, while sprinkling Mr. Kaneko's worldview throughout.
<Kaneko-san's works have a unique worldview with a mixture of mythological lore and urban legends. Will we be able to enjoy such a world in this work as well?
>Mr. Kaneko: Yes, I have always been interested in mythology, history and urban legends. I have always loved myths, history, and urban legends, and I am good at creating contemporary works. There are urban legends that say "The assassinated person is actually alive and can be found at ......." I think it would be interesting to apply this to games. I am creating a worldview by thinking about how myths and legends would look like in the modern world.
>(Image: Divine: Fionn mac Cumhaill)
>(Image: Divine: Macha)
<Has the genre of the game changed in any way from the initial concept?
>Mr. Kevin: The worldview and story have not changed, as we had created it in such a way that it could be incorporated into any form.
>The setting is a tower, and the story takes place within it.
>(Image: Divine: Kato Danzo)
>(Image: Divine: Mormo)
<Even though it is a contemporary work, it is catchy that it is set in a tower building. What was the deciding factor in choosing the location?
>Mr. Kaneko: I like to take walks and often wander around various places. When I take a walk in Toyosu or the bay area, I see many skyscrapers being built. This may sound a bit disturbing IF I am talking about, but I think that area could become an isolated island if only a bridge were to be dropped.
>I originally come from a small company, so my brain is geared to creating drama in a limited space. It would cost a lot to develop an open-world setting.
>I always wondered what it would be like to play tag or survival games in a tower building, and I always wondered if I could make that into a game, and that is what I have incorporated into this work.
<What is the most important part of creating your worldview, Kaneko-san?
>Mr. Kaneko: I believe that motivation is important. I want the players to be motivated to play the game in a meaningful and convincing way.
>I myself am the type of person who would be turned off if there is no realism, so I think it is necessary to have a solid principle of action, such as who the characters are and what kind of activities they will perform.
>(Image: Tsukuyomi of the Sixteen-Night Moon)
<How involved are you in the scenario this time around?
>Mr. Kaneko: I write the basic story. The sub-events are a form of urban legends and other stories that are made into events by everyone.
<This may be a difficult question given the nature of the genre, but how many hours of playtime do you anticipate?
>Mr. Kevin: It depends largely on good play and luck. The game consists of three stages per protagonist: lower, middle, and upper levels, and clearing them all completes that protagonist's story. Since there are four protagonists in total, the estimated time is 6-8 hours x 4 protagonists, with endgame content beyond that.
>(Image: Tsukuyomi of the New Moon)
>I don't want it to end up being too easy because you are all too good (laughs).
And there you have it, folks. Hope you enjoyed.
P.S. - As I was posting this, I noticed Famitsu just put up an interview with them too. I'll post that one next.