
I heard a new server was opening~ Oh, a lot of new server BJs are coming~ Sounds fun
I had fun spending hundreds on the game~ I had fun~ It was fun
It's just a rant~ Don't take it seriously, guys~ It's like my diary lol
The enhancement probability is 50%, but lol, 5 items in a row all exploded lol, my items that I collected for almost two months lol
I know it's my fault~ lol That's why I said it's a rant lol
But the probability is fucked up lol, at least one should stick lol
In the early days of Rona's opening, they said they were normalizing the abnormal lol, but in the end, they're the same Lineage-like lol.
I'm leaving before it gets any deeper~ It was fun~ I'm disappointed that the game eventually turned into Linla, Rona
I hope the remaining guys have fun~
I'm not leaving a pathetic post, I just hope everyone has fun
Thank you



Hey daddy LORDNINE since i played for 100 days, can i ask at least one of this orange color avatars 🙈




3000*2
1000*3
I recouped yesterday's losses and still have quite a bit left over~
I think you need to hit this hard when you have a deficit to make it fun to turn around :)
Nice~



After watching today's broadcast, I can't do it anymore.
Please recommend other games.
I've never played a deck-building game before, and I've never played Darkest Dungeon.
Even though there were many incidents and accidents, I've been playing because the battle system itself is fun.
After watching today's broadcast, I think I saw the direction this company is pursuing, so I can't play anymore.
Please recommend other games in a similar genre.
(Stove indie games and other fields still had a good image for me, but this time I feel like I'm really going to throw up)




The Reloader Game Development Story of Nevertheless Studio (Reloader: Test_Subject)
Notice: The developer interview series may contain some key content related to the game's in-game images and story. Please be aware of spoilers for those who are new to the game. The developer interview series may contain some content about scenes in the game or story development. Please keep this in mind if you do not want spoilers..
The photos and interview content used in the interview were provided by the creator through Discord, etc. Feel free to contact us for interviews regardless of the platform. (Real-time interviews or questionnaires are possible depending on the creator's preference!)
Interview : Q (hashiruka48) / A (Nevertheless Studio)
Game Title : Reloader: Test_Subject (Reloader: test_subject)
Genre : Simulation, Shooting
Creator : Nevertheless Studio
Q. First, please give us a brief introduction to Nevertheless Studio. When and how did you form the team?
A. Nevertheless Studio is a one-person game studio consisting of me, Hwang Jung-seop!
Actually, since it's a one-person team, it seems more appropriate to talk about why I wanted to make a game rather than the reason for forming the team! ; )
It's a bit of an embarrassing story, but... When I was a freshman in high school, I had a late case of middle school syndrome.
When I was caught up in a very middle school-like thought, like, "I don't need anyone else, I live in the world alone! I'm the best!",
I happened to play a game called "Wonderful This World." And surprisingly, the main character's thoughts were very similar to mine at the time.
Naturally, I became immersed in the main character and enjoyed the game, and as the story should, the main character realized the importance of the people around him and the importance of being together,
I was able to naturally cure my middle school syndrome by experiencing that story.
After that, I wanted to make a game that could help someone who was lost in the direction of their life.
In the meantime, I experienced indie games like "Braid" and "Limbo" and realized that this indie game was the way to make the game I wanted to make,
Since then, I have been diligently learning and working hard on what is needed to make a game, and I am still working hard to make indie games!
Q. What is the meaning behind the team name 'Nevertheless'?
A. There are many indie games in the world, and many of them have achieved truly brilliant and wonderful success. Usually, those are the ones that stand out.
But in fact, countless indie games are buried without seeing the light of day, even though they have been made with all their heart and soul for a long time.
I was well aware of that fact and was prepared for the possibility of failing without achieving anything.
"Nevertheless," I wanted to make indie games, so I decided on the name Nevertheless Studio.
Q. How many people are on the team, and what roles do they each play?
A. Yep! I'm Hwang Jung-seop, a one-person developer who makes everything alone because I don't have any friends!
Just a little side note... Actually, I wanted to find a team if possible. But the fact that I don't have any friends... is half a joke.
When I wanted to make indie games, mobile game development was the main trend rather than PC indie games.
When I came to my senses, I was developing games alone!
Q. What genre of games do you mainly develop?
A. It just so happens that the games I've made so far are all real-time action games, but I'm not particularly pursuing only that genre!
I think I'll be developing action games for a while because of Reloader!
Q. Can you briefly introduce the works that have been released so far?
A. Surprisingly, I've developed more games than I thought. It's just that no one knows!
The Tower of Worth, my first game! It's a roguelite action game made with Game Maker. I thought I should make it simple and quick since it's my first game! It took almost 2 years, which is amazing!
A.R.M, the second game! Originally, I made this game for a game jam and improved it a little more. After making the first game, I thought I couldn't use Game Maker, so I made this game for Unity practice.
Reloader: test_subject, the third and most recent game! It's a game I've really wanted to make for a long time.
In fact, it was an experimental game, as the title suggests, created to verify the gameplay of Reloader Subject Alpha, which I am currently making.
Q. What is the core feature you want to emphasize in each game?
A. The Tower of Worth is actually a game I made when I didn't know anything, so it's lacking in many ways,
It was a game that emphasized the word "Ego Changing Roguelike," where the characteristics change depending on the player's actions.
A.R.M was made in a two-button game jam, and it was a simple action game consisting only of left and right clicks of the mouse.
The core feature of Reloader: test_subject is that it has features shared with the game I'm currently making, and it aims for the genre of "Bullet Counting/Reload Action,",
It was a reloading action game where the player had to perform every reloading action one by one, even though he had amazing shooting skills but knew nothing about reloading.
Q. On which platforms (Steam, console, etc.) has the game been released so far?
A. All released on Steam,
Reloader: test_subject is also released on Stove!
Q. What are the main engines or tools you are using for development?
A. I use Unity!
Q. If you have any new releases planned, please introduce them.
A. What I'm making now is Reloader: subject_alpha, the sequel to my previous work, Reloader: test_subject, and the main installment of the Reloader series.
Reloader: subject_alpha is an action game that further develops the "Bullet Counting/Reload Action" that was verified in the previous test_subject and is being made in earnest.
It's a game that I'm making by adding parts that were omitted or lacking in the previous game, and I'm trying to implement all the reload actions that I really wanted to make.
Q. What is the direction of the new Reloader: subject_alpha project?
A. Reloader: subject_alpha is, as I mentioned above, the main installment of the Reloader series.
The Reloader series is a project consisting of Reloader: subject_alpha, which is currently under development, and Reloader: subject_beta, which is planned as its sequel.
It reverses the fact that games with common firearms focus on shooting and simplify other elements, and instead focuses on everything other than shooting, reloading, gun manipulation,
It is a game series that focuses on actions such as checking remaining bullets.
The player becomes the main character who has amazing shooting skills but has lost all knowledge about firearms, including how to reload, for some reason, and inserts and separates magazines, retracts and advances the slide,
You will be placed in a situation where you have to focus on and manipulate actions that are not possible or necessary in general games, such as checking the chamber or checking the magazine.
Q. What was the most difficult or challenging moment during the development process?
A. The most difficult thing I've experienced recently while making Reloader: subject_alpha was the process of concretizing the story.
At the beginning of this year, I started working on concretizing the story of the game, which only had a rough story flow, and the first long story work took much longer than expected.
I expected to be able to complete it in about a month when I started... but when I came to my senses, I had been staring at the Word document for almost half a year.
Q. What is Nevertheless Studio's unique development philosophy or design principle?
A. I don't think it's just my development philosophy, but the most important thing to me is 'Let's make what I think is fun.'
I also think it accounts for the biggest part of what only indie games can do!
Q. What are the important aspects of art style, music, and sound design?
A. Actually, music is one of the things I'm least confident in! I don't have much musical talent, XD
So I think I tend to focus more on art style.
This time, Reloader: subject_alpha's art also uses a very unique system to add normal maps to pixel art and make movements from various angles look natural.
It's been difficult to make because of that... but I'm satisfied because I think I've created a style that I quite like.
Q. What criteria do you use to judge when refining the game's balance or controls?
A. I think balance control is usually done after the game is almost finished. In fact, I'm so proficient at the game that it's difficult to adjust the balance properly on my own, and I usually adjust the balance through game testing with the help of acquaintances or publishers.
Q. How do you collect and reflect user feedback?
A. There is a Reloader Discord channel!
https://discord.gg/MFcVSahzYA
Many people leave great ideas and opinions, and I try to reflect feedback that doesn't deviate too much from the core system of the game as much as possible!
And
https://www.neverthelessstudio.com/
We are also running an official website, so please show a lot of interest!
Q. Are there any language support or localization plans for overseas players?
A. First of all, I'm thinking about English as a necessity, and I'm considering Japanese or Russian in addition to that, and I'm cautiously considering using AI translation for other languages.
Q. Do you have any plans to expand to other platforms (e.g., console, mobile) in the future?
A. No! Due to the nature of the game, it is almost impossible to control with input devices other than a keyboard! XD
And due to the nature of gun games, most users seem to be PC users, so I think I will focus only on PC.
Q. Who are the most inspiring games or developers within the team?
A. Although not within the team, the game that gave me the greatest inspiration to create this Reloader series is Receiver by Wolfire Games.
It's a game that can be said to be the mother of Reloader, and like Reloader, I learned the awesomeness of reloading each action by playing this game that focuses on gun manipulation in more detail.
I wanted to create a game in a style where I could directly feel the directing of various gun action movies that I liked, and as a result, the game Reloader was born.
Q. I'm curious about Nevertheless Studio's future goals or long-term vision.
A. There are so many things I want to create other than the Reloader series that I am currently developing! But for now, I want to focus on completing a great game by focusing on the Reloader series without being impatient!
Q. Finally, if you have a message you would like to share with Nevertheless Studio's fans and future players, please do so.
A. Actually, while creating the Reloader Test Subject, I never imagined that so many people would evaluate and enjoy the game favorably.
It's already been almost 4 years since we started developing Reloader Subject Alpha, and it was thanks to the support and interest of Reloader fans that we were able to continue developing without wavering during this time.
Although I am a solo developer, so the development speed is much slower than other teams, I am still working hard to create a great game without getting impatient!
I will definitely come back with a great game that will not disappoint your expectations! Thank you very much!
#NeverthelessStudio #리로더 #리로더_TestSubject #리로더_SubjectAlpha #Reloader #ReloaderTestSubject #ReloaderSubjectAlpha #インディーゲーム #リローダー #リローダーTestSubject #リローダーSubjectAlpha #独立游戏 #重装上膛 #Reloader测试样本 #Reloader主体阿尔法 #인디게임 #1인개발 #액션게임 #불릿카운팅 #리로드액션 #스토브인디 #스팀게임 #인디개발자 #게임인터뷰 #IndieGame #SoloDev #ActionGame #BulletCounting #ReloadAction #SteamGame #IndieDeveloper #GameInterview #インディー開発者 #アクションゲーム #弾丸カウント #リロードアクション #スチームゲーム #游戏采访 #动作游戏 #独立开发者 #单人开发


Sakushi Gin and Fukase Alice Limited-Time Probability Increased!
Period: November 18, 2025 (Tue) 05:00 ~ December 9, 2025 (Tue) 04:59
During this period, the probability of acquiring Gin and Fukase Alice from the recruitment 「League Star XVIII」 will increase!
The following additional costumes & additional costume sets will reappear!
Don't miss this opportunity!✨
◆Gin・Shyness Drenched in Sunset(SP)
◆Fukase Alice・Resting Ice Butterfly(SP)
#마작일번가Ichibangai


wip Maribel


Is it difficult with level 40 kids? It hasn't been long since I started
I only reached Captain level 37 today
I managed to clear the Dimensional Dawn by twisting my whole body, but I'm doing the Twilight now and I don't want to do it because I can't get 3 stars;;
Is it because I'm saving resources and not doing summons?



In celebration of her birthday, you can get a gift by entering the gift code below in the game today!
[Gift Code]: happybirthday1111
※Redemption Deadline: Until November 11th (Tue) 23:59
※How to use: Settings⚙️→Gift Code
#마작일번가Ichibangai



The changed version isn't bad as I keep watching it
But honestly, whether it's the standing illustration from the promotion or the current standing illustration, I want to use the gacha illustration for the home screen instead



로웨인9서버 입니다
보스통제.각던전 3층통제 이제는 2층 몽마자리도 통제 (몽마 자리 돌아다녀보니 사냥들도 안함)이럴거면 통제하냐 결개형성 먹는거 보기싫어서
잔재먹으러 가봐야 초입구만 사냥 허락하니 보스잡고 가봐야 7-8천개 먹음
업데이트,이벤트 해봐야 또 통제할거 갔고
아이템은 지들이 다들먹고 팔아서 지들 다이아 분배하고 이게 라인인가 작업장인가.
인천에사는데 혹시 부평.송도 도 못다니게 통제할런지
집앞 맛집 중국집 짬뽕도 통제해라
유명 유튜버들 따라서 서버와봐야 방송에서 지들 템자랑이나하고 라인들 관리하면서 통제나하고
일반유저 신경 쓰는 유튜버들은 없네
앞으로 따라서 서버안간다
게임상 깡패도 이런 깡패들이 없네
그냥 니들끼리 개인서버 만들어서 하면 안되냐
일반 유저들 괴롭히지 말고


일단 결개형성 (X) 결계형성(O) 뭐 통제 불편 하긴해 !! 그런데 통제보다 매너 안지키는 중립들이 더 싫어!! 라인들이 오히려 매너 있게 사냥 하는 사람이 많던데?? 가끔 겜 들어가면 던전이든 뭐든 사냥 하고 있는데 그냥 겹사 박아 버리는 중립들 투성이야!!! (매너 있는 중립 들도 많음)

월미도 도 통제 합니다...

근데 라인들은 그만큼 돈 더 쓰고 빡세게 쟁해가며 좋은 사냥터 보스먹는거라 그게 싫으면 반왕을해서 몰아내던 합류해서 같이 빡세게 쟁하는게 맞다고봅니다.

언제부터 게임을 돈으로 했나요
재미로 하는게 게임 아닌가요

그건 사람마다 다른거니까요.
다만 인게임에서의 기준은 돈 많이쓰고 시간많이 갈아넣는 사람들이 정하는거고.
그만큼 돈이든 시간이든 투자해서 쟁취하면 되는거죠.

이건 말이 안됨. 라인입장에선 라인 또는 연합원의 스펙업이 최우선이니까 사냥터를 통제할순있음. 근데 마궁수님같은 마인드로 당연히 돈더쓰고 빡세게 하니까 당연하게도 여기 다 우리거다 라는마인드로 통제걸어버리면. 중립들은 대부분 게임접거나 섭이전때 거기섭을 떠남.
중립들이 아예없기를 바람? 그럼 라인들은 평생 로드나인할거? 인원보충은 중립에서 해오는겁니다. 통제가 없을수록 중립들은 라인들에게 우호적이게 되는거구요. 서버이전때 괜히 통제없는서버로 중립들이 이전을 가는게 아닙니다.
그럼 중립들중에서도 라인으로 갈 수도잇는 사람들도 존재하게되는데. 그사람들의 성장 가능성을 막아두면? 아 성장을위해서 라인가야겟다 라고 생각할까요? 물론 이런사람도잇지만 대다수는 반대로 생각합니다. 걍 서버 옮겨야지 또는 안해버립니다.
저는 몽마자리 같은곳은 사실 결계형성때문에 통제하는건데. 사냥터가 텅텅 비엇다면 굳이 통제를 해야하나 하는 의문점이 있네요.
무덤3층이야 라인들의 레벨업을위해 통제하는게 맞지만. 득템사냥터라고해서 라인들이 모조리 통제를 건다면. 그서버는 그냥 무덤입니다.
서버에 유저가 없으면 라인들도 이사를 갈 수밖에 없구요. 이사가서 또 통제를 빡세게하면 또 그서버는 무덤이 되는거고 반복입니다.
린라에서 라인생활만 5년넘게 해왓지만 레벨업을 위한 사냥터를 제외하고, 득템사냥터는 통제해본적이 없습니다. 아이템이 풀려야 서버가 활발해지고. 중립들도 치고올라오고 영입할수있는 인재들이 수면위로 드러나게 되는거니까요

ㅇㅈㅋㅋㅋ성욕하나 통제 못해서 안마방가는 것들이 뭘통제한다는건지ㅋㅋㅋㅋㅋㅋㅋ

저는 동암살어요 ㅋ