
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



메트로배니아 장르의 멀티엔딩 어드벤처 게임 '리벤쳐'가 스토브에 출시됐다.
리벤쳐에서 플레이어는 용사가 되어 마왕에게 붙잡힌 공주를 구하러 간다는 단순하지만 익숙한 스토리에 따라 게임을 진행하게 된다. 여기까지는 별다를 것 없는 게임처럼 보이지만, 리벤쳐는 전면에 내세운 캐치프레이즈처럼 100가지 엔딩이라는 독특한 구성을 갖췄다.
1개에서 많아도 3개 정도의 엔딩을 가진 일반적인 게임의 구성과 다르게 100가지의 엔딩이라는 차별점을 내세운 '리벤쳐', 어떤 게임인지 궁금한 게임조선에서 리벤쳐에 대해 알아보는 시간을 가졌다.
■ 세상 간단해 보이는 게임
리벤쳐는 플레이어가 용사가 되어 마왕에게 붙잡힌 공주를 구출하기 위한 모험을 그린 게임이다. 공주를 찾기 위한 모험인 만큼 용사는 마왕성에 도달하기 위해 강과, 절벽, 성벽, 화산 등을 지나가야만 한다.
마왕성을 향하는 과정 동안 조작의 어려움은 걱정할 필요가 없다. Z 키를 눌러 타이밍에 맞춰 점프만 잘하면 되고 아이템을 획득할 경우 X 키를 눌러 폭파, 공격, 획득, 이동 등의 상호작용을 하는 것이 리벤쳐 조작체계의 전부다. 물론 단순한 조작법 만큼 캐릭터의 움직임도 단순하기 때문에 화려한 액션을 기대하기는 어렵다.

Z와 X로 이루어진 간단한 조작법 = 게임조선 촬영
간단한 구성을 갖췄지만 그저 시작부터 오른쪽으로만 달리다 보면 나오는 마왕을 잡으면 종료 같은 단순한 구성의 게임은 아니다. 메트로배니아류 게임을 표방하는 만큼 숨겨진 길 혹은 아이템을 찾아야 하며 특정 지역에 들어가기 위해선 특수한 아이템을 획득해야 하는 등 맵 곳곳을 탐험해야 한다. 이러한 장르적 특색은 후술할 리벤쳐의 궁극적인 목적인 엔딩 수집과도 연관이 깊다.

안쪽에 숨겨진 공간이 있다. = 게임조선 촬영
■ 리벤쳐를 하는 이유! 100가지의 멀티엔딩
단순한 조작법과 구성을 가진 만큼 거대한 볼륨의 콘텐츠를 기대할 수 없는 형태지만, 제작진은 선택에 따라 달라지는 여러 개의 엔딩이란 해답을 제시했다. 앞서 언급한 것처럼 리벤쳐에는 100가지에 달하는 다양한 엔딩이 존재하며 모든 엔딩을 수집하는 것이 리벤쳐의 최종적인 목표다. 그러나, 숨겨진 길, 특수한 아이템이 필요한 장소 등 퍼즐적인 요소가 포함돼 있어 엔딩을 모두 모으는 것이 만만치는 않다.

리벤쳐의 A to Z 엔딩 수집 = 게임조선 촬영
100이라는 숫자에 맞게 다양한 달성 조건을 가진 엔딩을 확인할 수 있다. 지나가는 길에 돌부리 걸려 안면이 함몰되는 엔딩처럼 허무한 것도 있는가 하면, 반역을 일으켜 왕위에 오르지만 다시 왕위를 찬탈당하는 충격적인 엔딩, 공주와 탈출하면서 마왕과 대결하는 엔딩 등 확고한 콘셉트를 가진 매력적인 100여 가지의 엔딩이 존재한다.
이와 같이 특색 있는 엔딩은 수집욕구를 불태우며 다음 엔딩을 보기 위한 목표의식을 가지게 한다. 또한 아직 수집하지 못한 엔딩의 '힌트'를 찾기 위해 맵 곳곳을 탐험하는 재미 또한 쏠쏠했다.

왕도 죽고 나도 죽고 곧 쟤도 죽어 = 게임조선 촬영
■ 레트로 느낌 물씬나는 8비트 도트 그래픽과 사운드
리벤쳐는 레토르 게임 매니아 혹은 2D 도트 방식의 그래픽을 선호하는 게이머라면 만족할만한 픽셀아트를 선보이며, 호수, 용암 동굴, 마왕의 성 등 각 콘셉트에 맞게 훌륭하게 표현된 걸 확인할 수 있다. 또한, 게임을 플레이하는 동안 들을 수 있는 흥겨운 사운드는, 캐주얼한 게임의 분위기와 조화롭게 어우러진다.

■ 장난기 넘치는 대사와 다양한 플레이어블 캐릭터
각종 엔딩에는 해당 엔딩을 맞게 된 이유와 상황에 대한 위트 있는 설명이 곁들여진다. 이를테면 점프를 잘못해 마그마가 흐르는 호수에 빠질 경우 "그가 원했던 끝이 아니지만 결과를 감내해야죠"와 같은 텍스트가 출력된다.
이처럼 엔딩을 맞을 경우 상황에 대한 설명과 그 이유에 대해 장난기 있지만 왠지 짜증 나는 조롱용 메시지를 확인할 수 있다. 이러한 메시지가 100여 개의 엔딩 모두 준비돼있으며 처음에는 웃기기도 하고 짜증도 나지만, 엔딩을 수집할수록 이런 대사 100개를 채워야만 했던 개발자들을 생각하니 짜증 나기보단 통쾌한 마음이 어렴풋이 들었다.

또한, 엔딩 수집 시 해당 콘셉트에 맞는 플레이어블 캐릭터를 획득할 수 있다. 예를 들어 대부분의 엔딩에서 플레이어 캐릭터는 죽거나 다치는 경우가 많다. 그렇기 때문에 재시작 시 환자복을 입고 등장하는 형태다.
가장 인상 깊었던 건 고양이와 교감을 나누다 고양이 털이 목에 걸려 캐릭터가 사망하는 엔딩이다. 집사였던 캐릭터가 죽자 고양이가 모험을 떠나는 모습은 '뭐 이런..."이라는 생각이 절로 들며 플레이하는 내내 잊히지 않았다.

이런걸로 죽지마... = 게임조선 촬영

죽은 집사 대신 모험을 떠나는 주인님 = 게임조선 촬영
여러 개의 엔딩을 수집하는 것이 목적이기 때문에 어쩔 수 없이 플레이가 반복될 수밖에 없고 반복에서 오는 지루함은 단점으로 느껴질 수 있다. 이러한 점을 개발자도 인지하고 있던 건지 일정 수준 이상 진행하면 '워프', '대포'를 통한 이동 등의 시스템을 구현해 빠르게 진행할 수 있도록 배려한 모습을 볼 수 있다. 근본적인 시스템 부분은 어쩔 수 없지만, 나름대로 엔딩 수집을 위한 대처를 한 셈.
리벤쳐는 도트 그래픽의 플랫포머 게임에 어드벤쳐를 더해 만든 독특한 게임이다. 다양한 엔딩을 통해 수집욕을 자극시키고 도전욕구를 자극시키는 매력이 인상적이다. 리벤쳐는 스마일게이트 인디 플랫폼 '스토브 인디'에서 플레이할 수 있다.
