
Dear Heirs of the Covenant!
I'm Editor Kaka!
Dang~Dang~ Dang~ Dang~ ♪ As the spring breeze gently blows, the new semester quietly begins!
The heroes who once guarded the world of Orbis have now become your classmates,
full of expectations, ready to start their campus life at Kaan High School!
Which hero would you most like to be your neighbor and spend a semester of campus life with~?
Please leave your game nickname, server name, and the hero you want to be your neighbor in the comments!
As long as all heirs participate in the event according to the format, we will send you 2 Leaves of Life as a reward~!
■ New semester, I will be withwhichheroasneighboringtablemate?Activity
[Event Period]
- Taiwan time 3/5 (Thursday) ~ 3/11 (Wednesday) 22:59
[How to participate in the event]
- Leave a message according to the format below to complete the event!
※Example: Editor Kaka/Asia Server/Hero name you want to be your new semester neighbor
*If the message format does not comply with the regulations, or contains special symbols not listed in the format, you may be excluded from participating in the event. In order to participate in the event smoothly, please be sure to leave a message according to the above format!
[Event participationreward]
- All participants:2Leaves of Life
※It will be sent to the in-game mailbox on 2026/3/13 (Friday) (storage period is seven days).
[Please be sure to read the following! ]
- If you do not fill in the correct game nickname and server, you will be excluded from the list of participants.
- Rewards will be distributed based on the "game nickname" filled in when participating in the event.
※ If you change your nickname, the reward may not be distributed normally.
- Each account can only receive the event reward once, and repeated participation will be excluded from the distribution list
(cannot participate in the same STOVE forum event in other languages at the same time).
- Please check the details in the[Event Regulations].
Thank you!




Hello, Masters! This is Milk Empire.
The 2026 Q1 update for [Maid Survival: Little Angel] will be carried out on March 6th (17:00 KST)!
The new content added in this update is as follows:<wbr>
1. Playable Maid Warrior
- High-spirited martial arts girl maid [Ring]
- [Ring] Stage 1~3 Story
Ring, a passionate maid who polishes herself by cleaning up demons with the family's martial art 'Dohwa Taegeuk Kwon'!
Please look forward to her performance in Little Angel!<wbr>
2. Memory
- Story Replay Function
You can now re-watch the main story, each stage story of the Maid Warrior, and more!
3. Added Resolution Support
We support a wider variety of screen resolutions, including the Steam Deck resolution!
4. Added New Weapons and Items
- 1 type of weapon and 1 type of item have been added!
Weapon: Muyeonggak
Item: Faded Black Belt
Please check the details in the game.
5. Other
- Fixed some minor bugs
Thank you for always supporting and loving Little Angel♥


Why do users feel overwhelmed by the grandeur of a space or feel tension in a boss battle? It's thanks to 'level design,' which gives logic to the virtual space and designs the user's play flow.
Level design is an indispensable area in creating a world called a game. We met Kwon Yong-jin, the team leader of the Smilegate Level Planning Team, to hear about what level design is and what level designers do. We introduce how 'empathy' that reads the user's mind beyond technical implementation determines the completeness of the game, and the detailed work journey of level design that is refined through hundreds of simulations.
Q. Nice to meet you. Please introduce yourself.
Hello. I'm Kwon Yong-jin, who is in charge of 'Lost Ark' level design. I've been working as a level designer for 10 years since joining the company on January 4, 2016. I'm busy every day, but I'm enjoying my work.
Q. Some people may be unfamiliar with the job title 'level design.' Please introduce the job.
It's not easy to explain because the history of the job is short, and the role and scope are different for each company. To put it simply, level design is a job that designs all the spaces where users play, fight, and perform missions. We also design how users will behave while playing the game and what feelings they will have through that behavior. In other words, the level designer's job includes not only the space implemented in the game, but also predicting and designing the user's play flow and emotional curves.
Q. What does 'level' in level design mean?
I think 'level' is a structural concept like the difference in height or stage of a space. For example, like going up to the second floor by taking the stairs from the first floor, dividing the stages according to the height or composition of the space.
If this flow concept is the level in terms of space, the player's experience can also be called a level. It means the intensity or flow of emotions that a user experiences in a space. For example, if the level of stress you feel while playing a game is up to 10, a level of 7 will stimulate your desire to challenge, but if you go up to a level of 8 or 9, you will feel unpleasant. Adjusting the flow of emotions like this is also an important area of level design.
Q. I'm curious about how you work specifically.
For example, let's say you're making a horror game. The space design will be completely different depending on the planning direction, whether you want to give the user psychological fear or physical fear by introducing something like a monster. If you want to give psychological fear, creating a closed space can be one way. If you are being chased by something, a wide space with no end in sight may maximize the fear. If you want to give the user anxiety, it may be effective to create a closed indoor concept with corridors, stairs, and several rooms and doors.
In this way, we first design the entire space according to the concept and planning of the game, and then carefully draw the user's emotional line and fill in the detailed space and design elements one by one. We refine it through simulations at each stage, adding emotions and stories to the game space.
Q. How do you collaborate with other teams such as planners, artists, and programmers?
The collaboration method also varies depending on the type of content. For example, in the case of a linear structure story with a clear beginning and end, the level design part takes the lead in the collaboration. After considering the space design and directing method according to the user's emotional flow, we coordinate with the quest team, scenario team, combat team, and art team.
On the other hand, in the case of Lost Ark's Chaos Dungeon, where users play in a specific space without moving, the content planning team plays a leading role. When the content planning team requests 'this type of level design is needed,' the level design team designs the size and shape of the space that fits that type.
Q. Do you have your own know-how to draw good collaboration as a team leader?
When collaborating, I approach it with the attitude of 'Let's find a way to make it possible.' For example, let's say a team asked me to build a skyscraper like Lotte Tower. It takes a long time and a lot of resources to implement a 123-story skyscraper. In that case, I always ask what 'emotion' they want to realize through that space. If you want to give the user the overwhelming feeling of height, it doesn't have to be 123 floors. We find a point where we can satisfy each other by suggesting realistic alternatives that meet the intention. Rather than saying 'It's impossible' unconditionally, I persuade them by saying 'It's possible' if you do it this way. After all, we all have the same desire to give pleasure with a good game.
Q. Have you dreamed of becoming a level designer since you were young? I'm curious about the story of how you became a Lost Ark level designer.
I didn't know the job of level designer from the beginning. When I was in the 3rd grade of elementary school, I vaguely thought 'I want to become someone who makes games,' and that feeling led me to major in game planning. But after being discharged from the military, my worries grew.
I started to wonder, 'Can my planning be implemented as an actual game?' So I thought I should learn one thing, whether it's graphics or programming. Instead of returning to school, I chose to register for a graphics academy, and after a year, I started working as a graphic background designer. The work was really fun, but in my heart, I always had the thought, 'I'm a game planner, so I shouldn't forget that dream.' So when an employee in charge of motion in the same team resigned, I volunteered to take on that task. When the impact manager resigned, I took responsibility for that task as well. I thought that if I experienced various jobs, I would be able to plan games in more detail in the future, and I would be able to collaborate more smoothly with other teams. Even when my monthly academy fee was 400,000 won when I was receiving a monthly salary of 1 million won, I was happy. Later, I transferred to the planning team and took on the level design job for the first time. A series of processes that started with the desire to 'make a good game' has become a solid asset for me to work as a level designer now.
Q. Your story of starting as a game planning major and becoming a level designer is really interesting. What qualities should a good level designer have?
People around me call me a logical and analytical 'T-type person.' But when I do level design, I think of myself as an 'F-type person' who values emotions and knows how to empathize.
I think that when a player enters a space, for example, a cathedral, they need time to explore the space and feel the atmosphere. They need to be given time to accept the information given by visual elements such as pillars, frames, and lighting, and the emotions felt there.
If monsters pop out from the beginning without that time, the space will only remain a simple battlefield.
On the other hand, if you design the player to recognize the details of the space and imagine the next, they can recall the meaning like a puzzle in the final stage. They say, 'Ah, that's why that frame was in that space back then.' To make that possible, technical skills alone are not enough.
You must be able to constantly empathize and imagine how users think and feel.
That's why I think level designers must have an F-type code. Of course, skill is the first basic virtue. (laughs)
Q. Please introduce a case that was personally impressive or achieved great results among the projects you have worked on.
All projects are meaningful, but the biggest achievement in terms of objectivity is Lost Ark. In particular, the 'Kayangel' dungeon, which is the climax of the game, is a space I designed, so I have a great affection for it. I am personally satisfied because I think it is a design that maximizes the user's emotions.
We had to capture the structure of ordinary characters fighting against huge beings like gods. So I tried to design an inefficient and overwhelming space as possible from a human perspective. I wanted to make users feel awe the moment they entered the space, thinking, 'I'm going up to the end of the sky and facing God.' On the other hand, I wanted to put a message of gratitude and support in the space for the users who had overcome all kinds of adversity and stood in that place, saying, 'Thank you for coming this far.'
Q. On the other hand, I'm also curious about black history or mistakes you don't want to remember.
About 10 years ago, I made an island. Not only monsters but also other players were set as enemies on the island. I thought this complex battle would be a dynamic mess in a positive sense. It just became a mess. (laughs) They were intertwined, and I couldn't tell who I hit or who hit me. Such content left no emotion or fun. I forgot about it for a while, but now that I think about it again, it was a pretty big mistake. (laughs)
Q. What do you particularly focus on to present a pleasant level design?
Simulating countless times from the perspective of various users! Because the way users play the game and the emotions they feel in the game vary widely. It's not an exaggeration to say that I simulate it more than 300 times in my head. Not just filling in numbers, but predicting various cases with a new perspective every time. Overcoming boredom and being sincere and consistent!
Q. When do you feel that you did a good job becoming a level designer?
Actually, I feel it almost every day. Job satisfaction is the highest. (laughs) I like games so much, so I can't help but enjoy making games myself. To be honest, there are very rare times when I 'don't want to do it,' but most of the time I enjoy and have fun working. I'm willing to say OK even if I have to make a game all night. The process of imagination being implemented as an actual game is so exciting. Above all, when I face the reactions of users enjoying the game as intended in the first proposal, I feel that 'I'm glad I'm making games.'
Q. What are your future goals as a level designer?
I really like cute things. (laughs) I want to create a warm space with cute characters, a game that everyone can't help but love. I hope I can achieve my dream someday.




I hope you can sleep soundly without waking up in the middle...
I hope Stove Indie members also have a good night's sleep


If we endure tomorrow, which is Friday, the weekend will begin again...!!
Stove Indie members, it may be tough, but fighting!



https://store.onstove.com/ko/games/104137
You can use it for 880 won now!
Run endlessly and challenge yourself for the best title! And to commemorate the release, we're holding a simple event!
We will randomly give prizes to those who certify the screen showing the score and title on this bulletin board with a screenshot!
This is a temporary Discord room created for Infinite Road score certification! The higher the level of the title, the higher the probability of receiving a prize!
https://discord.gg/CyMJDE9v
The list of prizes is as follows.
1st place: 10,000 won book culture gift certificate
2nd place: Baskin Robbins Single Regular Ice Cream
3rd place: Compose Coffee Americano (ICE)
The event closes at 23:59 on March 11th. The lottery and reward distribution will be held on March 12th.


The official 4-panel comic, created in collaboration
with artist @tare_nu, is now live!
Meet Chizuru 👀



I got a Steam key for "Planet Coaster" at Digiphile.
I also got "KNOCKOFF," which is scheduled to transition to paid sales on Steam.
Also, on Epic, I got the PC version of "Turnip Boy Robs a Bank" and the Android and iOS versions of "Little Nightmares."
I'm so happy to have received so much~



World transfer (Dien Lindris Ulan) is once a month!
Please make server transfer between servers (1~10) a permanent transfer!!!!!!!!!!!!!!!!!!!!!




It's pink haha Thanks Hyohae hyung haha



노점상들을 괴롭히는 깡패 둘을 쓱삭 처리한 리아무는 고작 48뉴엔을 받고 다시 목적지로 향했다.

할로위너 갱단원 중 한 명과 마주친 리아무와 제이크

이 거리는 이 땅을 사들인 기업 말고, 그 누구의 것이 아닌데도 자신들의 구역이라고 사칭하는 할로위너 갱단 보초.
너희가 하는 짓은 그냥 도로 점거일 뿐, 그 무엇도 아니다.

아무래도 제이크가 할로위너 갱단에게서 그냥 도망쳤던 게 아니라 비싸게 참교육 좀 시켜줬던 모양이다.

제이크를 알아보고, 리아무도 죽여야한다는 말을 꺼내는 할로위너 갱단 보초. 약간 떨떠름해 보이는 걸 보면... 아주 나쁜 사람은 아닌 거 같다.
개새끼인 건 맞지만.

전투 직전의 리아무의 스테이터스.

일반 갱단원은 제이크의 우월한 사격실력과 리아무의 보조가 있었기에 쉽게 해치웠지만....
역시 두목은 두목이라고 해야하나, 트롤 아재, 존 폴의 공격 한 방에 천국 구경 해버린 리아무.
일단 다시 한번 더 해보고 안 되면 전투 관련 스텟을 좀 더 올려야 할 듯.

두번째 전투에서 좀 더 유리한 위치를 골라 싸운 덕에+회복약을 하나 소비해서
할로위너 갱단원을 몰살하고 존 폴 손에 죽지 않았을 뿐더러

존 폴에게서 목숨 구걸까지 뽑아낸 리아무와 제이크.
거대한 트롤 아재가 울먹이면서 징징 대는 꼴이 불쌍하긴 하지만, 일단 의뢰인의 의견이 제일 중요하다.
ㄹㅇ 어떻게 하면 좋다고 생각함요? 제이크 쨩의 의견대로 할 거임요ㅋㅋ

이딴 놈을 살려둬봤자 좋을 거 없다는 말에 동의 하는 리아무.
ㅇㅋ, 끝장내버리자고요! 오물은 소독이다!


리아무와 제이크의 결정에 욕설과 함께 공격해오는 존 폴.

하지만 이미 목숨 구걸을 할 정도로 체력이 깎였고, 베테랑 섀도우러너인 제이크와 리아무 앞에서 그의 마지막 발악은 부질 없었다.

죽은 트롤에게 평화가 깃들기를....

그와 별개로 제이크의 의뢰 달성과 카르마 포인트 1적립 ㅊㅋㅊㅋ!

샘의 사망 현장으로 향하는 제이크와 리아무


돌아다니던 도중에 제이크와 리아무의 전투를 훔쳐봤는지 겁에 질린 일반 시민 1.
물론 베테랑 섀도우러너는 쓸 떼 없는 살인따윈 하지 않는다.

포장마차를 운영하는 트롤 발견. 존 폴도 갱단 운영 따위가 아니라 착한 장사를 했으면 오래 살았을 텐데.

그리고 달리고, 또 달린다!


샘의 사건 현장 근처에 도착한 리아무와 제이크.

그리고 사건 현장을 지키고 있는 론스타 경찰관을 보고 몸을 사리는 제이크.

아무래도 여기까지가 지금 자신이 도와줄 수 있는 한계 선상이라며 보수를 제시하고 토끼려고 한다.
ㄹㅇ 같이 안 가는 거임요? 조수가 있으면 ㄹㅇ로 ㄹㅇ로 편리할 텐데...


이미 이 거리에서, 론 스타로부터 몸을 숨기기로 결심한 제이크는,
레드먼드 빈민가 뉴비인 리아무에게 자신이 충고해 줄 수 있는 것을 전부 말해줬다.
보수를 줬으니 그냥 돌아설 수도 있을 텐데... 나름의 온정인 걸까.

제이크는 멋쩍은 작별인사와 함께 리아무로부터 몸을 돌렸다.



그렇게 자신이 할 말을 끝낸 제이크는 프로 섀도우러너이자 프로 현상범 수배자 답게 재빠른 속도로 도시 어둠 속으로 사라졌다.
제이크과 과거에 깽판을 쳤던 기업의 수배가 사라지면 다시 그 모습을 드러낼지도 모른다....

이렇게 리아무는 샘의 살해 현장을 눈 앞에 두고 혼자 남았다.
일단 다음 화에 바로 사건 현장에 쳐들어갈 건 아니고, 주변 사람들한테 먼저 탐문 수사를 할 예정.
ps. 이번 화까지의 링크를 자유게시판에 올리겠습니다. 지난 섀도우런 리턴즈 비공식 한글패치판 연재글을 읽고 싶으신 분들은 참고하시길.
섀도우런의 팬으로서, 이러한 관심이 꼭 드래곤폴과 홍콩의 한국어 패치까지 이어지길 진심으로 기원합니다 ㅠㅠ
자기전에 읽어도 굿잼 ㅋㅋ