卡卡小編Badge Icon
05/03/2026
05/03/2026 06:00 PM (+09:00)
1,451 °C

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!

1 / 2
STOVE85232385
13hr ago
07/03/2026 11:09 AM (+09:00)
森之賢者貓頭鷹/亞洲伺服器/凱隆
rkhvsqeu9vkc150
5hr ago
07/03/2026 07:30 PM (+09:00)
雪国的苏莉塔妮雅/亞洲伺服器/新月露娜
밀크엠파이어
05/03/2026
05/03/2026 07:11 PM (+09:00)
31 °C

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♥

1 / 5
STOVE 소식봇Badge Icon
05/03/2026
05/03/2026 03:29 PM (+09:00)
788 °C

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. 

1 / 6
리히리히리
10hr ago
07/03/2026 02:45 PM (+09:00)
Nice!
이콘클
16hr ago
07/03/2026 08:55 AM (+09:00)
Nice!
브라키움
04/03/2026
04/03/2026 11:44 PM (+09:00)
1,096 °C

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

브라키움
05/03/2026
05/03/2026 10:56 PM (+09:00)
304 °C

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

배두나
05/03/2026
05/03/2026 11:23 PM (+09:00)
파이팅!
Abyssalstar
05/03/2026
05/03/2026 02:06 PM (+09:00)
840 °C

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. 

Chaos Zero NightmareBadge Icon
05/03/2026
05/03/2026 02:00 PM (+09:00)
293 °C

The official 4-panel comic, created in collaboration

with artist @tare_nu, is now live!

Meet Chizuru 👀

엔젤건
1hr ago
07/03/2026 11:20 PM (+09:00)
bxx
사이먼사이먼도닉사이먼디오엠아엔아씨오
13hr ago
07/03/2026 11:51 AM (+09:00)
지노어
GenesicGGG
06/03/2026
06/03/2026 07:43 PM (+09:00)
119 °C

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~

GenesicGGG
06/03/2026
06/03/2026 07:44 PM (+09:00)
Author
「プラネットコースター」は、本体貰ったら、無料DLCの「Quick Draw Interactive Shooting Ride」も貰っておくのが吉です。
S1720630840701011
05/03/2026
05/03/2026 11:12 AM (+09:00)
262 °C

World transfer (Dien Lindris Ulan) is  once a month!

Please make server transfer between servers (1~10) a permanent transfer!!!!!!!!!!!!!!!!!!!!!

칼슘만땅
05/03/2026
05/03/2026 06:51 PM (+09:00)
이전비 3천다야 후덜던
S1720712766900911
05/03/2026
05/03/2026 02:51 PM (+09:00)
ㅊㅊ
S1722651049415813
06/03/2026
06/03/2026 09:43 PM (+09:00)
181 °C

It's pink haha Thanks Hyohae hyung haha

S1739688138059011
06/03/2026
06/03/2026 10:58 PM (+09:00)
12~13  구간   14~15구간  16이상임.
TESAS
29/04/2023
29/04/2023 11:03 PM (+09:00)
523 °C
[인디게임] 턴제, 로그라이크, 덱빌딩 3가지 장르가 결합한 던전 드래프터 리뷰




게임명: 던전 드래프터 (Dungeon Drafters)

장르: RPG, 전략, 덱빌딩

개발: Manalith Studios

플랫폼: PC



아마 게임 장르 중에서 재밌고 다양한 변수를 창출할 수 있는 작품으로는 로그라이크 게임이라고 할 수 있습니다. 여기에 캐릭터 육성에 따른 성취를 느낄 수 있는 RPG를 결합한 인디게임, 던전 드래프터에 대해서 소개하려고 해요. 


스토리


사방 세계는 마법이 카드이며 카드가 마법인 모험의 땅입니다. 이 사방 세계는 4인의 아키타입에 의해 무형의 세계로부터 창조되었다고 합니다. 이 아키타입들은 무형의 세계를 떠도는 이들의 기도와 소망에서 태어난 마법들의 현신입니다. 트래블러는 무형의 세계 속을 여행하며 많은 이들을 인도했고, 레이더는 무의 힘을 파괴하여 무형의 세계에 형체가 갖춰지도록 하였습니다. 워든은 세계를 만들고 그것을 지키겠노라 맹세했고, 오라클은 사람들에게 가르침을 주고 배움과 향상의 욕구를 심어주었습니다. 4인의 아키타입의 추종자인 12인의 성자들은 그들의 힘을 카드에 넣어 마법을 부릴 수 있게 되었고 세계는 번영을 누렸습니다.


하지만 질투에서 태어난 5번째 아키타입인 스트레인저가 나타나 세계를 파괴하고 무형의 혼돈으로 되돌리려고 합니다. 성자와 4인의 아키타입은 저항했으나 4인의 아키타입이 희생해 스트레인저를 봉인할 뿐이었습니다. 오랜 시간이 지나 어떤 한 청년이 스트레인저의 고대 봉인을 찾아내자 과거에 추방당한 마법과 낯선 카드들이 풀려나버리죠. 모험가들은 이러한 사악한 마법을 불러온 자를 막고, 고대의 감옥으로 돌려보내기 위해 탑을 공략하려 한다는 것이 이 게임의 스토리입니다.



컨텐츠




처음 게임을 접했을 때는 시원한 타격감과 캐릭터 움직임을 보여주어 액션 위주의 동적인 플레이가 주류일 줄 알았습니다. 하지만 실제로 플레이 해보면 로그라이크 전략 게임에 훨씬 가깝더라고요. 한정된 HP, 행동력, 카드를 갖고 적들을 얼마나 효과적으로 제압해나가는지가 핵심입니다.



W, A, S, D는 방향키, E는 NPC 상호작용, 마우스 왼쪽으로는 카드 사용 (숫자 키), 오른쪽 키는 카드 사용 취소 (키보드 x버튼)입니다.




세력은 플레이어, 적, 중립 3가지로 구분됩니다. 방 또한 여러가지로 나뉘는데 적들이 모여있는 곳이 있고, 그냥 지나가거나 보상을 위해 전투를 하거나 선택할 수 있는 곳도 있고, 회복과 보상을 얻을 수 있는 곳도 있습니다. 모든 적들을 쓰러뜨려야 다음 방으로 넘어갈 수 있고, 갈 수 있는 길은 여러 갈래일 수도 있습니다. 최종 방까지 도달해 보스를 처치하고 임무를 완수하는 것이 이 게임의 주요 목표입니다.



캐릭터의 행동력은 굉장히 한정적입니다. 좌측 하단의 AP로 남은 행동력을 이용해 타일 이동, 카드 사용, 일반 공격 3개 중 하나를 취할 수 있습니다. 카드는 한번 사용하면 묘지로 버려지고 고서 성자 사당을 활성화하거나 묘지를 파내는 특별한 경우를 제외하고 이를 재사용할 순 없습니다.


그래서 카드에 별도로 코스트를 두지 않는 대신에 보관함에서 꺼내서 사용하는 카드들은 일회용으로 하고, 행동력을 이동, 일반 공격과 같이 공유하도록 한 것이에요.



전 직업마다 일반 공격이 원거리냐 근거리냐 나뉠 줄 알았는데 그건 아니더라고요. 직업 불문하고 근접 공격은 동일합니다. 다른 건 결국 카드였습니다. 직업 별로 일부 카드가 달라질 뿐이지 플레이 핵심은 덱빌딩인 작품입니다.


게임이 적응하기 쉽도록 설명도 굉장히 잘 되어 있고 UI도 직관적입니다. 특히 처음에 튜토리얼 과정에서 조작법부터 시작해 몬스터 하나하나 특징에 대해서 알려주고, 전략적으로 카드를 사용할 수 있게끔 정말 잘 유도하고 있습니다. 그만큼 사용자 경험을 고려해서 게임 초반부가 잘 설계가 되어있다는 느낌을 받았죠.



탑을 정복한다는 설정으로 여러 NPC를 배치하며 퀘스트도 준비하여 스토리에도 약간의 비중을 두었습니다. 


아트



이 게임에는 굉장히 다양한 직업군이 존재합니다. 초반 애니메이션 부분은 각기 다른 캐릭터로 채워넣었으며 적과 캐릭터의 상태, 스킬 등 각각 애니메이션까지 다양하게 구현하였습니다. 그래서 턴마다 공격을 주고 받는 게임임에도 괜찮은 타격감, 게임의 깊이가 더 좋았던 것 같아요.



시스템



언어, 화면 모드, 해상도와 같은 메인 설정과 애니메이션, 빠른 전투, 게임 속도의 게임플레이 설정, 볼륨을 조절할 수 있는 음향 설정 3가지가 있습니다. 그리고 저장하고 닫을 수 있는 기능도 있어요.


사실 옵션을 건드리지 않고 디폴트값으로 게임을 하려고 하면 정말 개인적으로 지루합니다. 캐릭터의 움직임이 꽤 느리게 느껴졌거든요. 그래서 게임 속도를 올리고 턴 전환 애니메이션 넘기기, 빠른 전투 간격, 빠른 화면 전환을 활성화하는 것을 추천드려요.


정리





여러 장르를 복합적으로 결합했지만 게임 자체가 워낙 캐주얼하고 규칙도 간단한 편이라 정말 빠르게 적응할 수 있습니다. 인디게임 중에서도 진입 장벽이 매우 낮은 게임입니다. 난이도는 중간 정도로 게임에 적응하는 것은 어렵지 않지만 이후 각각의 직업마다 카드 풀을 익혀야 한다는 점에서 일정 부분 플레이 타임을 요구하더라고요.



너무 과하지 않게 여러 방면으로 교과서적으로 잘 만들어진 게임이라고 생각합니다. 여러 요소가 그만큼 한 게임에 녹아들기가 쉽지 않은데 유저 입장에서 난해하다고 여겨지는 부분도 잘 없고, 가이드도 잘 짜여져 있어서 만족스러웠습니다. 호불호 없이 고를만한 게임으로 추천합니다.


게임 링크: https://bit.ly/3oSsWPs





원문: https://blog.naver.com/leeon715/223088919415


#던전드래프터 #덱빌딩 #RPG #로그라이크 #인디게임




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STOVE165724959372400
30/04/2023
30/04/2023 12:56 PM (+09:00)

깔끔하게 잘 만들어진 게임 같네요