
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



*매효한 상점의 전용 선물은 전 캐릭터 공통사항이니 중요하게 다루진 않겠습니다.
예전 게시판에 올라온 호감작 공략에 더해, 현존하는 대다수의 요리를 갖다바친 결과물입니다.
'대다수'인 건 여러가지 이유가 있는데, 천천히 설명하겠습니다.

첫 번째 이유입니다. 메인퀘와 서브퀘를 전부 진행했다고 생각하지만 도감에 등록된 것은 총 81가지.
그 중에서도 '청단'과 '고추 주머니 튀김'의 경우 현 시점에서는 어떤 영문인지 요리도, 습득도 불가능한 상태라 추정되기에 부득이하게 제외하였습니다.
등록은 되어있는 걸 보면 아마 퀘스트 보상으로 주어진 적이 있을 겁니다. 특히 '청단'의 경우 목하의 호감 +5 선물이기도 하니 주의.
그래서, 이하 목록은 나머지 79종의 요리와 일부 가공식품을 투척하여 얻은 결과물입니다. 일단은요.

[사문천]
-벽룡선차
-풍음검보(전용)
-신차새우살/옌두센
-상점 무기 4종
가면 갈수록 돈먹는 하마가 되는 우리의 사형입니다. 당장 스토리부터가 이 사람 깨우려고 온갖 것들을 들이부어야 하니...
중간의 두 레시피는 각각 벽룡우전과 춘양죽순을 요구합니다. 실용성은 그닥 없으나 활용하려면 춘분/봄 시기를 놓치지 마시고, 벽룡선차는 염암성 상로를 해금할 때까지 기다리는 건 너무 늦으니 매효한 상점에서 구입 가능한 또 하나의 전용 선물로 생각하세요.
*가이드: 매효한 상점에서 벽룡선차/풍음검보 구입하여 투척하고 비는 날짜는 상점 무기로 때우자.

[양자근]
-귀운지(전용)
-고기볶음/둥근배추 고기볶음/연꽃 고기볶음
-기혈단/영력단
-상점무기 4종
첨에는 사문천과인가? 싶었지만 알고 보니 고기볶음 성애자였던 양씨.
고기볶음(파프리카2 돼지1), 둥근배추 고기볶음(양배추1 돼지1)의 레시피가 간단하니 실용성은 있는 편.
*가이드: 문파 지급품으로 주는 영단을 바탕으로, 비는 날짜에는 요리를 시도해보자.

[진원주]
-꽃농어찜
-산소리 대나무피리(전용)
-흰연어/청어/꽃농어
-붕어탕/산채어/연지어묵/흰 연어찜/홍샤오연어
귀운파의 강태공. 진성 바다?사람 진원주.
쉽고 간단한 꽃농어찜 때문에 호감작 난이도가 바닥을 칩니다. 다른 거 다 필요없음.
*가이드: 꽃농어찜 원툴.

[위홍]
-기계 인형(전용)
-회과육/신령 개구리전골/황먼지/산채어/소룡포/동파육
-명화 새우꼬치구이
애기 입맛일 줄 알았는데 의외로 아니었던 우리의 사고뭉치.
*가이드: 좌판에서 새우꼬치 사다가 던져주면 된다. 매우 간단.

[이몽경]
-소실화본 모음집(전용)
-진주 가루
-오과 설탕절임
-떡/붉은 신령대추떡/연지어묵/추억의 쫑즈
단맛 취향이라고 했고, 실제로도 그렇긴 한데, 생각보다 단 음식의 타율이 좋지 않아서 실망스러웠던 가짜광기(중).
단 춘권이나, 참깨 탕위안이라던가, 용수소에 호박죽에 사탕수수 토란즙에... 달디단 음식이 넘쳐나는데 왜 이것밖에?
*가이드: 문파 지급품으로도 주고, 좌판에서도 파는 오과 설탕절임을 좋아한다. 설명 끝.

[목하]
-신선의 토란꽃
-사시백화연(전용)
-진주 가루
-금은화
-새우살 물만두/소고기 샤오마이/야채고기 훈툰/소룡포 + 청단
꽃을 좋아하는 귀운파의 셰프...지만 의외로 경산홍은 받지 않더라.
0.9버전이 되고 나서 각종 마화들과 적수초, 관월화 등 꽃이 잔뜩 생겨서 던져줘보고 싶었는데... 그만뒀다. 중간에 마음이 꺾여버려서.
*가이드: 약방에서 금은화 사다주면서 절기마다 한 번 숲에서 토란꽃 캐주기.

[유경화]
-천공망치(전용)
-칠향소주/진옥황주
-냉피/황먼지/화염고추 생선머리찜/홍샤오연어
술 좋아하는 40대(진) 아재.
하지만 청령과주랑 백화밀주는 쳐주지 않아서 가짜광기 취급하려다, 달달한 술은 물이나 다름없다는 상남자 정신으로 OK.
*가이드: 객잔에서 소주랑 황주를, 좌판에서 냉피를 판다. 가장 저렴한 걸로 던져주면 됨.

[송연동]
-꽃거북
-신령 달걀(전용)
-황금자라/황금거북
-빨간색 신령 꿀대추
-백화밀주
-만리향 떡
김 수한무 거북이 성애자...지만 물결자라는 받지 않는.
여캐 한정 치트키로 통하는 진주 가루(화장품)도 통하지 않는 진성 피부미인이기도 하다 과연, 온몸으로 햇빛 혐오를 외치는 효과가 있다는 건지.
그녀에게 주고 싶은 선물이 참 많았다. 그냥 계란부터 누에, 누에고치, 비단실... 죄다 선물 불가더라. 그 증오스러운 녹색 거북이라도 다시 잡아와야 하나...
*가이드: 문파 폭포 옆/우화비경에서 가끔 나오는(겨울 제외) 꽃거북이 제일 무난. 좌판에서도 종종 3마리씩 판다.

[임완혜]
-연기정요(전용)
-진주 가루
-기혈단/영력단
-다보밥/4색 볶음밥
술이랑 매운 음식 좋아한다고 해놓고 결국 하나도 받지 않은 귀운파의 진정한 가짜광기.
설정상으로만 보면 그야말로 터프한 대장장이 누님인데 왜... 대체 왜 대장장이가 칼도 안받는거지?
송 연동씨도 받지 않는, 갈색 피부에 어울릴 리 없는 하얀 화장품에 밍숭맹숭한 볶음밥이나 좋아하는 꼴을 보면 이 사람, 의외로 생판 하여자일지도 모르겠다.
*가이드: 문파 지급품으로 나오는 영단이나 주자. 모자라면 상점에서 사다주자.

[좌이]
-천 가지 연단 기술(전용)
-기혈단/영력단
-벽룡선차
-화염고추 머리 생선찜
음식을 80개 가까이 바쳤는데 받는건 꼴랑 두개...
뭔가 통하는 다른 카테고리가 있을텐데 잘 모르겠다. 작정하고 영단 만들어서 집중폭격해봐야 하나.
*가이드: 얘 영입할 때쯤이면 상점에서 영단 무더기로 살 수 있지 않았나...?


[기요화]
-화염고추 생선머리찜
-구름 노을 자수(전용)
-진주 가루
-벽룡청차/신차새우살/붉은 신령대추떡/파프리카 신령감자채/산라 감자채/길양여의
-경산홍/금은화
그... 누님, 우리 선물은 10개까지만 받기로 하지 않았었나요?
10개 채워놓고 혹시나? 하면서 진주가루 투척한 저도 저인데... 사업하시는 분이 이렇게 신뢰를 와장창 무너뜨리시면...
*가이드: 약방에서 경산홍/금은화 사다가 투척. 채집해도 무방.
...예, 사건의 전말은 그러합니다.
뚫린 칸이 10개라 당연히 10개가 끝인줄 알고 소거법으로 진행했는데, 무심코 던진 돌에 천장이 뚫린 순간 마음도 같이 무너졌습니다.
어째 양씨 +9짜리 발견하지도 못했는데 꽉 차더라니, 선물란 클릭하고 이래저래 흔들면 움직이더라니. 그때부터 좀 불안하긴 했는데 뭐 이딴...
600개가 넘는 장식품도 넙죽 받을 때부터 빈칸 채울 생각에 아찔해서 그만둘까 했는데, 이젠 뭐 얄짤없이 모든 가능성을 실험해야 할 판이네요.
파일이라도 뜯어보지 않는 이상 혼자 힘으로는 힘들다고 판단, 그럴 능력은 당연히 없으니 이쯤 손 털겠습니다.

그래도 한동안 재밌었네요.
처음 맞닥드릴 땐 풍족한 볼륨에 놀랐고, 이걸 언제 다하나 싶었는데, 결국은 이번 패치에서 즐길거리는 웬만큼 즐겼다는 느낌.
스듀, 마이 타임 앳 포샤, 목장이야기 시리즈, 룬 팩토리 시리즈 등등 농사겜이라면 환장하는 사람이라 간만에 준수한 농사겜을 발견해서 너무 좋았습니다.
선협+농사라는 신박한 컨셉을 잘 녹여낸 듯해서 좋았고, 이번에 통수아닌 통수를 맞았음에도 버전이 업글된다면 다시 찾아오고 싶어질 정도로 좋아하는 게임이에요.
물론 여지껏 느껴온 고질적인 대사 풀의 부족과, 이번처럼 연계성의 미흡으로 인해 캐릭터성이 부각되지 못한 게 개인적으로는 조금 아쉽긴 합니다.
이왕 저렇게 천장을 뚫을 수 있게 만들 거라면 보다 다양한 아이템에 반응하게 해주지. 어떤 아이템을 좋아하는지 대사로 더 많이 추측할 수 있게 해주지.
아트는 참 잘 뽑았고, 모델링도 이 장르에서 이 정도면 준수하고, 연회 보상으로 나오는 특전 일러들은 정말 마음에 들었는데... 목하 토란꽃 좋아하는 걸 퀘스트로 알려주던 그 느낌이 그대로 유지되었더라면 어땠을까요.
단번에 고치길 바라진 않지만, 이번 패치에서 스토리가 훌쩍 진행된 만큼 다음 버전에서는 전투 못지않게 이런 일상적인 부분도 보강되었으면 좋겠습니다.
또 몇 달을 기다려야 할지도 모르겠지만, 기다려서 나온 이번 패치가 만족스러웠으니 한동안은 다시 기다릴 수 있을 것 같아요. 재밌었습니다.
(이하 스포 有)
다만 영구 스탯증가 영단을 상점에서 그냥, 그것도 반복적으로 구매할 수 있게 해놨다는 건 조금 놀랐습니다.
스토리가 아직 다 끝난 것도 아니고, 맵을 보면 새로운 비경이 나올 건덕지가 아주 없어보이지도 않던데... 뭘까요. 진짜 완결이 코앞인가?
+송연동은 목양화를 제외한 나머지 4종의 꽃꿀도 +5로 받습니다.