卡卡小編Badge Icon
05/03/2026
05/03/2026 06:00 PM (+09:00)
1,100 °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
STOVE98029938
2hr ago
07/03/2026 03:28 AM (+09:00)
天邊一顆星/亞洲伺服器/露娜
STOVE196572246
7hr ago
06/03/2026 10:20 PM (+09:00)
水色之雫/全球伺服器/凯隆
밀크엠파이어
05/03/2026
05/03/2026 07:11 PM (+09:00)
30 °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)
627 °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
르라세으비아
18hr ago
06/03/2026 12:02 PM (+09:00)
ㅊㅊ
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)
243 °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)
789 °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)
161 °C

The official 4-panel comic, created in collaboration

with artist @tare_nu, is now live!

Meet Chizuru 👀

S1761035510280111
14hr ago
06/03/2026 03:38 PM (+09:00)
If only the captain knew... how many eyes are on him...
GenesicGGG
10hr ago
06/03/2026 07:43 PM (+09:00)
105 °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
10hr ago
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)
260 °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
8hr ago
06/03/2026 09:43 PM (+09:00)
120 °C

It's pink haha Thanks Hyohae hyung haha

S1739688138059011
7hr ago
06/03/2026 10:58 PM (+09:00)
12~13  구간   14~15구간  16이상임.
선아F
16/10/2023
16/10/2023 09:03 PM (+09:00)
183 °C
난이도는 사실 5개가 아니라 3개 였습니다.

제목 그대로...

쉬움 난이도는 80%체력 + 피해량 , -5레벨이고 모든 보상이 적고 전설 등급 아이템이 안나옴

보통 난이도는 100%체력 + 피해량이고 전설 등급 아이템이 안나옴

계속 플레이를 해본 결과 보통 할 바엔 쉬움 하는게 1.5배 정도 나음

 마도사를 할 때 두드러지는게 보통 난이도로 플레이하면 초반부 체력이 너무 낮아서 답이 없는 걸 해결해주고 다른 캐릭터들은 이미 날아다님

차라리 보통 난이도를 건너 뛰고 쉬움 난이도로 빠르게 스토리 밀기 + 학살로 레벨 올려서 40레벨 이상 만들어서 바로 영웅 넘어가는게 더 효율적임

40레벨 넘어가면 스킬이 어느정도 찍혀서 하나의 테크는 다 열 수 있음(최소 요구치 35레벨)

그 상태로 영웅 바로 넘어가도 어느정도 생존도 되고 데미지도 나와서 할만 함

그래도 데미지가 안나오고 버티기 힘들다 싶으면 다시 쉬움으로 진행하면 됨

굳이 보통하는 것 보다 쉬움으로 잔몹 많이 돌아다니는 맵 밀어버리는게 크리스탈이든 경험치든 수급이 더 빠름

아니면 크리스탈 여유가 좀 많다 싶으면 영웅 난이도로 바꿔서 NPC 타로<도박> 가서 아이템 도박 해서 대충이라도 누덕누덕해서 가면 할만 함

영웅 난이도에서 서사 난이도도 굳이 안넘어가도 상관 없음

영웅 난이도나 서사 난이도나 나오는 아이템은 동일하지만 드랍률만 다름

그래서 굳이 난이도를 올리는 것 보다 '클레르부르 전당' 같이 왕관 3개짜리 몹 많이 나오는 곳을 영웅 난이도로 뺑뺑이 치는게 템을 더 많이 먹고 빠름(다만 가시로 데미지 넣는 경우는 아님)

그렇게 템 파밍도 좀 하면서 100레벨 달성하고 난 이후 전설 난이도로 넘어가서 고유 전설 파밍하면 됨

100레벨 달성하고 전설 난이도 파밍이 안되면 서사 난이도 해보는 걸 고려해볼만 함

그래서 사실 난이도는 쉬움 -> 영웅 -> 전설 가는 게 좀 더 효율적


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