Hitting Record-High DAU: The 20-Year Journey of 'IMO'

Game image

IMO

🏢 DeveloperCom2uS
🏢 PublisherCom2uS
📱 PlatformMobile
🎮 PlayMobile
📅 Launch Date2006.07.12
🔧 Keywords#MMORPG

IMO', a mobile MMORPG developed and published by Com2uS, has reached its 20th anniversary this year. In an industry where mobile games often struggle to survive even a single year—to the point where 'half-anniversary' celebrations have become a common concept—'IMO' has stood the test of time for two decades. What has been the driving force behind its longevity? We had the opportunity to sit down with Studio Head Kim Nam-ho and Team Leader Lee Yong-jin, who are currently in charge of 'IMO' development, to discuss the secrets behind its 20-year success, share some stories, and look at future plans.

'IMO' Celebrates 20 Years with Its Users; May Event Announced.

▲ (Left) Team Leader Lee Yong-jin, (Right) Studio Head Kim Nam-ho

IMO has reached its 20th anniversary. Could you share your thoughts on this milestone.

Studio Head Kim Nam-ho = I don't think it's common for a game to reach its 20th anniversary, even on a global scale. It has been an eventful journey, but I believe we were able to make it this far because our users stayed with us.

Team Leader Lee Yong-jin = Since this is literally a 'service', I believe 'IMO' has been able to last this long thanks to the users who are the core of that service. We will continue to work hard, so we hope you will keep supporting us.

A 'Martial Artist' class was added for the 20th anniversary. Could you tell us about the motivation and process behind adding this class.

Lee Yong-jin = We had wanted to add a new class for a long time, but other tasks had to take priority. First, the engine was quite old, making it difficult to implement a new class effectively. We chose to undergo an engine renewal, and with other considerations like game balance and securing operational funds, it was pushed down the priority list. However, we developed it step-by-step and were finally able to introduce the new class for the 20th anniversary. The user response has been positive, so we are open to working on more new classes if the opportunity arises.

You also went through an 'engine replacement' and 'renewal'. Was there anything specific you wanted to show the users through this process.

Kim Nam-ho = We decided that an engine replacement was not an option, but a necessity, if we wanted to continue operating 'IMO'. We spent three to four years on this, which allowed us to implement features like 'high-resolution graphics' and 'expanded expression ranges for new classes'. I can't say for sure how many more years we will be able to provide service, but I want to keep making a game that brings joy to our users.

I have a follow-up question regarding the engine replacement. Why didn't you release it as a new version, like a remaster, and were there any negative reactions to the changes.

Kim Nam-ho = As you mentioned, an engine replacement can change the feel of controls and gameplay. The development team debated whether to release it as a new game called 'IMO Remaster' or to replace the engine of the existing game. Ultimately, we decided that launching a new game might make users feel a sense of loss or deprivation regarding what they had built up over the years, so we opted to upgrade the graphics of the existing 'IMO'. Once we set that direction, we invited users to provide feedback on the engine replacement. We even went as far as to preserve certain 'buggy' gameplay elements from the original—such as the auto-move feature triggered by opening the inventory while pressing movement keys—to ensure we didn't lose the original's charm.

What is 'IMO's' strategy for attracting new users alongside the existing player base?

Lee Yong-jin = I think the aspects that appeal to modern users are 'manual controls', 'PvP guild wars', and 'cute pixel art graphics'. To help new users adapt to this content, we are creating an environment where they can gradually fall in love with the game by providing friendly quests and engaging costumes.

Kim Nam-ho = To provide a more comfortable play experience, we fixed data transmission issues that dated back to the feature-phone era, improved the UI/UX for better visibility, and increased accessibility by launching a PC beta version alongside the mobile version.

What is your current position or schedule regarding the 'Ganesha Server'.

Lee Yong-jin = For the Ganesha server, we consider the official service to be one where all servers can play the PC version. Our top priority is ensuring the mobile experience translates well to the PC, and we are currently receiving user feedback and fixing bugs through the beta service. We are also still refining the UI/UX layout. We are aiming for a full service launch in the second half of this year.

You mentioned macros during a live broadcast last December. Since you are planning a full PC service launch in the second half of this year, what internal measures are you taking to manage these macros.

Lee Yong-jin = Macros generally fall into two categories: 'battlefield macros' and 'hunting macros'. We use a 'bot check program' to present simple image puzzles to suspected users, and if they fail, we issue a ban. Also, macros tend to target rewards in low-level areas; if we only focus on catching macros, it can hinder the experience for regular users. Therefore, we have implemented systemic improvements to provide rewards that help regular users but offer little value to macros. Since macro developers will continue to evolve, our team will continue to respond accordingly, and we are preparing countermeasures for the PC version as well.

With the engine replacement and various convenience improvements, can we also expect login support like Google Login.

Kim Nam-ho = Because 'IMO' has been in service for so long, a login system was already in place long before Google Login integration became standard. The development team is currently working on Google and Apple login support to make the process more convenient for users, and we plan to introduce it in an upcoming update.

Could you give us a hint about any new elements coming this year.

Kim Nam-ho = I'd like to highlight the 'Hunting Ground'. It is content where users from all servers gather in one area to hunt and engage in PvP.

I'm also curious about the user demographics and reactions by country.

Lee Yong-jin = We estimate that 60% of our users are in East Asia, 10-20% in North America and Europe, and 20% in Korea. They seem to share a common appreciation for MMORPGs that require manual control and retro aesthetics. In particular, overseas users seem to enjoy the game because the in-app purchases are simplified compared to other MMORPGs.

Have you seen any synergy from direct communication with users? How is this close communication reflected in the game, and are there any interesting anecdotes.

Kim Nam-ho = As mentioned earlier, we held a user invitation event while considering an engine update. We also took user feedback to improve the inventory and storage systems. Additionally, 'IMO' currently features over 300 types of pets, some of which were previously unobtainable once their event periods ended; we created opportunities for players to acquire those pets again. Our development philosophy is to listen as closely as possible to our users and incorporate their feedback into the game whenever it is feasible. Perhaps thanks to this strategy, our Daily Active Users (DAU) have continued to grow, and 'IMO' is currently hitting record-high DAU numbers, even after 20 years.

I can share two memorable episodes. One is when an 'IMO' user from Ulleungdo delivered a piece of paper filled with handwritten suggestions for improvement. They had organized their own experiences and the feedback from the community very well, and I still keep that note in my wallet. Another is hearing the news that two people who met in 'IMO' were getting married.

Since it's one of Com2uS's long-term IPs, would a collaboration to increase the user base be a good direction.

Kim Nam-ho = We have actually conducted a few collaborations. We've done them with our own IPs like 'MiniGame Paradise' and 'Summoners War', and we've also collaborated with third-party products a few times. There are no specific plans for a 20th-anniversary collaboration yet.

I believe 'IMO' has a core identity it must maintain. Could you comment on that.

Kim Nam-ho = I think the identity of 'IMO' is that it is a 'game you actually play' and its 'pixel art graphics'. Many MMORPGs demand endless stat-grinding and have heavy competitive elements, but 'IMO' has level caps and easy experience gain, providing both fun and growth.

Is there any content you want to achieve or try through 'IMO'?

Lee Yong-jin = I'm already doing what I wanted to do. Personally, I really wanted to add a new class, and I've already added content called 'Inotia War', where powerful guilds from each server meet to fight. I thought it would be fun for users to cross over from their own servers to battle, so I'm currently working on the 'Hunting Ground' I mentioned earlier, which we plan to add soon.

Kim Nam-ho = 'IMO' has been in service since the feature-phone era, and now there are users who don't even know that. My goal is for the PC platform to succeed so well that one day people will ask, "Wait, 'IMO' started as a mobile game?" (Laughs)

I understand you are also planning an offline event.

Lee Yong-jin = A 20th-anniversary commemorative event is scheduled for May. It's the largest event scale we've ever attempted for 'IMO', so we hope you look forward to it. It will be held in Seongsu-dong from May 16th to May 17th, and we are preparing a special live broadcast. We have 20th-anniversary merchandise ready as well, so we ask for our users' interest and attendance.

Lastly, could you each say a few words to commemorate the 20th anniversary of 'IMO'.

Kim Nam-ho = I believe 'IMO' has been able to maintain its service for 20 years thanks to the love and support of our users. We will continue to strive to be a 'meaningful game' to repay that support.

Lee Yong-jin = As I mentioned several times during today's interview, I believe that for a 'game service' like 'IMO' to be maintained, it is only possible because of our users. I will continue to create content that our users can enjoy for a long time to come.

This article was originally written in Korean and translated with the help of NC AI. It was then edited by a native English-speaking editor. All AI-assisted translations are reviewed and refined by our newsroom. [Read Original]

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