Netmarble's 'Arthdal Chronicles' Embarks on Change with Removal of Package Products'

아스달 연대기: 세 개의 세력 Arthdal Chronicles
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Netmarble's MMORPG Arthdal Chronicles is set for a new transformation. Since last December, Netmarble has been conducting a major overhaul with the goal of creating a 'game where play equals growth,' and it plans to further reinforce this direction with the 'New World' update on July 14.

The most notable change is the removal of package products. With this update, Arthdal Chronicles will operate primarily through passes and subscription products, eliminating all four existing paid summon products from the shop. Moving forward, all in-game growth elements will be obtainable solely through gameplay.

Ahead of the final phase of this long-term, large-scale overhaul, a session was held to discuss the changes coming to Arthdal Chronicles. This interview was conducted jointly with domestic media, featuring Kim Hyun-soo, Planning Lead at Netmarble F&C.

Background of the New World Update

아스달 연대기: 세 개의 세력 Arthdal Chronicles

What was the primary reason for planning the New World update?

"It is true that since the launch of Arthdal Chronicles, we have received both warm support and painful criticism. The entire development team engaged in intense deliberation and long-term discussions regarding what we had overlooked during our live service and how we could fundamentally quench the thirst of our adventurers.

As a result, we concluded that for Arthdal Chronicles to be chosen by players once again, our top priority must be to re-establish the core essence of a MMORPG: the primal joy of growth and farming. This 'New World' update is the product of that deliberation and a milestone reflecting the development team's commitment and vision to rebuild the game's foundation.

What was the first issue you sought to resolve in the large-scale overhaul that began last year?

"As our top priority was to reclaim the essential fun of a MMORPG, we determined that we first needed to establish structural trust, ensuring that the time and effort adventurers invest in the game is not betrayed and leads to intuitive growth. To this end, we began preparatory work in December 2025 to refine the play and combat environment, and in March of this year, we carried out a core restructuring of our growth system.

We completely relocated four growth elements that previously relied heavily on monetization—Spirits, Mounts, Weapon appearances, and Dream Stones—to in-game field farming and content rewards. In particular, we boldly removed growth-related summon products that encouraged excessive spending from the paid shop lineup. This was a firm decision by the development team, prioritizing the game's long-term life cycle and the sense of achievement players feel through gameplay.

Was there any part of the growth structure change that was difficult to convince the team about internally.

"There wasn't much that was difficult to convince them of. We were all looking at the situation of Arthdal Chronicles objectively and shared a consensus that a major overhaul was necessary. However, we were deeply concerned about how to design a specific environment where adventurers could fully enjoy the fun of growth without stress.

Since this was a task of changing the economic system and the foundation of growth for a live service already being used by many adventurers, a single mistake could have led to fatal operational risks. We held many discussions to predict numerous potential variables and verify the balance to ensure the new fun would take root.

What is the most important metric you will be watching after the update?

"What we consider most important in this overhaul is not short-term performance or results. It is whether adventurers feel they are growing through play and whether that experience leads to sustained engagement. After the update, we plan to closely examine various opinions and focus on metrics such as the retention rate of new and returning adventurers and content utilization rates. We intend to continuously check the data collected in this way to ensure actual improvements are made.

Do you plan to apply the New World operational philosophy to existing servers, and if so, what is the schedule.

"The operational philosophy of New World is not limited to new servers; we intend to gradually expand it to existing servers as well. In fact, the growth structure overhaul, expansion of card farming, and the Fuse and Awakening care systems implemented since last year are already being applied to existing servers, and the direction that 'play equals growth' will be maintained moving forward.

However, because existing servers must also consider the already established growth environment, economy, and competitive landscape, it is difficult to apply changes at the same speed as in New World. We plan to expand these changes in stages while monitoring the situation of existing servers and maintaining our overall direction.

What are your plans for preserving or caring for the asset value of existing server users?

"We consider the preservation of asset value for existing server adventurers to be very important. While we are referencing the New World operational direction for existing servers, we do not plan to apply the same methods abruptly, given the long-standing growth assets and server economy already in place.

For existing servers, we are prioritizing improvements that complement existing growth values and alleviate burdens, such as the Fuse and Awakening care systems, improvements to the acquisition of growth resources, and increased content rewards. Furthermore, we will continuously monitor supply volumes, acquisition sources, and market prices to ensure that the value of specific items or growth elements does not drop sharply, and we will make adjustments in stages.
아스달 연대기: 세 개의 세력 Arthdal Chronicles

Was there any achievement in the new server 'Krabon' that you found particularly meaningful.

"The most meaningful achievement in the new server Krabon, which opened last May, was the potential for improved retention. The key was to verify whether adventurers would stay longer when we lowered the reliance on probability-based products and packages and applied a structure where growth is achieved through play. As a result, we were able to confirm a positive retention trend to a certain extent. Based on this, we decided to expand the New World model.

What was the most difficult part of conducting a large-scale overhaul on an already live MMORPG?

"It was balancing the growth value of existing adventurers with our new direction. As a MMORPG that has been in service for a long time, adventurers at various growth stages are playing together, and it was crucial to ensure that the time and effort they had already invested were not undermined.

On the other hand, we had to create an environment where new and returning adventurers could also feel the fun of growth and settle in, so a lot of deliberation and verification were required between these two goals. That is why we chose a phased overhaul rather than a sudden change, and we are adjusting our direction while checking actual data.

Full Removal of Packages, BM Overhaul

아스달 연대기: 세 개의 세력 Arthdal Chronicles

Why did you remove probability-based products and packages? How did you adjust growth speed and the value of paid products while moving Spirits, Mounts, Dream Stones, and Weapon appearances to play rewards?

"The reason for removing probability-based products and packages is to clearly shift the paradigm of growth to gameplay. Relocating the acquisition sources of core growth axes—such as Spirits, Mounts, Dream Stones, and Weapon appearances—to farming and content play rewards is in the same vein.

The point we deliberated on most intensely during this process was the precise balance between value preservation and the design of a sustainable growth structure. We did not stop at the one-dimensional approach of simply removing shop products; we also adjusted acquisition paths and supply volumes so that players could grow sufficiently through gameplay.

We have firmly protected the asset value and vested rights of adventurers who invested in existing growth, while also creating a buffer zone so that gamers who play Arthdal Chronicles for the first time with the New World update can enter high-level content through diligent play.

What internal judgments led to the decision to remove packages.

"The reduction of packages was not decided in a short period; it was the result of checking data and discussing direction internally over a long period. In particular, there was a consistent opinion that we needed to strengthen the growth experience through play, and we judged that it was necessary to reinforce the value of growth and challenge, which are the inherent fun of a MMORPG.

Accordingly, we verified the new growth structure while sequentially improving the game, and we were able to confirm positive potential through actual metrics. Of course, reducing packages is a major change in terms of service operation, so there was a lot of deliberation, but we decided on the overhaul because we judged that increasing the value of play is a healthier service direction in the long term.

What is the composition of the passes and subscription products, and what is the release cycle.

"Passes and subscription products operate on a 3-4 week season basis. The composition of these products is structured to provide convenience benefits that make play more comfortable and to allow players to acquire additional rewards through gameplay. While the release cycle and composition of these products may be adjusted in the future, we plan to maintain a direction that supports consistent play rather than a form of product that exacerbates growth gaps.

Passes and subscription products are not mandatory. These products play a role in increasing the density of play by providing convenience and additional benefits. While there may be some differences in play time or growth speed, they are designed so that purchasing them does not determine participation in content or become a core element of growth.

Is there any possibility of additional paid products in the future.

"We cannot completely rule out the possibility of adding new products. As the service continues, we will consider adding products based on the growth level of adventurers or the update situation. However, we intend to avoid products that create large growth gaps or undermine the value of play. Even if products are added in the future, we will prioritize providing convenience or optional benefits, and we will continuously manage the game to ensure that the experience of growing through play remains unshaken.

Content After the Update

아스달 연대기: 세 개의 세력 Arthdal Chronicles

To what extent is the introduction of 100% success for Awakening and the Fuse care system intended to reduce stress from probability-based growth.

"The 100% success rate for Awakening and the Fuse care system are changes intended to reduce the failure-accumulation stress and sense of futility most strongly felt in probability-based growth. Our goal is to reduce the experience of having no progress despite repeated attempts and to provide a minimum safety net so that if a player challenges a certain number of times, they can move on to the next stage of growth.

What are the farming acquisition probabilities or growth speeds like.

"Farming rewards are designed to be a structure that definitely accumulates if you play consistently, based on daily acquisition limits, rather than relying solely on luck. Growth speed is also configured to be felt a bit faster than on existing servers so that players can sufficiently feel the fun of growth. However, we will continuously monitor and adjust actual acquisition amounts and growth speeds to ensure the overall growth balance does not collapse.

Is there any new content prepared as the growth structure changes.

"The existing growth structure had many probability-based elements, which could make the sense of growth feel lacking even with consistent play. Therefore, along with the growth structure overhaul, we aimed to strengthen content that allows for growth through continuous play. Representatively, we have prepared content such as Invasions and Trial Dungeons so that rewards accumulate as much as you play, allowing for a consistent sense of growth.

What is the average daily card farming amount? And what is the target duration for Accessory farming.

"As announced during the developer live stream on July 6, the card farming amount was confirmed to be an average of 1876 per person, with a maximum of 3,360, based on 28 days of play. This is the result of a design that ensures a certain level of rewards can be secured through consistent play, rather than relying solely on luck.

As Ancient Accessories were a growth element that previously relied heavily on monetization, we placed greater intent on providing in-game acquisition sources. Based on current acquisition rates, we estimate that a set of four 5-star Ancient Accessories can be completed within about a month, and we will continuously monitor actual acquisition amounts and growth speeds.

Is there any content that new and returning users can enjoy for a long time.

"I believe content that provides a consistent sense of growth is key. Content like Invasions and Trial Dungeons are representative examples prepared so that players can feel growth through continuous play. In addition, the growth guide acts as a guide for various content while also supporting growth, making it core content that helps new and returning adventurers settle into the game stably and play for a long time.
아스달 연대기: 세 개의 세력 Arthdal Chronicles

Are there any concerns about an increase in Workshops due to the activation of the Market.

"We are fully aware of such concerns. However, rather than blocking the activation of the Market itself, we are operating in a direction that detects and responds to abnormal resource production and trading. We are also strengthening our response to Workshops and Abusing by continuously monitoring transaction records, resource movement, and abnormal play patterns. We plan to continuously manage the trading environment and economic situation to ensure that adventurers who play normally are not harmed.

Why is it that only purchasers of the 'Oath of Inaisin' can sell on the Market.

"Rather than for simple profit generation, this is to maintain a healthy trading environment by placing a certain level of entry barrier on accounts using the Market. In particular, since New World has a high proportion of economic activity through trading, we consider it important to build a stable economic environment from the beginning.

How do you plan to manage the increase in resource supply and Market price fluctuations that may occur as play rewards increase in the New World server?

"New World is not a method of unconditionally paying out many play rewards, but a structure that has converted some growth rewards previously provided as paid products into items obtainable through farming. Also, most of these rewards are provided in a bound form, and the quantity that can be traded will be limited. We are managing the system so that supply in the Market does not increase rapidly even if play rewards are expanded, and we will continuously monitor and adjust Market prices and the server economy.

What is the future direction of the Arthdal Chronicles story.

"The story after Manteib will maintain the existing atmosphere of Arthdal Chronicles, but we plan to more actively utilize fantasy materials and directions that can be better expressed in the game. Through this, we will continue the charm of the original work while expanding the game's own new regions, stories, and the fun of adventure.

What devices have you prepared to ensure that repetitive play does not become a chore?

"Rather than concentrating growth rewards on specific content, we are distributing them through various paths such as hunting, Invasions, Trial Dungeons, and Party Dungeons. In addition, we plan to improve convenience features for repetitive play, such as functions to skip repetitive play or a schedule system.

Goals for New World

아스달 연대기: 세 개의 세력 Arthdal Chronicles

What is your long-term goal for New World?

"The final destination we want to reach through New World is to become a game where adventurers can fully feel the value of the time and effort they have invested. Through this update, we hope that Arthdal Chronicles will become more than just a game to adventurers—a place where they can stay for a long time and continue their own adventures.

What is the roadmap after the New World update.

"Currently, we are most focused on the stable opening and settlement of the New World update, but an update roadmap for the second half of 2026 is also prepared, and development is already underway. Based on the service direction of New World, we are planning updates that will solidify the system and strengthen the fun of competition and cooperation in addition to the fun of growth. We will provide more detailed information through a developer live broadcast on July 13.

How are you collecting user feedback? And what is your communication plan after the New World opening?

"We are continuously checking feedback through various channels such as the official forum, community, customer center, and reactions to live broadcasts. In particular, we are not just looking at the volume of opinions, but comparing them with actual play data to focus on which parts are repeatedly felt to be inconvenient.

Even after the New World opening, we plan to quickly check opinions and metrics that arise during the initial settlement process and sequentially improve necessary parts through updates and notices. We will also strive to provide as transparent information as possible about our intentions for changes and progress through developer notes and live broadcasts.

Lastly, please say a word to the users ahead of the New World opening.

"New World is a new starting point that most actively embodies the direction of 'play equals growth' that Arthdal Chronicles intends to move toward in the future. We are preparing it so that you can start without burden and feel the experience where the time and effort you play lead to growth. We hope you will grow and compete together in the new world and enjoy the changed fun of Arthdal Chronicles.
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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