
Elementa's new open-world RPG, 'Silver Palace,' concluded its second closed beta test (CBT) on August 13. Having captured attention from its initial reveal with its unique world-building and detailed graphics, 'Silver Palace' has proven its potential through two rounds of testing, showcasing a mystery-driven narrative that leaves players wanting more, exhilarating action, and a dense, immersive world. In particular, the team has been working busily since the first CBT early this year, through the Bilibili World demo, and up to the second CBT, steadily refining the game's quality.
'Silver Palace' is carving out a new path among major open-world titles with its distinct style. INVEN sat down with Lee Jae-hyun, CEO of Elementa Korea, to hear about the preparations being made for the game's entry into the Korean market following the second CBT.
'Silver Palace': An Open World with a Refined Victorian Aesthetic
Could you please introduce yourself and briefly explain what kind of game 'Silver Palace' is to our users.
"Hello. I am Lee Jae-hyun (Allen), CEO of Elementa Korea. I am currently directly involved in the visual development of 'Silver Palace,' and I am delighted to introduce the game to Korean users through this interview.
'Silver Palace' is an Unreal Engine 5-based mystery open-world RPG set in the fictional city of 'Silvernia.' The glamorous city is rife with secrets, conspiracies, and unpredictable dangers. Players take on the role of a detective, working alongside companions with diverse personalities, backgrounds, and abilities to solve various cases and gradually uncover the truth hidden behind the city's glittering facade.
The greatest appeal of 'Silver Palace' lies in the seamless blend of detective-style investigation and fast-paced action combat. Combined with a unique world brought to life by Unreal Engine 5 and stunning visuals, 'Silver Palace' offers a truly distinctive experience.
For those who were unable to participate in this second CBT, we ask for your continued interest and participation in the next test and the official launch.
Korean users are very curious about the title 'Silver Palace.' What is the meaning behind the name?
"The name 'Silver Palace' can be described as a symbolic distillation of the game's entire worldview.
The main story unfolds around 'Silvernia,' a Victorian-era industrial metropolis that has flourished using 'liquid silver' as its power source. While the discovery of liquid silver led to rapid development, it also sparked fierce competition among various factions vying for control of the resource.
Furthermore, we have extensively incorporated classic art styles, including Art Nouveau visual elements, throughout the game. As a result, you will encounter gorgeous, artistic visuals all over the city. We wanted to capture this worldview and atmosphere directly and indirectly in the title, which led us to choose 'Silver Palace.'
If you have already played the game or have the opportunity to do so in the future, you will quickly realize that 'silver' is the core concept that defines this world.




Everyone was surprised by the sudden reveal last year. When did development begin, and what is the size of the development team.
"Full-scale development of 'Silver Palace' began about three years ago. While it is difficult to disclose the exact number of developers, the project is being created by teams from China, Korea, and Singapore working together.
Development teams in each region are working in close cooperation to deliver a high-quality game, and Elementa Korea is continuously recruiting developers to join the project.
It is notable that you have chosen a Victorian/steampunk setting and 'mystery' as core elements—things rarely attempted in the subculture open-world genre. Why did you choose these themes?
"The starting point for this choice was that our art team really loved the classic atmosphere of the Victorian era. While the Victorian era has a very strong and vivid image for the public, surprisingly few subculture games have explored this style in depth. We judged that this rare subject matter could actually create our own unique color. Furthermore, the atmosphere of the Victorian era fits perfectly with a mystery-focused narrative, which was another important reason.
However, the worldview of 'Silver Palace' is a bit different from the typical steampunk aesthetic. While maintaining the classic Victorian aesthetic, we built our own setting by adding the fictional substance 'Liquid Silver (LS).' Conversely, we intentionally excluded common steampunk elements like grease, giant gears, and smog. As a result, we were able to create a world that is bright, clean, and original while retaining a clear Victorian identity. This unique art style has also opened up more possibilities for expanding the world and gameplay elements.
Additionally, the detective is one of the most iconic figures of the Victorian era. The process of tracking clues and uncovering the truth naturally connects various gameplay elements like exploration, combat, and puzzles. Players become detectives, crossing between different social strata of the city to solve cases, and in the process, gradually learn the truth about Silvernia and the city as a whole. We also added an omnibus-style case structure with a fairy-tale atmosphere, designed to allow for long-term narrative expansion.
Ultimately, our goal is not to stick to familiar genre formulas, but to provide an immersive experience through the unique worldview and narrative of 'Silver Palace.' We aim for art, story, and combat to be organically intertwined rather than separate, creating a high-quality gaming experience.



An all-rounder that captures the harmony of classic and modern, delicacy and intensity

I was amazed by the delicate graphic style and art design from the first reveal. What is the secret? Also, what were the most important points when designing the characters and the city?
"The most important part of our art design was to meticulously research the historical characteristics to find core elements, while reinterpreting them in the unique style of 'Silver Palace.'
To convincingly implement the aesthetics of the Victorian era and Art Nouveau, our art team researched and accumulated a wide range of materials. We also visited various European cities to carefully observe architecture, decorations, and the atmosphere of the streets to incorporate them into the game.
When designing the city, we put a lot of effort into every small detail, from the overall composition to architecture, interior decorations, and various objects on the streets. We wanted players to not only admire the beautiful backgrounds while exploring 'Silver Palace' but also to feel the atmosphere and the sense of daily life in a city where people actually live.
In character design, we focused on faithfully implementing the delicate textures and charm of 2D illustrations into 3D models. We refined them carefully so that the beauty of the characters is naturally maintained from any angle, and we believe this allows players to feel the unique character design and charm of 'Silver Palace.'
The music also stands out for its active use and arrangement of classical pieces by Beethoven, Handel, Vivaldi, Bizet, and Verdi. The other OSTs that harmonize with that elegant atmosphere are also impressive. What was the most difficult part of the OST production?
"The biggest challenge in producing the music for 'Silver Palace' was respecting the inherent depth of classical music while translating it into a new musical experience that fits the game's world and the sensibilities of today's players.
We didn't just want to reproduce or arrange existing classical masterpieces; we wanted to continue the game's core concept of 'harmony between classical and modern' in the music as well. We focused on reinterpreting familiar melodies by adding electronic sounds, modern arrangements, film-score-like compositions, and ambient sounds, breathing new life into them.
We also put a lot of effort into creating unique musical colors for each character and story. Each character's theme song is closely linked to their experiences, personality, and the flow of the story. For example, the protagonist's theme is based on 'Summer' from Vivaldi's 'The Four Seasons.' We used different arrangements for each movement to express the emotions and stages of change the protagonist experiences, and in major combat scenes, we reinterpreted this with electronic sounds to emphasize the emotional flow and the tension of battle.
Through this approach, we hoped that players would feel the inherent charm of classical music while naturally recalling the characters and stories of the game. Ultimately, we wanted to create a unique sound for 'Silver Palace' where classical and modern harmonize. We hope that each OST conveys the atmosphere and emotions of the story while also being enjoyable as an independent musical work outside the game.
The grappling hook system and Pegasus were also impressive. What kind of experience did you intend to provide when exploring the city of Silvernia.
"We wanted the grappling hook and Pegasus to be more than just tools for efficient travel; we designed them as essential elements that allow players to explore 'Sylvania' and experience the city and its world-building firsthand.
In an urban open world, the fun of exploration comes not only from moving through large areas or diverse terrain but also from freely navigating the verticality and three-dimensional structure of the architecture.
The grappling hook was designed to move beyond ground-based travel, allowing players to freely roam the heights of buildings and every corner of the city. This allows players to discover hidden spaces and fine details that are easy to miss with standard movement.
The Pegasus is a mode of transport that combines Victorian aesthetics with scientific settings based on 'liquid silver.' It is not just a means to move quickly, but a way to experience Silvernia's unique technological civilization and period atmosphere through the act of moving itself. To ensure this flow of exploration continues naturally from the beginning, the Pegasus is available immediately without a separate unlock process.
We plan to continue introducing various gameplay experiences that will further enrich the fun of urban exploration.


I saw a classic car being driven in the last showcase video. Can we expect historically significant classic cars to appear?
"While nothing is confirmed yet, I believe collaborations with classic cars that hold real historical significance could further enrich the world and atmosphere of 'Silver Palace.' We are currently keeping various possibilities open and reviewing them internally.
The showcase PV featured detailed elements like autopsies, interrogations, and background investigations. The early story of the last CBT also depicted a murder case with great density, making us look forward to the resolution. Is there anything you are focusing on to implement these detailed mystery elements?
"To naturally integrate mystery elements into the game, the most important thing for us is the logic and plausibility of the entire case. Beyond the fun of simply solving a case, we wanted to deliver the immersion of reading a mystery novel.
We designed it so that players can approach the truth step-by-step through on-site investigations, evidence collection, character interrogations, and clue analysis. This allows players to follow the main story while feeling as if they are personally deducing and solving the case.
In fact, many users gave positive feedback, saying that the main story doesn't have too much obscure jargon and the narrative flow is natural, making it as easy to read and understand as a mystery novel. This is something we have considered important from the beginning, and it is a direction we intend to maintain.
Separately, for users who prefer more in-depth mystery, we plan to continuously introduce more dense mystery content through sub-stories.


Since the last test, the contrast between the delicate character design and the powerful action has been a highlight. What did you focus on when designing the combat.
"When designing the combat system, the most important things for us were the tension felt in the exchange of attacks and defenses, and the 'feel' of the action. We structured the flow of combat around parrying and precise dodging to implement powerful combat where you can feel the fun of judgment and control in every moment.
We also intentionally emphasized the contrast of having delicately designed characters perform sharp and dynamic actions in battle. We created exclusive action motions for each character that reflect their personalities and traits, making the combat style itself a factor that makes the characters more memorable.
It was also important that combat gameplay naturally meshes with the detective worldview of 'Silver Palace.' We combined a combat structure—where you observe enemy movements to find openings, break their defenses, and follow up with powerful finishing attacks—with the concept of a detective uncovering an opponent's weaknesses.
We also provided two difficulty options so that users with different play styles can enjoy the game in a way that suits them, while maintaining the tension and satisfaction of the action.
Since it is implemented with such fine detail, I am a bit worried about optimization. What are you aiming for in terms of minimum and recommended specifications?
"While it is difficult to disclose the final target specifications yet, we are working tirelessly on optimization alongside game development. Based on the devices supported during the test phase, we will continue to improve for a more comfortable play experience for our users.



Silver Palace,' created by developers and enjoyed by users from all over the world, coming to Korea soon
What does Elementa consider most important when making a game?
"We believe that as much as creating a new experience, it is important that the experience is remembered by users for a long time. We are constantly thinking about how to ensure that showing off new technology and expressions leads to actual fun and emotional resonance in gameplay.
I believe there are many users in Korea who have enjoyed various games for a long time, and their perspectives and expectations for games are very broad. The honest feedback we receive in that process becomes a valuable standard for us to look back on parts we may have missed and to develop the game in a better direction. Elementa does not just present a game unilaterally; we want to listen closely to the voices of our users and work together to create a better experience.
The fact that developers from various regions are working together seems to be a unique feature of Elementa.
"At Elementa, developers from Korea, China, and Singapore are working together on a single project based on their different experiences and expertise. In the process of sharing each other's perspectives and strengths and cooperating toward a single goal, I believe new possibilities are created that are difficult to discover from the perspective of just one region.
Elementa Korea is also not just a local organization supporting the Korean market. Korean developers are directly participating in project production as members of the global development team, and we are also reviewing various opinions and perspectives obtained from Korean users during the development process. Connecting the stories we hear closely to the development team's considerations and striving to lead to a better play experience is an important role for Elementa Korea.
How do you want to be remembered by Korean users in the future?
"While it is important to provide new expectations at the first meeting, I think the process of consistently meeting those expectations is more important. I believe trust in a development company is built not through good words, but through the attitude toward users' stories and the results shown through the game.
Elementa will listen closely to the voices of Korean users through Elementa Korea and consistently consider the expectations and meanings contained within them during the development process. We want to approach you as a game that has carefully considered the play experience and expectations of Korean users, going beyond a game that is merely localized in language. We will be with Korean users with a consistent attitude so that the emotion and trust can last a long time while delivering new experiences.

You are becoming increasingly active in offline events, such as participating in Bilibili World. Are you considering participating in events like G-STAR, PlayX4, or AGF in Korea in the future?
"In July, we participated in Bilibili World, Anime Expo in Los Angeles, and Japan Expo in Paris. I was truly happy to meet many users who are looking forward to 'Silver Palace' offline, and I am sincerely grateful for those times.
We are also planning to participate in 'Gamescom 2026' at the end of August, so please look forward to it.
Of course, we are also planning to participate in related events held in Korea. While it is difficult to disclose specific details yet, we plan to announce the good news through our official community without delay, so we would appreciate your anticipation.
Please say a word to the Korean users who are waiting for 'Silver Palace.
"From the moment the first PV was released until now, I am truly grateful for the interest and love you have shown for 'Silver Palace.
In the process of developing and preparing 'Silver Palace,' your interest has been a great strength to us, and every single piece of detailed and sincere feedback has been a great help in setting our direction.
However, as I believe this is just the beginning, I hope you will continue to support the start of 'Silver Palace,' and I ask for your continued interest and love.
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