'Cinderia' Developer MyACG Studio: "Our Strengths Are Rapid Decision-Making and Passion"

신데리아 Cinderia
(From left) MyACG Studio Global Publishing Lead Jigongtau, General Director Zhao Jinchen, and Korea Publishing Lead Bominghou ©INVEN

'Cinderia,' a roguelite action RPG from MyACG Studio that launched in Early Access on March 30, was showcased at BIC 2026. The game features a unique blend of cartoon-style hand-drawn art and dark fantasy, offering a diverse combat experience through a vast combination of over 90 independent passive skills, 20 active skills, and 120+ build variations. Coupled with exhilarating quarter-view hack-and-slash action, the game currently maintains a 'Very Positive' rating with 94% positive reviews in Korea.

Bolstered by this success, MyACG Studio participated in BIC as a 'Prime Indie' developer, presenting 'Cinderia' and their other self-developed IP, the roguelike deck-builder 'Hangyosangi.' Released in 2025, 'Hangyosangi' has also maintained a 'Very Positive' rating for over a year thanks to its distinct art style and strategic gameplay. We sat down with the team at a media conference to learn how they successfully and rapidly developed two original titles, starting from their roots as a fan-made Touhou Project circle.

Q. Could you please start with some introductions.

Jigongtau = I am Jigongtau, and I am in charge of global publishing.

Zhao Jinchen = I am Zhao Jinchen, the General Director and Producer.

Bominghou = I am Bominghou, and I am in charge of publishing in Korea.

Q. What values did you prioritize during the development of 'Cinderia,' and what aspects did you want to emphasize?

Zhao Jinchen = We started as a fan circle, so we were surprised by the overwhelming commercial success of 'Cinderia.' We want to expand further into the global market. During development, our goal wasn't just to make characters look prettier; we started the project simply because we loved games, and it evolved naturally. We've continued to release updates with the mindset of, "Let's do what we want and keep refining it," and we are just grateful for the love we've received.

It is impressive how quickly you implemented Korean language support and how promptly you patch translation issues. Is there a special reason for this dedication?

Jigongtau = We introduced Russian and Korean localization in the last version, and we were amazed by the passionate response from Korean gamers. We are keeping a close eye on the region and consider it a very important market, so we are working to continuously improve our localization. The same applies to other aspects of the game.

신데리아 Cinderia
©INVEN
신데리아 Cinderia
The team has been rapidly improving localization with every patch since adding Korean support ©INVEN

Q. How do you feel about participating in BIC.

Zhao Jinchen = Every developer here is truly impressive. Unlike ChinaJoy, I was surprised to see that participants here aren't just enjoying indie games, but are also approaching them with great passion from a commercial and business perspective. While other game shows often feature titles that feel like hobby projects, every game at BIC is high-quality and aimed at commercialization.

Jigongtau = The passion of Korean gamers is also incredible. Their active participation in demos and their willingness to provide feedback were impressive. It was also surprising to see such active exchange, with developers from other studios playing our tutorial and offering various opinions. Even when developers visited our booth yesterday, they didn't just breeze through the tutorial; they examined every detail carefully. I hope we can continue to have opportunities to interact broadly with Korean users and developers.

Q. Were there any titles at the event that caught your eye?

Jigongtau = I noticed two titles: an action RPG that won a Google Play award and a virus-themed game. I don't recall the exact names, but they were very interesting, and I plan to play them myself over the weekend.

Q. What kind of game is 'Cinderia,' and what unique fun did you want to deliver to users?

Jigongtau = I believe the fast-paced, satisfying action is our biggest strength. Combined with the charming interactions between characters and the roguelike system, it offers a distinct experience.

Q. You are now five months into Early Access. How has the response been so far?

Jigongtau = We are deeply grateful for the support from our global users and are doing our best to live up to their expectations. We truly feel that Steam is a global platform. We have received enthusiastic interest from users in Korea, Russia, Europe, Japan, and beyond, and we receive a massive amount of feedback with every update.

While the Chinese indie scene differs somewhat from the global market, we are encouraged by the fact that we are receiving recognition both at home and across the globe. We will continue to work hard on development.

신데리아 Cinderia
©INVEN

Q. You mentioned a full release next year after about a year of Early Access. Are there any changes to that plan?

Jigongtau = Our development speed is quite fast, so we expect to proceed with the full release next March without any issues.

Q. Do you plan to expand to other platforms before or after the full release?

Jigongtau = We plan to start development for other platforms after the full version launches next year, and we are looking for publishers to partner with for that.

Q. Your development speed is very fast. You released 'Hangyosangi' last year and 'Cinderia' this year. What is the secret?

Jigongtau = We have maintained a similar tempo from the Early Access and full release of 'Hangyosangi' last year to the launch of 'Cinderia' this year. Internally, we have a strong desire to produce results quickly. It's not about churning things out mechanically; the whole team is moving with one heart.

Rather than a special secret, we prioritize the principle of "Let's produce results quickly and get feedback." We implement and show things quickly, even if the initial polish is a bit low. We have a communication structure where we test ideas immediately, and if they don't work out, we boldly cut them and fill in with other elements. The growth of our team from about 10 people initially to 20 or 30 has also been a major factor.

신데리아 Cinderia
One year before the release of Cinderia, the roguelike deck-builder 'Hangyosangi' was released in Early Access ©MyACG Studio
신데리아 Cinderia
The transition from the full release of Hangyosangi to the Early Access launch of Cinderia was seamless, taking only one year ©MyACG Studio

Q. You combined dark fantasy with fairy-tale elements. Where did you get the inspiration for the world-building and story?

Jigongtau = As our studio name suggests, all our team members love animation and comics (ACG). We drew inspiration from countless works and used that as a foundation to create our own stories and characters. Our goal was to present a roguelike that features a comic-book art style while maintaining high-quality gameplay and fun.

Q. Lastly, how do you feel about participating in BIC, and do you have a word for Korean users.

Zhao Jinchen = I check our Discord constantly, and I find fan art and comics created by fans very meaningful. I feel deeply moved and happy every time I see them. The interest and support from users who communicate with us on Discord are our greatest source of strength. Starting with this BIC, I want to continue creating opportunities to meet Korean users in person. Thank you sincerely.

Bominghou = Participating in this BIC felt like a wonderful journey. I oversee all platform-related work in Korea for the studio, and I was deeply moved by the warm feedback and insightful advice on the Korean market from Korean users, attendees, and industry officials.

When we announced on Discord the day before the event that we were coming to Busan, the enthusiastic response from users saying they would visit our booth was overwhelming. I was surprised because I didn't realize our studio had garnered such significant interest from Korean users.

It was undoubtedly the best indie game show, to the point where I wondered, 'Why didn't I know about such a fantastic event like BIC sooner?' Based on the passionate response from Korean users and the support we received at this event, we are currently refining our future direction.

Jigongtau = We sincerely thank all the users who have shown interest and love for 'Cinderia.' Please continue to support MyACG Studio in the future.

신데리아 Cinderia
©MyACG Studio
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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