
At Tokyo Game Show 2026, held at Makuhari Messe from September 17 to September 21, Netmarble met with fans through its new mobile roguelite RPG based on 'Solo Leveling', titled 'Solo Leveling: KARMA' (hereafter 'Solo Leveling: KARMA'). Solo Leveling: KARMA unpacks Sung Jinwoo's 27-year war through roguelite gameplay, highlighting story elements that were not detailed in the original work.
After meeting players for the first time at G-Star 2025 last year and refining the game based on nearly a year of feedback, 'Solo Leveling: KARMA' took to TGS 2026 for a final round of feedback ahead of release. Netmarble Business Division Head Lee Jong-hyuk and Netmarble Neo PD Jin Sung-gun answered 39 questions about how they aimed to capture the appeal and characteristics of the 'Solo Leveling' IP using untold original content, while also delivering the fun of a mobile roguelite.

One Year After G-Star: Final Touches Ahead of Launch
Q1. It has been nearly a year since the game was revealed at G-Star. How far along is development?
PD Jin Sung-gun = Starting with Tokyo Game Show 2026, we are in the final stages of preparation for global release, prioritizing Korea and Japan. In terms of content, we are focusing on elevating the polish of the combat play experience, while technically, we are concentrating on mobile optimization.
We actively incorporated feedback provided by players during the G-Star 2025 demo. Beyond improving the combat action feel and hit impact, we also meticulously refined the original story unique to 'Solo Leveling: KARMA'. We expect to present the game in great shape to players in Korea and Japan first very soon.
Q2. What is the biggest change compared to the G-Star 2025 demo version, and what feedback was central to your improvements?
PD Jin Sung-gun = We improved overall combat quality, specifically expanding growth choices based on the roguelite-style random skill and weapon combinations. To address 'potential monotony during repetitive play'—one of the main pieces of feedback collected during the G-Star 2025 demo—we significantly advanced the unique skill trees and weapon mechanisms.
Additionally, we completely overhauled animations and effects so that players can intuitively feel fast controls and satisfying action presentation even from a quarter-view perspective. Furthermore, players will be able to encounter special playable characters exclusive to 'Solo Leveling: KARMA'.

Q3. What is the current target release schedule, and will there be any differences between the domestic and global versions?
Business Division Head Lee Jong-hyuk = First, we plan to showcase the game to players in Korea and Japan. The specific schedule for the official release is under final adjustment, and we will announce it as soon as it is confirmed. However, because Korea and Japan are important, major markets, we are preparing thoroughly and plan to expand to global service afterward.
While there will be a time gap between releases, we aim to provide the same fun to players in all regions without differences in systems or content between the domestic and global versions. Thorough multilingual localization and establishing a stable server environment are our top priorities, and detailed service schedules will be announced later.
The Third 'Solo Leveling' Game: Differentiating Through Roguelite Mechanics and a New Narrative
Q4. What elements do you hope original fans pay the most attention to in 'Solo Leveling: KARMA', and what level of commercial success are you anticipating?
PD Jin Sung-gun = From a developer's perspective, I hope players focus on the strategic fun and depth as a roguelite. Depending on the newly provided weapons, skills, and random buff combinations in each run, players can build completely different combat styles every time. We focused deeply on delivering the satisfaction and strategic appeal that this decision-making process provides.
Business Division Head Lee Jong-hyuk = In addition to the solid action system built by the development team, we have high expectations for the fresh narrative and sense of immersion. The original narrative of 'Sung Jinwoo's 27-year Monarch War,' which was not covered in the original work, will offer a new level of immersion for both existing fans and new players. We expect this deep action gameplay and original narrative to create perfect synergy, leading to meaningful success in the global market.
Q5. This is the third game released using the Solo Leveling IP. What sets it apart from previous titles?
PD Jin Sung-gun = The biggest point of differentiation is taking on a new genre with the roguelite action RPG format, alongside an original narrative covering behind-the-scenes story elements from the original work. While previous titles focused on faithfully recreating the main story or on collection elements, 'Solo Leveling: KARMA' is set in the uncharted territory of the 27 years Sung Jinwoo spent fighting alone against the Monarchs. Development is focused on the fun of combining various character builds in every run.

Q6. The stature of the Solo Leveling IP has grown even higher since 'Solo Leveling: KARMA' was first developed and revealed. Has this led to any changes in your service plans or content direction?
Business Division Head Lee Jong-hyuk = To match the stature of the 'Solo Leveling' IP, we are enhancing localization and global community engagement in our service preparations. As the IP's fanbase has deepened worldwide due to the anime's global success, we are actively pursuing collaborations with global media and localized marketing tailored to each region.
Q7. Fans of the original work likely have very high expectations. On the other hand, given the nature of the roguelite action RPG genre, you also need to consider players unfamiliar with the original work. What did you focus on to satisfy both user bases?
PD Jin Sung-gun = We focused on delivering the emotion of authentic lore presentation to fans of the original, while offering intuitive action and easily accessible progression fun to general players. Even for those unfamiliar with the original work, the game is meticulously designed so they can immediately feel the tactile controls and build completion thrill intrinsic to the roguelite genre.
At the same time, Sung Jinwoo's narrative is naturally woven into the progression of the story, guiding genre gamers to become captivated by the unique world of 'Solo Leveling: KARMA' as they play.
Filling in the Original's Blanks: Sung Jinwoo's 27-Year Monarch War

Q8. Why did you choose the story period that was left blank in the original work?
PD Jin Sung-gun = We determined that 'Sung Jinwoo's 27-year war'—the most captivating and curiosity-inducing period in the original work—was the ideal creative space to bring fresh enjoyment to fans. The Monarch War fought within the dimensional rift was a crucial era during which Sung Jinwoo evolved into the complete Shadow Monarch. Believing we could deliver a high-quality original story combined with unique gameplay experiences, we selected this gap period.
Q9: As you filled the uncharted time of 'Sung Jinwoo's 27 Years' into the game, were there any scenes or lines where you internally agreed "we absolutely must include this"?
PD Jin Sung-gun = Although this era was not detailed in the original work, we felt that narratives involving key original characters were essential to maintain the interest and curiosity of fans. We arranged numerous original cutscenes portraying alternate sides of familiar figures, their newly formed relationships with Sung Jinwoo, and the angst and awakening Sung Jinwoo undergoes while confronting new enemies. Players can experience a portion of these in the TGS build.
Q10: When adding a new story not in the original work, what did you focus on to ensure it didn't disrupt the original lore or atmosphere?
PD Jin Sung-gun = Through a supervision process with original author Chugong, we thoroughly preserved the worldbuilding and atmosphere of the original work. Additionally, we established original storylines and additional character concepts through close consultations with the author from early planning. We thoroughly vetted every original element—such as the implementation of Sung Jinwoo's skills, the mechanics of the Shadow Army, and the conflict structures among the Monarchs—to avoid undermining the core identity of the original work.

Q11: The quarter-view perspective seems to make it difficult to spotlight the protagonist Sung Jinwoo. How do you plan to overcome this challenge?
PD Jin Sung-gun = We incorporated dynamic camera work and impactful close-ups during combat, while maximizing Sung Jinwoo's appearance and visual appeal through refined 3D cinematic cutscenes. While the quarter-view perspective is advantageous for surveying wide battlefields and implementing fast-paced action, it has limits when conveying detailed character expressions. To compensate, we applied camera speed zoom-in techniques during key presentation moments like invoking Elite Shadows or ultimate skills. We also placed cinematic cutscenes in major story segments so players can intuitively experience Sung Jinwoo's emotions and visual presence.
Q12: Were there any specific requests or feedback provided by the original author regarding the lore or story progression?
PD Jin Sung-gun = The original author conducted detailed supervision to ensure the credibility of the '27-Year Monarch War' original narrative and to keep Sung Jinwoo's character identity aligned with the original flow. Furthermore, through collaboration from early planning stages, we strictly established the behind-the-scenes lore of the Monarchs and the 'dimensional gap' setting that went unaddressed in the original work. In particular, the author provided meticulous feedback on every original character and line of dialogue to check if it fit Sung Jinwoo's distinct tone and the lonely rules of the world, resulting in a deep original narrative that original fans can fully embrace.
Q13: Are there elements paying homage to scenes from the original webtoon or anime? Are there story aspects fans can look forward to?
PD Jin Sung-gun = In the anime, Sung Jinwoo frequently fights in tandem with his Shadows. To preserve those elements in 'Solo Leveling: KARMA', we incorporated powerful Shadow summons and cooperative skills with the Shadows.
Business Division Head Lee Jong-hyuk = Like the 'Corrupted Hunter' series currently being revealed on our official X (formerly Twitter) channel, we take elements very familiar to players and layer on unique twists exclusive to 'Solo Leveling: KARMA', delivering 'novelty felt within familiarity.' Rather than merely reproducing iconic scenes and beloved characters, we develop the story within the narrative backdrop of the 'dimensional rift' where the Monarch War unfolds. Players can look forward to discovering unexpected plot twists and original story beats unique to 'Solo Leveling: KARMA' within a familiar world—such as encountering 'Corrupted Hunters,' where familiar figures become corrupted or face new fates.

From Rock Bottom to Monarch: Capturing Solo Leveling's Growth Catharsis Through Roguelite Mechanics
Q14: When combining the roguelite format with Solo Leveling's distinct growth structure, what did you see as the most important element of fun?
PD Jin Sung-gun = Starting with limited abilities in every run and reaching the catharsis of growth through the build-up process. We organically linked the core essence of the original work—'the thrill of growth through leveling up'—with the roguelite 'fun of build creation'. Through skill blessings and weapon combinations acquired as they clear stages, players can experience a fresh journey in every run, starting from the bottom and peaking as a Monarch-tier character who instantly sweeps the battlefield.
Q15: Since quarter-view roguelike action RPGs are a format players are very familiar with, how did you integrate elements unique to the Solo Leveling IP?
PD Jin Sung-gun = Differentiating points include the original storyline of the '27-Year Monarch War' unaddressed in the original, and a deep deck-building system using Blessing Cores that allow players to absorb and harness the power of the Monarchs from the original work. Beyond a simple roguelite, we are striving to systematically implement Sung Jinwoo's internal conflict and growth.
Q16: To compete with existing roguelike games in the market, it seems you need gameplay strengths beyond IP power alone.
PD Jin Sung-gun = The proprietary 'Recording System' is the core of that distinct strength. It lowers the fatigue of traditional roguelites, which reset every run based on luck, by allowing players to save the optimal Blessing builds they have completed and use them in endgame seasonal content such as Challenge Dungeons. Through this, we provided continuity for growth and farming.
Q17: What considerations went into blending the feel of the original work with the features of the genre?
PD Jin Sung-gun = We focused on perfectly recreating the original's fast-paced combat in a quarter-view environment. Instead of restricting dashes purely to dodging, we gave mobility to skills themselves, reducing control fatigue while maximizing the 'hack-and-slash' satisfaction.
Q18: How do you plan to structure the game's difficulty level?
PD Jin Sung-gun = While basing it on the challenging difficulty intrinsic to roguelites, we are designing it so that the perceived difficulty varies depending on weapon and Blessing synergy combinations. At the same time, we are striving for a fair balance where bosses can be overcome through strategic deck-building decisions. We are continuously testing and working on this to deliver optimal fun.
Power of the Monarchs and Corrupted Hunters: Adding Unfamiliar Rifts to a Familiar World

Q19: Original characters called the 'Emissaries of Itarim' appear in the game. They possess distinct attributes such as Radiant Light, Magic Bullet, Meteor, Flame, Tempest, and Frost, and form covenants with Sung Jinwoo. How do you plan to expand the game's original universe through these characters?
Business Division Head Lee Jong-hyuk = We agonized over this point in particular. We put a lot of thought internally into what lore concept IP fans could understand and immerse themselves in. Consequently, we recently changed the lore so that instead of the 'Emissaries of Itarim,' Sung Jinwoo absorbs and uses the powers of the Monarchs from the original work within the dimensional rift. While this might still feel unfamiliar to anime-only viewers, those who read the original work to the end will experience Sung Jinwoo fighting by absorbing the Monarchs' powers, which should feel a bit more familiar.
Q20: Popular original characters appear as enemies. In particular, Cha Hae-In and Association Chairman Go Gunhee were introduced first. Was there a reason for setting them up as foes?
Business Division Head Lee Jong-hyuk = Appearing as 'Corrupted Hunters,' Cha Hae-In and Chairman Go Gunhee hostilely confront Sung Jinwoo in the dimensional rift after the Cup of Reincarnation was used, taking on forms different from those on Earth. Additionally, we hoped that showing slightly altered versions of these Hunters would spark players' interest in the 27-year story that 'Solo Leveling: KARMA' aims to tell.
Q21: Can grotesque/aberrant enemies also be extracted and used as Shadows?
PD Jin Sung-gun = Aberrant enemies are beings that cannot be turned into Shadows. Instead, we focused on the authentic Shadow Army beloved by fans of the original work, including Igris, Beru, and Bellion. However, being able to directly control Hunters and Shadows as playable characters will be a fresh form of fun unique to 'Solo Leveling: KARMA'.
Deep Combinations Within Simple Controls: Weapons, Blessings, and the Shadow Army

Q22: In the combat system, you combined a quarter-view perspective with hack-and-slash action. What was your biggest focus when implementing exhilarating action against crowds of enemies on mobile?
PD Jin Sung-gun = What we focused on most were 'hit impact' and 'minimizing fatigue' when sweeping away crowds of enemies. By applying conditional trigger mechanisms like hits, critical strikes, and CC skills through skill-Blessing synergies, we optimized the game so players on mobile can enjoy chain explosion effects with a single input.
Q23: While applying a relatively simple control scheme consisting of dashes, basic attacks, and special attacks, you designed combat styles to change significantly based on weapons and buffs. What went into realizing 'accessible controls with deep combat'?
PD Jin Sung-gun = Rather than simple button mashing, we established deep mechanics where explosive damage output becomes possible when equipped weapon traits and selected buffs lock together organically.
Q24: Builds vary based on user-selected weapons and Blessings. What roguelite fun factor did you consider most important during development?
PD Jin Sung-gun = 'Dynamic change,' where choices and results are instantly visualized and felt in performance. Depending on which Blessings are stacked, the same weapon could become a heavy single-hit setup or an extreme speed setup, so we worked hard to make each run feel like playing a completely different game.

Q25: How many weapon types will feature in the game? Please introduce the traits and enhancement elements of each weapon.
PD Jin Sung-gun = At launch, various weapon categories highlighting Sung Jinwoo's style will appear, including daggers, greatswords, handguns, bows, and gauntlets. Basic attack animations and special skills differ completely by weapon type, and unique passives unlocked through weapon growth combine with roguelite Blessings to yield diverse builds. We are planning 5 weapon types for the launch spec.
Q26: Choices might skew toward specific weapon or Blessing combinations during repeated play. How are you balancing diversity and equilibrium to prepare for this?
PD Jin Sung-gun = While there are countless builds, the type of fun pursued by each build combination differs greatly, so we believe different players will favor different builds. Also, within content, there are many random elements regarding which monsters you encounter, causing situations to change frequently. Therefore, we design the game so that making situational choices remains crucial.
Q27: Among the weapon and Blessing combinations prepared so far, is there a particular playstyle the development team especially recommends?
PD Jin Sung-gun = Because development is still in full swing and each weapon and Blessing possesses distinct traits, it is difficult to recommend one specific combination. It would be best to experience the game directly after launch and choose a playstyle that fits your personal taste.
Q28: The Shadow Army—a core element of the Solo Leveling IP—also appears as major game content. Alongside Igris, Beru, and Tank, 'Elite Shadows' such as Bellion make an appearance. How did you differentiate the Shadow collection and progression systems?
PD Jin Sung-gun = Shadow summoning serves to turn the tide of battle with unique skills during clutch moments. In particular, through a feature called Shadow Command Summoning, players can strike bosses with powerful blows at key moments and render them incapacitated for a certain duration.
No-Gacha Monetization: A Mobile-Centric Roguelite RPG with Reduced Burden

Q29: For a roguelite game, the graphical quality appears quite high. What are the minimum and recommended system specifications?
PD Jin Sung-gun = We are putting full effort into optimization so that gameplay runs comfortably on mobile. While specific specs will be announced after stabilizing the final build prior to launch, we are preparing so that flashy combat and Shadow summoning effects can be enjoyed smoothly even on mainstream devices.
Q30: PC was initially the priority, so why was that priority lowered? Also, are you preparing PC/console versions or gamepad support after launch?
PD Jin Sung-gun = From early planning stages, 'Solo Leveling: KARMA' was being developed as a mobile roguelite game that can be enjoyed comfortably on mobile devices. Rather than lowering the priority of PC, we would appreciate it if you viewed it as focusing more on our original mobile plan to raise polish. Therefore, it is difficult to comment on expansions to PC/consoles at this time.
Q31: Since it is releasing on mobile, what is the main monetization model (BM)?
Business Division Head Lee Jong-hyuk = Mobile roguelite is a newly emerging genre. Therefore, we are conducting careful contemplation and various research regarding monetization for this genre. In 'Solo Leveling: KARMA', we plan to feature various playable characters such as Hunters and Shadows alongside Sung Jinwoo, and we are discussing making them obtainable through in-game play rather than gacha pulls. Furthermore, we are considering flat-rate products like passes or funds as our primary monetization model to assist character growth.

Q32: As a live-service game, how do you plan to introduce multiplayer elements like co-op or competition alongside single-player gameplay?
PD Jin Sung-gun = Fundamentally, we are focusing on single-player original story immersion and roguelite build completion. On top of that, we intend to add multiplayer fun through asynchronous competitive elements, such as 'Challenge Dungeons' where players compete in clear times against others using builds saved via the 'Recording System.'
Q33: What do you consider the most important aspect of your long-term update plan?
PD Jin Sung-gun = It is consistently providing new experiences by periodically adding action elements, builds, and more. In enjoying the competitive and cooperative features mentioned above, we design content to offer the fun of tackling challenges through diverse build setups. We aim to operate the game so players can break away from rigid combat patterns stuck on a single weapon and Blessing, enjoying varied action and strategy instead.
Solo Leveling: KARMA Headed to the World: From TGS to Global Steady Seller
Q34: What is your goal for growing 'Solo Leveling: KARMA' after launch?
PD Jin Sung-gun = I hope it is remembered as the ultimate 'roguelite action RPG' where players can perfectly pilot and experience with their own hands the catharsis felt in the original work.
Business Division Head Lee Jong-hyuk = Our ultimate goal is for fans around the world to enjoy this new expansion of the IP and for it to establish itself as a globally beloved steady seller over the long term.
Q35: Solo Leveling boasts immense popularity both domestically and overseas. As a result, overseas marketing seems crucial. How do you plan to target international markets?
Business Division Head Lee Jong-hyuk = Starting with Anime Expo held in July, we are extremely pleased to meet fans who love 'Solo Leveling' in person at Japan's TGS 2026. Whenever opportunities arise, we will strive to connect with fans in various countries, and beyond offline events, we will make every effort online to deliver updates like development progress and release schedules.
Additionally, we plan to actively target both IP fans and action gamers through localized, close-knit promotions—such as marketing tied to the theatrical anime screening and the Tokyo 'Solo Leveling' exhibition with which we are already collaborating.

Q36: How high do you estimate the chances of success are for games utilizing Korean webtoon IPs overseas?
Business Division Head Lee Jong-hyuk = As more Korean webtoon IPs gain popularity overseas in places like Japan and the US, we believe the chances of success when adapting them into games have increased significantly. However, no matter how magnificent or well-known the original IP is, we believe the key to success lies in how faithfully the game realizes the source material while remaining true to the fun of being a game.
Q37: Recently, games with strong IP power frequently collaborate with other major IPs. Does 'Solo Leveling: KARMA' have plans to collaborate with other IPs or Netmarble's own IPs?
Business Division Head Lee Jong-hyuk = Currently, our primary focus is on fully implementing and delivering the core fun of 'Solo Leveling: KARMA'. Therefore, considerations regarding collaborations are not a high priority right now. Post-launch, we plan to keep possibilities open and examine from various angles whether there are IPs that can create synergy with 'Solo Leveling: KARMA'.
Q38: How do you plan to appeal as a mobile roguelike at TGS 2026, where console and Steam games are primarily featured?
Business Division Head Lee Jong-hyuk = TGS is a gathering place for players with diverse tastes. Japan's mobile gaming market ranks among the Top 3 globally in scale, so we anticipate that many mobile gaming enthusiasts will attend.
Additionally, as various IP-based roguelite games have been released in Japan recently, we expect player understanding of the genre to be high. Furthermore, Netmarble has been actively communicating through prior social media channels what kind of appeal the 'Solo Leveling' IP holds as a mobile action roguelite.
Overall booth design elements—such as a Sung Jinwoo sculpture, video broadcasts via large transparent LEDs, and the signature giant Cartenon Temple statue from 'Solo Leveling'—were set up to spark curiosity even among those without prior knowledge, so we expect many visitors to take interest.
Q39: Unlike the previously introduced Solo Leveling game from Netmarble, this title focuses solely on Sung Jinwoo. How do you plan to utilize other popular characters?
PD Jin Sung-gun = The narrative of 'Solo Leveling: KARMA' centers around Sung Jinwoo, but during his journey, familiar Hunters from the original work appear in the story as aberrant beings. Furthermore, we are preparing popular characters as playable options so players can experience action distinct from Sung Jinwoo. You will be able to confirm this through the TGS demo build.


