
Netmarble met fans at Tokyo Game Show 2026, held at Makuhari Messe from September 17 to September 21, showcasing its new mobile roguelite RPG based on 'Solo Leveling', 'Solo Leveling: KARMA' (hereafter Solo Leveling: KARMA). Solo Leveling: KARMA portrays Sung Jinwoo's 27-year war as a roguelite, bringing fresh light through the game to story elements that were not explored in detail in the original work.
After first meeting players at G-STAR 2025 last year and gathering feedback for nearly a year, 'Solo Leveling: KARMA' arrived at TGS 2026 for its final round of feedback ahead of release. Lee Jong-hyuk, Head of Business Division at Netmarble, and Jin Seong-gun, Producer at Netmarble Neo, answered 39 questions on how they aimed to capture the charm and identity of the 'Solo Leveling' IP using untold original content while delivering the core fun of a mobile roguelite.

One Year After G-STAR: Final Touches Ahead of Release
Q1. It has been almost a year since the reveal at G-STAR. How far along is development?
Producer Jin Seong-gun = Starting with Tokyo Game Show 2026, we are putting the finishing touches on global release preparations, focusing first on Korea and Japan. Content-wise, we are concentrating on refining the combat experience, and technically, we are focusing on mobile optimization.
We actively incorporated the feedback provided by players during the G-STAR 2025 demo. In addition to improving combat action and hit feel, we also put great effort into enhancing the original storyline unique to 'Solo Leveling: KARMA'. We believe we will soon be able to present the game in great shape to players in Korea and Japan first.
Q2. What are the biggest changes compared to the G-STAR 2025 demo version, and what feedback was prioritized for improvement?
Producer Jin Seong-gun = We improved overall combat quality, specifically expanding growth options based on the random skill and weapon combinations signature to roguelites. To address one of the main pieces of feedback collected during the G-STAR 2025 demo—that 'repetitive play could become monotonous'—we significantly advanced the unique skill trees and weapon mechanics.
In addition, we overhauled motions and visual effects so that players can intuitively feel fast controls and exhilarating action even from an isometric perspective. Furthermore, players will be able to encounter special playable characters exclusive to 'Solo Leveling: KARMA'.

Q3. What is the current release schedule, and will there be any differences between the domestic and global versions?
Business Division Head Lee Jong-hyuk = First, we plan to introduce the game to players in Korea and Japan. The exact official release schedule is currently undergoing final adjustments, and we plan to announce it as soon as it is confirmed. However, since Korea and Japan are large and crucial markets, we are making thorough preparations before expanding into global service.
While there will be a time gap between releases, we aim to provide the same enjoyment to players in all regions without any discrimination in systems or content between domestic and global versions. Complete 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 with a Roguelite Genre and New Narrative
Q4. What elements do you hope fans of the original work pay the most attention to in 'Solo Leveling: KARMA', and what level of success are you expecting?
Producer Jin Seong-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 complete a completely different combat style every time. We focused heavily on bringing out the thrill and strategic appeal of this decision-making process.
Business Division Head Lee Jong-hyuk = In addition to the solid action system built by the development team, we have high expectations for the freshness of the narrative and immersion. We believe the original narrative of 'Sung Jinwoo's 27-Year Monarch War,' which was not covered in the original work, will deliver a new dimension of immersion to both existing fans and new players. We expect this deep action and unique narrative to create synergy and achieve meaningful commercial success in the global market.
Q5. This is the third game released using the Solo Leveling IP. How does it differ from previous titles?
Producer Jin Seong-gun = The biggest differentiators are taking on a new genre as a roguelite action RPG, and an original narrative covering the behind-the-scenes story of the original work. While previous titles focused on faithful recreations of the main story or collectible elements, 'Solo Leveling: KARMA' is set in the unexplored territory of the 27 years where Sung Jinwoo fought alone against the Monarchs. We are developing it with a focus on the fun of theorycrafting and combining various character builds in every run.

Q6. The stature of the Solo Leveling IP has grown even higher than when 'Solo Leveling: KARMA' was first announced and put into development. Have there been any changes to your service plans or content direction as a result?
Business Division Head Lee Jong-hyuk = To match the status of the 'Solo Leveling' IP, we are reinforcing localization and global community efforts in preparing service. As the global success of the anime has significantly broadened the IP's fan base worldwide, we are actively pursuing collaborations with global media and region-specific localized marketing.
Q7. Expectations from original fans must be quite high. On the other hand, given the nature of a roguelite action RPG, you also need to consider players unfamiliar with the IP. What did you focus on to satisfy both user bases?
Producer Jin Seong-gun = We focused on delivering the emotion of authentic worldbuilding direction to original fans, while offering intuitive action and accessible growth fun to general players. Even if someone doesn't know the original work, we delicately designed the game so they can instantly feel the satisfying hands-on control and the catharsis of completing a build inherent to the roguelite genre.
At the same time, Sung Jinwoo's story is naturally woven into the progression, guiding genre gamers to become captivated by the world of 'Solo Leveling: KARMA' as they play.
Filling the Gaps of the Original Work: Sung Jinwoo's 27-Year Monarch War

Q8. Why did you choose the story period that was left blank in the original work?
Producer Jin Seong-gun = We decided that 'Sung Jinwoo's 27-year war,' which was the most captivating and curiosity-inducing period in the original work, was the optimal creative territory to deliver new enjoyment to fans. The Monarch War taking place within the Dimensional Gap is a crucial period where Sung Jinwoo transforms into the complete Shadow Monarch. We selected this blank period believing we could offer a high-quality original narrative combined with unique gameplay experiences.
Q9: While filling the uncharted 27 years of Sung Jinwoo through the game, were there any scenes or dialogue where the team internally agreed, "We must include this"?
Producer Jin Seong-gun = Although it was a period not detailed in the original work, we felt that narratives involving key characters from the original work were essential to spark fans' interest and curiosity. We included numerous original cutscenes portraying alternate sides of familiar characters, new relationships formed with Sung Jinwoo, and his anguish and awakening as he confronts new enemies. Players can experience part of this in the current TGS build.
Q10: While adding new stories not present in the original work, what did you pay special attention to so as not to damage the original lore or atmosphere?
Producer Jin Seong-gun = Through a supervision process with original author Chugong, we thoroughly maintained the worldbuilding and mood of the original work. Additionally, from early planning, we worked in close consultation with the original author to establish original storylines and additional character settings. We rigorously verified all original elements—such as how Sung Jinwoo's skills are manifested, the mechanics of the Shadow Army, and the conflict dynamics between Monarchs—to ensure they did not compromise the original identity.

Q11: An isometric perspective can make it difficult to spotlight the protagonist Sung Jinwoo. How did you resolve this challenge?
Producer Jin Seong-gun = We maximized Sung Jinwoo's appearance and visual appeal by introducing impactful dynamic camera work and close-ups during combat, as well as detailed 3D cinematic cutscenes. While an isometric view is advantageous for evaluating wide battlefields and delivering fast-paced action, it has limits in conveying detailed character expressions. To supplement this, we applied camera speed zoom-in techniques during key presentation moments, such as summoning Elite Shadows or executing ultimate skills. In addition, we placed cinematic cutscenes throughout major story sections so players can intuitively feel Jinwoo's emotions and visuals.
Q12: Did the original author provide feedback or make specific requests regarding lore or story progression?
Producer Jin Seong-gun = The original author conducted detailed supervision to ensure that the plausibility of the original '27-Year Monarch War' narrative and Sung Jinwoo's character identity did not deviate from the flow of the original work. Furthermore, working with the author from early planning allowed us to strictly establish the lore of the 'Dimensional Gap' and behind-the-scenes settings of the Monarchs that were not fully explored in the original. In particular, the author gave meticulous feedback on whether every single original character and line of dialogue aligned with Sung Jinwoo's distinct tone and the rules of a solitary worldview. Thanks to this, we completed a deep original narrative that fans of the original work will find thoroughly convincing.
Q13: Are there homage elements referencing scenes from the original webtoon or anime? What kind of narrative elements can fans look forward to?
Producer Jin Seong-gun = In the anime, Sung Jinwoo often fights cooperatively alongside his Shadows. To bring these elements to life in 'Solo Leveling: KARMA', we included powerful Shadow summons and cooperative skills with the Shadows.
Business Division Head Lee Jong-hyuk = Like the 'Tainted Hunters' series currently being revealed on our official X (formerly Twitter) channel, we are delivering 'freshness within familiarity' by adding unique twists exclusive to 'Solo Leveling: KARMA' on top of elements very familiar to users. Rather than simply recreating characters and iconic scenes that fans deeply loved in the original work, we are unfolding the story within the unique narrative backdrop of the 'Dimensional Gap' where the Monarch War takes place. Players can look forward to a distinct kind of fun in discovering unexpected twists and original stories unique to 'Solo Leveling: KARMA' within a familiar universe—such as the 'Tainted Hunters' where familiar figures become corrupted or face new fates.

From Rock Bottom to Monarch: Bringing 'Solo Leveling' Growth Catharsis to Life as a Roguelite
Q14: When combining the roguelite format with the growth structure unique to 'Solo Leveling', what core fun element did you prioritize most?
Producer Jin Seong-gun = Starting each run with limited capabilities and experiencing the catharsis of growth through a buildup process. We organically linked the core essence of the original work—'the thrill of growing through leveling up'—with the roguelite's 'fun of building a run'. Through skill Blessings and weapon combinations acquired as they progress through stages, players can experience a fresh journey in every run: starting from rock bottom and reaching the peak of growth as a Monarch-level character sweeping the battlefield in an instant.
Q15: Given that isometric roguelike action RPGs are a very familiar format to players, how did you incorporate elements unique to the 'Solo Leveling' IP?
Producer Jin Seong-gun = The key points of differentiation are the original storyline of the '27-Year Monarch War' not covered in the original work, and a deep deck-building system utilizing Blessing Cores that allow players to absorb and use powers from the Monarchs appearing in the original lore. Beyond being a simple roguelite, we are making effort to systemically embody Sung Jinwoo's inner conflicts and growth.
Q16: To compete with existing roguelike games on the market, you will need gameplay strengths beyond IP power.
Producer Jin Seong-gun = Our proprietary 'Recording System' is at the core of that differentiating strength. It reduces the fatigue of traditional roguelites where runs reset entirely based on luck, allowing players to save optimized Blessing builds they completed and utilize them in season end-game content like Challenge Dungeons. This provides continuity to growth and farming.
Q17: What considerations were made regarding how to blend the feel of the original work with the genre characteristics of the game?
Producer Jin Seong-gun = We focused on perfectly recreating the original's fast-paced combat in an isometric environment. Rather than limiting dash purely to evasion, we gave mobility to skills themselves, reducing control fatigue while maximizing the exhilaration of hack-and-slash.
Q18: What difficulty level are you planning for the game?
Producer Jin Seong-gun = We are basing it on the challenging difficulty typical of roguelites, while designing it so the perceived difficulty varies depending on weapon and Blessing synergy combinations. At the same time, we are striving to hit a fair balance where bosses can be overcome through strategic deck-building choices. We are continuously testing and working on this aspect to deliver optimal fun.
Powers of Monarchs and Tainted Hunters: Adding Unfamiliar Rifts to a Familiar World

Q19: Original game characters called 'Messengers of the Itarim' appear. They possess distinct elemental attributes such as Light, Magic Bullet, Meteor, Flame, Storm, and Frost, and enter a pact with Sung Jinwoo. How do you plan to expand the game's unique worldview through these characters?
Business Division Head Lee Jong-hyuk = We gave a lot of thought to this aspect. Internally, we pondered what setting would make sense to IP fans and allow them to fully immerse themselves in the game. Consequently, we recently adjusted the setting so that instead of 'Messengers of the Itarim', Sung Jinwoo absorbs and utilizes powers of the Monarchs appearing in the original lore within the Dimensional Gap. While it might still feel unfamiliar to those who have only watched the anime, players who read the original work to the end will experience Sung Jinwoo fighting by absorbing and using the Monarchs' powers, which will feel a bit more familiar.
Q20: Popular characters from the original work appear as enemies. In particular, you first introduced Cha Hae-in and the Association Chairman. Is there a reason for featuring them as adversaries?
Business Division Head Lee Jong-hyuk = Appearing as 'Tainted Hunters', Cha Hae-in and Association Chairman Go Gun-hee take on forms different from Earth's original reality within the Dimensional Gap after the use of the Cup of Reincarnation, becoming hostile toward Sung Jinwoo. Furthermore, we hoped that showing these altered Hunters would make players even more interested in the 27-year story that 'Solo Leveling: KARMA' aims to tell.
Q21: Can transformed/monstrous enemies also be used as Shadows?
Producer Jin Seong-gun = Monstrous enemies cannot be turned into Shadows. Instead, we focused on the classic 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: The combat system combines an isometric view with hack-and-slash action. What did you pay most attention to in order to deliver exhilarating action against crowds of enemies in a mobile environment?
Producer Jin Seong-gun = What we paid most attention to was the 'impact feel' when wiping out groups of enemies and 'minimizing fatigue'. By applying various conditional trigger mechanisms—such as hits, critical strikes, and crowd control (CC)—via skill-Blessing links, we optimized the game so players can enjoy chain-reaction explosive effects with a single input even on mobile.
Q23: You applied a relatively simple control scheme consisting of Dash, Normal Attack, and Special Attack, yet designed combat styles to change drastically depending on weapons and buffs. How did you approach delivering 'easy controls with deep combat'?
Producer Jin Seong-gun = Rather than simple button mashing, we constructed deep mechanisms that enable explosive damage output when equipped weapon characteristics and chosen buffs interlock organically.
Q24: Builds vary depending on the weapons and Blessings players choose. What roguelite fun factor did you consider most important during development?
Producer Jin Seong-gun = 'Dynamic change,' where choices and results are immediately felt visually and in performance. Even with the same weapon, depending on which Blessings you stack, it can become a heavy single-hit setup or an extreme speed setup, so we strived to make every run feel like playing a completely different game.

Q25: How many types of weapons will appear? Could you also introduce the characteristics and enhancement elements of each weapon?
Producer Jin Seong-gun = At launch, a variety of weapon categories highlighting Sung Jinwoo's style will appear, including daggers, greatswords, handguns, bows, and gauntlets. Base attack animations and special skills are completely distinct per weapon, and unique passives unlocked through weapon growth combine with roguelite Blessings to derive diverse builds. We are planning 5 weapon types for launch specs.
Q26: During repetitive play, choices might lean toward specific weapon or Blessing combinations. How are you balancing and maintaining variety to address this?
Producer Jin Seong-gun = While there are numerous builds, the fun aimed for by each build combination differs greatly, so we think players will each find builds they prefer. In content as well, there are many random elements regarding which monsters you encounter, changing situations frequently, so we are designing the game to make context-appropriate choices important.
Q27: Among the currently prepared weapon and Blessing combinations, is there a particular playstyle the development team would like to recommend?
Producer Jin Seong-gun = Since development is still in full swing and each weapon and Blessing has unique traits, it is hard to recommend a specific combination. It would be best for players to experience it directly after launch and pick a playstyle that suits their taste.
Q28: The Shadow Army, a core element of the 'Solo Leveling' IP, also appears as key content in the game. In addition to Igris, Beru, and Tank, 'Elite Shadows' such as Bellion also appear. How did you differentiate the Shadow collection and growth systems?
Producer Jin Seong-gun = Shadow summoning plays a role in turning the tide of battle with unique skills during crisis moments. In particular, through a feature called Shadow Command Summoning, players can deliver a powerful strike to a boss at a crucial moment and render them incapacitated for a certain duration.
No-Gacha Monetization: A Low-Burden, Mobile-Centric Roguelite RPG

Q29: The graphic quality looks quite high for a roguelite genre game. What are the minimum and recommended system specifications?
Producer Jin Seong-gun = We are currently putting full effort into optimization so that the game runs smoothly on mobile. Specific specs will be announced after final build stabilization before launch, but we are preparing so that players can enjoy flashy combat and Shadow summoning effects without trouble even on mainstream devices.
Q30: Initially PC was prioritized, but why was its priority lowered? Also, are PC, console versions, or gamepad support being prepared post-launch?
Producer Jin Seong-gun = From initial planning, 'Solo Leveling: KARMA' was being developed as a mobile roguelite game that players could comfortably enjoy in a mobile environment. Rather than lowering PC priority, please see it as us focusing more on the original mobile plan to raise overall polish. Therefore, it is difficult to comment on expansions to PC/console at this point.
Q31: As it is releasing on mobile, what is the main business model (monetization)?
Business Division Head Lee Jong-hyuk = Mobile roguelite is a newly emerging genre. Therefore, we are carefully deliberating and researching monetization models for this genre. 'Solo Leveling: KARMA' plans to feature various playable characters beyond Sung Jinwoo, including Hunters and Shadows, and we are discussing letting players acquire them through in-game play rather than gacha. As support mechanisms for character growth, we are considering fixed-price subscriptions such as passes and growth funds as our main business model.

Q32: As a live-service game, how do you plan to introduce multiplayer elements such as co-op or competition alongside single-player gameplay?
Producer Jin Seong-gun = Fundamentally, we are focusing on immersion in the single-player original narrative and completing roguelite builds. On top of this, we plan 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 most important in long-term update plans?
Producer Jin Seong-gun = Periodically adding action mechanics and builds to continuously provide fresh experiences. In enjoying the competitive and cooperative elements mentioned above, we are planning to offer the fun of overcoming challenges through various build setups. We aim to run live service so that players can break away from stale combat patterns fixed on a single weapon or Blessing and enjoy diverse action and strategies.
Solo Leveling: KARMA Goes Global: From TGS to a Global Steady Seller
Q34: What is your goal for growing 'Solo Leveling: KARMA' after launch?
Producer Jin Seong-gun = I hope it is remembered as the ultimate 'roguelite action RPG' where players can directly and flawlessly control the catharsis felt in the original work with their own hands.
Business Division Head Lee Jong-hyuk = Our ultimate goal is for global fans to enjoy this new expansion of the IP and for the game to establish itself as a long-beloved global steady seller.
Q35: Solo Leveling enjoys massive popularity overseas as well as in Korea. Overseas marketing will likely play a big role—how do you plan to target overseas markets?
Business Division Head Lee Jong-hyuk = Starting with Anime Expo in July, we are extremely pleased to meet fans who love 'Solo Leveling' in person at TGS 2026 in Japan. Whenever an opportunity arises, we will make efforts to meet fans in various countries, and alongside offline events, we will work to share news such as development updates and release schedules online.
In addition, we plan to actively target both IP fans and action gamers through localized, close-knit promotions—such as marketing tied to the theatrical anime film release and the Tokyo 'Solo Leveling' exhibition we are already collaborating on.

Q36: How high do you estimate the chances of success for games utilizing Korean webtoon IPs overseas?
Business Division Head Lee Jong-hyuk = As Korean webtoon IPs gain more popular works overseas in markets like Japan and the United States, we believe the potential for success when adapting them into games has increased significantly. However, no matter how magnificent or well-known the original IP is, we believe the key to success lies in how well the game adapts the original while staying true to the fundamental fun of gaming.
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, we are fully focused on authentically realizing and delivering the fun of 'Solo Leveling: KARMA'. Therefore, considering collaborations is 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 intend to appeal as a mobile roguelite at TGS 2026, where console and Steam games are mainly showcased?
Business Division Head Lee Jong-hyuk = TGS is a place where players with diverse tastes gather. Japan's mobile gaming market ranks among the top three globally in scale, so we expect many visitors who enjoy mobile games will attend.
Additionally, as various IP-based roguelite games have been releasing in Japan recently, we expect players' understanding of the genre will be high. Furthermore, Netmarble is doing its best through pre-release SNS activities to convey what appeal the 'Solo Leveling' IP holds as a mobile action roguelite.
The overall booth design—including a Sung Jinwoo statue, video streaming via a large transparent LED display, and the iconic giant Cartenon Temple statue from 'Solo Leveling'—was constructed to spark interest even among those without prior information, so we expect many attendees will show interest.
Q39: Unlike Netmarble's previously introduced Solo Leveling game, this title focuses primarily on Sung Jinwoo. How do you plan to utilize other popular characters?
Producer Jin Seong-gun = The narrative of 'Solo Leveling: KARMA' revolves around Sung Jinwoo, but along the way, Hunters familiar from the original work appear in the story as altered/monstrous beings. Additionally, we are preparing popular characters as playable choices so players can experience distinct action styles different from Sung Jinwoo's. Attendees can confirm this through the TGS demo build.

