Accelerating launch prep as AGF main sponsor post-CBT while enhancing game's unique appeal

Astraea Oratio Devs: "We're Reworking Combat Pace, AP, and Parrying Based on CBT Feedback"

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아스트라에 오라티오 Astrae Oratio
©Dynamis One

Astraea Oratio, developed by Dynamis One and published by NC, ran its global CBT from October 2 to October 6. Featuring a fictional 1989 Tokyo setting and centering on the 'Shin-Denki' genre—a style predominantly associated with the late 1990s through early 2000s—AsOra generated significant buzz across local communities when first revealed. Amid a mix of concern and anticipation, AsOra followed its September TGS demo with the CBT, showcasing a distinct world and story built around the keywords of magic and administration, unique characters, and gameplay blending turn-based mechanics with real-time elements, ultimately recording high retention rates.

Building on this momentum, AsOra is stepping closer to Korean players by participating as the main sponsor for AGF 2026. Director Jong-kyu Lim and Art Director Kim In from Dynamis One answered questions from local media regarding how they are preparing for the official launch following the CBT.

아스트라에 오라티오 Astrae Oratio
Dynamis One Art Director Kim In (left), Director Jong-kyu Lim (right) ©Dynamis One

Global CBT Appeals to Fan Passion Across Borders; Build to Be Refined Through Feedback Ahead of Official Launch

아스트라에 오라티오 Astrae Oratio
©Dynamis One

How do you feel after concluding the first global CBT? Also, please share the most frequent feedback, responses that differed from your expectations, and any notable regional (country-by-country) differences.

Director Jong-kyu Lim: The first global CBT was a valuable opportunity to see how the fun we prepared was delivered to players. We sincerely thank everyone who played directly and sent detailed feedback.

We drew great encouragement from the positive responses regarding the story and art, and we also received a wide range of feedback on the enjoyment found in the combat system as well as areas needing improvement. Based on this, we intend to present a more refined product.

While there were detailed differences in reactions across regions, the way players felt and enjoyed the charm we wanted to convey was quite similar. I felt that passion knows no borders when it comes to what people love. Truly, 'otaku are We Are the World.'

The combination of turn-based and real-time combat was impressive. Why did you choose to merge them rather than selecting either turn-based or real-time combat alone? What are the advantages of this combat style, and what ultimate vision do you have for combat?

Director Jong-kyu Lim: We wanted to combine the tactile satisfaction of directly controlling characters with the strategic enjoyment of planning the next move. Combining the thrills of fighting games—reading the opponent's moves, seizing openings, and connecting combos—with the resource management of turn-based games was the starting point for combat in Astraea Oratio.

Connecting these two elements is AP, the action resource. Players deliberate between committing AP to press an attack or saving it for counter-responses, balancing real-time execution with planning the next move.

Ultimately, we aim for combat where each character's fighting personality shines, and where players create and capitalize on opportunities through their own judgment and control.

아스트라에 오라티오 Astrae Oratio
©Inven

Based on CBT feedback, what elements are you committed to reworking before official launch? Conversely, what unique feature of Astraea Oratio will you preserve regardless of feedback?

Director Jong-kyu Lim: Many players pointed out elements that disrupted combat flow and tempo. The internal development team also agreed that these areas must be improved, and we are refining combat so players can enjoy a smoother experience by launch.

I don't believe there is anything that must be maintained unconditionally regardless of feedback. However, the strategic fun felt when directly making decisions and controlling action is a key direction for Astraea Oratio. While providing the convenience of auto-battle, we want to retain the advantage of manual play so that making situation-appropriate choices yields better results.

There was combat balance feedback regarding forced squad comps with specific characters to counter enemy patterns, the loss of remaining AP upon defeating an enemy, and insufficient rewards for successful parries. What was the intention behind this design, and how do you plan to adjust it in the future?

Director Jong-kyu Lim: In the CBT, our goal was to establish clear combat rules and test them to move on to the next phase. Rather than applying various compromises right from the start, our goal was to observe what fun and friction emerged under explicit rules. Only when issues are clearly highlighted can we formulate specific directions for improvement and evaluate whether subsequent changes actually create a better experience.

The pressure to bring specific characters, losing remaining AP when defeating enemies, and insufficient parry rewards are all critical pieces of feedback identified during that process. The current rules are by no means fixed as final. In particular, we will adjust remaining AP so combat tempo isn't interrupted, and we will enhance successful parries so players feel a clear sense of reward. We will make adjustments based on test feedback and re-verify the results.

아스트라에 오라티오 Astrae Oratio
Patterns that could only be countered with specific characters were designed to set a clear direction only after gathering user feedback ©Inven

There is a significant efficiency gap between auto and manual combat, but manual grinding could lead to high fatigue. Do you have plans to improve auto-battle or introduce quality-of-life features such as sweep/skip or fast-forward modes?

Director Jong-kyu Lim: To preserve the advantages of manual combat where players make decisions and control actions directly, we plan to maintain a certain efficiency gap with auto-battle. However, to reduce fatigue from repetitive play, we are improving the execution speed of auto-battle and considering additional speed multipliers.

Additionally, we plan to significantly expand stamina/multiplier play limits to a convenient level, and while it won't be a traditional sweep/skip system, we are developing features that allow players to obtain necessary resources more conveniently. We will work to preserve both the joy of playing combat directly and the convenience of repetitive play.

Many players noted that limited growth resources made it difficult to raise a variety of characters. Do you plan to ease the progression burden through increased resource acquisition or character reset features?

Director Jong-kyu Lim: Through administrative content and seasonal events that were not disclosed in the CBT, we are preparing so that growth resources can be obtained much more smoothly at official launch than in the CBT.

We are also reviewing progression transfer features for items like artifacts, and adding various systems so excessive burden doesn't become a barrier to raising multiple characters.

아스트라에 오라티오 Astrae Oratio
©Inven

Please explain the background and direction of the overall monetization (BM) structure, including the combined character/artifact gacha pool and pity system. Also, is there a possibility of changes before official launch?

Director Jong-kyu Lim: The overall BM structure, including the combined character and artifact banner system and pity thresholds, is not yet final. We are reviewing improvement plans based on CBT feedback, and changes may occur prior to official launch.

Fundamentally, we are preparing in a direction that does not deviate significantly from standards typically accepted in the genre. We believe players should be able to collect characters and enjoy the game through steady gameplay alone, and we plan to refine specific structures and numbers based on this principle.

In the CBT, friend features and related systems commonly found in Japanese 'soshage' games were not prominent. How are you preparing these features? Also, in interviews with overseas media, you expressed negative views on PvP. Do you plan to exclude asynchronous PvP as well?

Director Jong-kyu Lim: Friend features are being prepared in a standard format. In addition, we are considering features to improve convenience. As for PvP, we are excluding asynchronous PvP as well. However, if we were to introduce PvP in the future, we think it would be fun to run time-limited events with no pay-to-win elements, styled like fighting games.

What will the content volume at official launch be compared to the CBT, and what update cycle do you plan for story and content post-launch? Also, could you introduce any end-game or mini-game content being considered?

Director Jong-kyu Lim: It is difficult to give a definitive answer on total content volume at launch as development is ongoing. However, using character count as a benchmark, we presented 18 characters in the CBT and plan to feature around 30 at official launch. Post-launch, we plan to release monthly updates and introduce approximately 30 new characters annually.

I think 'end-game content' can mean different things to different players. However, we do not plan to make competition or PvP the ultimate goal. We want to create a game where players look forward to new content, story chapters, and challenges every month, much like awaiting the next installment of a serialized work.

Of course, we will also prepare content for players who enjoy challenges and achievement. We are reviewing options to introduce features like Score Trials as well as seasonal World Raids.

Just like new themed zones opening at Disneyland or Universal Studios, we want to expand new attractions while maintaining familiar fun. Our goal is to build a game where playing longer broadens your options rather than increasing your burden.

아스트라에 오라티오 Astrae Oratio
The lineup is expanding with additional reveals of new clans that did not appear in the CBT ©Dynamis One

Nostalgia-Infused 'AsOra' Considering Multi-Language Voiceover Support in the Future

The voice acting for the main and side stories received high praise. However, voiceover or subtitles were missing in certain sections and content. What will the voice coverage look like at official launch, and what are your plans for dubbing and subtitles in languages other than Japanese?

Director Jong-kyu Lim: For official launch, our target is to apply Japanese voice acting as comprehensively as possible across key narratives, including the main story. We plan to add voiceovers to the latter half of the main story, which lacked audio due to CBT schedule constraints. Subtitles will principle-wise be applied to sections necessary for narrative comprehension and meaning, and we will continuously review and supplement missing parts.

We are also considering dubbing in languages other than Japanese, but considering our team's current development experience and capacity, we believe it will be difficult to offer at launch. Post-launch, as we gain experience and review production resources, we intend to examine expanding support. We will work hard so more players can vividly experience Astraea Oratio's story and character appeal, so please stay tuned.

Why was the protagonist designated as the 'Chief'? Also, will the Chief's role expand in the future, and how do you plan to portray this character?

Director Jong-kyu Lim: In the world of Astraea Oratio envisioned by the scenario director, various events take place between factions divided by region. The structure can encompass everything from small regional sports competitions to large-scale inter-city conflicts. 'Administration' was the theme chosen to allow the protagonist to intervene in relationships between these regions and factions, giving rise to the 'Chief'—a civil servant in the Special District Office.

The Chief and the mages complement each other's shortcomings. While the Chief is unfamiliar with the hidden world, they can resolve issues through surface-world rules and administration. Conversely, mages are accustomed to the hidden world but may require assistance living in the surface world.

We plan to depict the Chief's role based on this complementary relationship going forward. We hope players look forward to the stories they will create as the Chief, joining forces with mages and resolving incidents among various regions and factions.

아스트라에 오라티오 Astrae Oratio
Appointed as the deputy to the bureau chief—who was liberated (?) after handing off the troublesome task of managing mage administration—and serving as Chief ©Inven
아스트라에 오라티오 Astrae Oratio
From cleaning up messes left by their predecessor, the Chief gets caught up in various incidents ©Inven

What do the developers view as the core of 'AsOra Shin-Denki'? Do you plan to expand the world, such as increasing interference between everyday life and the mystical world, or expanding regional settings?

Director Jong-kyu Lim: I think the core of the Shin-Denki vision drawn by Astraea Oratio lies in the contrast between familiar urban daily life and a mysterious world where magic exists, along with the artwork and atmosphere that embody it.

We are considering expanding the stage to new regions in the future. Beyond in-game expansion, we also dream of someday telling stories of other regions or characters through media mix adaptations.

The feeling of a single world expanding as stories encountered across various channels connect with one another is a charm of live-service and original IP games. We want to make Astraea Oratio a world that players can enjoy discovering over a long time.

Why did you adopt art styles and color palettes reminiscent of 1990s Japanese animation, and what did you focus on when modernizing them?

Art Director Kim In: Astraea Oratio's visuals originated from the motif of 'magic,' the theme of 'Shin-Denki,' and the setting of 'Tokyo'. From early development, rather than familiar near-future or fantasy expressions, we focused on modernly reinterpreting the nostalgia and sensibility of works from the late 1980s through early 2000s that influenced us.

In particular, we sought to capture the unique atmosphere and charm found in Shin-Denki works of that era within the game. Rather than simply recreating past art styles, our core direction was to express that era's nostalgia and the pleasant atmosphere unique to 'Nostalgic Tokyo' in a fresh way suited to current trends.

Personally, I designed the color scheme based on the winter atmosphere and day-night contrast associated with Shin-Denki. To convey winter's crisp coolness, we built the color tone around blue while balancing it with pink and green reminiscent of spring so it wouldn't feel overly dark. Additionally, to emphasize day-night contrast, we applied black-and-white contrast to graphic designs and layouts.

The overall art style design and tone were led by DoReMi. In this project, we aimed to reproduce the characteristics of the transition period from cel animation to digital art, achieving a rich, textured hand-drawn feel. Character designs also reflect signature features of 1990s-2000s artwork, such as bold outlines and distinct strokes.

Based on this direction, alongside DoReMi and feev99 (who handled background art), we constructed Astraea Oratio's unique aesthetic texture. We hope players feel that tangible texture in the game's visuals.

아스트라에 오라티오 Astrae Oratio
©Dynamis One
아스트라에 오라티오 Astrae Oratio
©Dynamis One

Each character has a distinct identity. What mechanics or design elements give each clan its uniqueness, and conversely, how do you maintain a unified art style across the world? Also, what was your main focus when bringing 2D characters into 3D?

Art Director Kim In: We assign distinct themes and key colors to each clan, taking care to ensure they don't clash with the appeal of other clans. A major point we examine is whether characters blend naturally when active in their clan's 'Domain' territory.

In terms of unifying art style, our primary focus is verifying whether color designs balance well together without standing out unnaturally when characters share a stage. Secondly, we apply unified IP-wide rules to specific details like line-weight thickness, eyes, and hair.

When implementing 2D into 3D, we focus on leveraging the distinct advantages of each medium. Rather than attempting a literal reproduction of illustrations in 3D, we wanted to deliver the appeal unique to three-dimensional expression, such as fluid character movement, spatial depth, and dynamic camera angles.

Conversely, in 2D, we actively utilized Spine animation to retain the distinct feel of illustrations without remaining static. Through this, we crafted the game so players can feel 2D's unique charm throughout. We believe the visual pleasure created by harmonizing different expressive media is one of Astraea Oratio's core appeals.

Anime-style direction stood out. What was the biggest challenge in presenting this naturally in a 3D game environment? On the other hand, concerns were raised about frequent phase transition cutscenes and load screens caused by this approach. How do you view this issue?

Art Director Kim In: Our main focus was naturally implementing the drawn aesthetic appeal unique to 2D animation within a 3D environment. We maximized the expressiveness of keyframes—equivalent to key animation art—while taking care to maintain that charm in in-between motion frames.

Unlike 2D, characters move in a 3D spatial environment, making it a critical task to implement lighting and effects that naturally fit the environment while preserving the appeal of key animation art.

While maintaining high directorial fidelity remains a priority, we are actively improving issues where gameplay flow is interrupted by phase transitions or frequent loading ahead of official launch. We plan to continuously refine this after release as well.

아스트라에 오라티오 Astrae Oratio
Work is underway to improve frequent phase transitions and load times observed during the CBT ©Inven

AsOra Attends AGF as Main Sponsor: "We Will Consistently Showcase Its Unique Charm to Establish It as an IP"

아스트라에 오라티오 Astrae Oratio
©NC, Dynamis One

What are your plans for supporting other platforms like PC, and what can you share regarding the release window and upcoming schedule?

Director Jong-kyu Lim: We plan to prepare Astraea Oratio so that players can enjoy it on PC as well as mobile. However, whether mobile and PC versions will launch simultaneously has not yet been confirmed, and specific service schedules will be announced later. The official release window is also undergoing comprehensive review based on current progress, and we intend to share details via official channels as soon as they can be disclosed.

Including participation in AGF, what are your player communication plans leading up to launch, and what are your visions for IP expansion?

Director Jong-kyu Lim: We will participate as a main sponsor at AGF 2026 this coming December. Following Comiket and Tokyo Game Show, this is our first offline event meeting Korean players directly, so we are preparing to allow fans to experience Astraea Oratio's world and character charm up close.

Additionally, around the time of official launch, we plan to expand contact points with players through various online and offline marketing activities in key service regions including Korea and Japan.

Since Astraea Oratio is an anime-style subculture game where character and story appeal are vital, we intend to pursue various initiatives beyond the game itself—including merchandise productization—so fans can enjoy the IP in diverse ways.

For players who haven't experienced in-game play directly through the CBT or demos, how would you summarize the appeal Astraea Oratio aims to deliver in a single sentence? What core fun are you seeking to convey?

Director Jong-kyu Lim: In short, we are building a game where you enter drawn in by attractive art, enjoy thrilling gameplay, and find yourself immersed in the story before you know it. If you feel 'Ah, I love this!' from any single aspect among art, story, or gameplay, our goal is to naturally connect that appeal to other avenues of enjoyment.

Finally, do you have a message for players eagerly awaiting the official release of Astraea Oratio?

Director Jong-kyu Lim: Thank you to everyone who has waited for AsOra and sent affectionate feedback through the CBT. Based on your expectations and points of feedback, we are working hard to prepare for official launch. We hope you look forward to the story of AsOra we will create together, and we ask for your continued interest and support.

Art Director Kim In: Thank you very much for your great expectations and support. The entire development team is pouring everything into working toward official launch. We are preparing to present various appeals and sights for AsOra post-launch as well, so please look forward to what's ahead. Once again, thank you to everyone waiting for the game.

아스트라에 오라티오 Astrae Oratio
©Dynamis One
Originally written in Korean, this article was translated with AI assistance and edited by a native English-speaking editor. Every translation is reviewed by our editorial team before publication. [Read Original]