Hound 13: "Relaunching Dragon Sword on Steam is a Choice to Preserve the Game"

Hound 13's open-world action RPG, 'Dragon Sword,' is set to relaunch on Steam this July as a package version titled 'Dragon Sword: Awakening.'

'Dragon Sword' drew attention for its open world, which captures a classic fantasy aesthetic, and its unique 'switch action' system, which the developer has been refining since its previous title, 'Hundred Soul.' The game was released on January 21 following a publishing agreement with Webzen, but operations faltered after Webzen failed to pay the remaining balance of the minimum guarantee. As tensions escalated—with Hound 13 notifying Webzen of contract termination and Webzen threatening strict legal action—Hound 13 revealed through written interviews and other channels that Webzen had not only missed payments but had also demanded management rights at par value as a condition for further investment. Although Webzen deposited the ₩3 billion balance on February 27 and emphasized that the publishing contract remained valid and that service would be normalized, negotiations did not progress smoothly.

On April 3, Hound 13 announced via a phone call that it was shifting toward self-publishing, with plans for a Steam release. On the 10th, the company launched a Steam page and YouTube channel, announcing plans to showcase a demo at the Steam Next Fest in June followed by a full release in July. However, with issues still unresolved with Webzen, the transition to a single-player package game, and the need to manage a global launch, several challenges remain. Hound 13 addressed these concerns through an FAQ on its Steam page and provided further insight into the current situation in a written interview with INVEN.

▲ Hound 13 CEO Park Jung-sik

Deciding to launch on Steam must have been a difficult choice given the current circumstances. Could you explain the reasoning behind this decision.

"Because payment processing was blocked and no revenue was being generated, we concluded that it would be impossible to sustain both the company and the project.

Rather than letting the service shut down and the game disappear entirely, we felt that preserving the work as a package game was a more meaningful choice.

We wanted to avoid a situation where a project developed with years of effort and passion vanished without ever being properly showcased.

Even if there are shortcomings, we decided to relaunch on Steam to reorganize within our means and create at least some tangible results for both domestic and international markets.

Could you explain what will change most in the Steam version and what users should be aware of.

"All existing server-based network elements will be converted to a single-player structure, allowing the game to be played as a package without a separate network connection.

Furthermore, instead of character pick-up banners or gacha mechanics, we plan to include all characters originally intended for World 1 in the package, making them obtainable through story progression and gameplay.

Consequently, the reward structure and balance will be overhauled, and content that previously supported multiplayer, such as subjugation and raids, will be provided via P2P play.

You have a demo planned for June and a release for July. While it is welcome news that it is coming sooner than expected, there are concerns. There is so much to prepare, including additional development, operations, and localization. How are you handling this?

"Since the game content for World 1 was mostly in the final stages, we determined that the time required for the single-player conversion and balance renewal was the critical factor. We expect the work to be completed within about two to three months.

With the Steam Next Fest scheduled for June, we are aiming to maximize exposure through the demo—since we have no separate marketing budget—and are preparing for a July release.

As this is a single-player package game, we are planning limited operational requirements, and we intend to focus on addressing issues and developing additional DLC after launch.

Users are very curious about the business model (BM) following the transition to a package game. What are you planning?

"We are not planning any core business model beyond the initial purchase of the package. We are only considering limited DLC, such as character costumes and some mounts.

You decided to launch on Steam, but many users who enjoyed the mobile version seem disappointed. On the other hand, since you are now focusing on PC rather than mobile, are there any areas you are prioritizing?

"The biggest change is the removal of the gacha system and the transition to a structure where characters are recruited through in-game play. Accordingly, the overall play experience and reward system are being redesigned. Major rewards, including Karma, will also be adjusted to be obtainable in-game to strengthen a growth structure centered on gameplay.

In line with the shift to the PC platform, we are improving the UI to minimize elements unnecessary for single-player, and we are ensuring full compatibility with gamepads. Additionally, the feel of gameplay and reward balance will be reconfigured to be distinct from the previous online version.

We are also planning to introduce design renewals for some characters that were previously criticized, though the scope of these changes will be limited.
▲ Ahead of the relaunch, the designs of several characters, including the protagonist Lute, are being renewed

You updated up to Chapter 8 before the contract termination announcement. How much content will be included in the relaunch?

"The current package version will include the main story corresponding to World 1 (8 chapters) and additional hero quests, along with the new Eastern region. The number of playable hero characters will increase to 19.

Once development for World 2, set on the floating islands, is complete, we aim to provide it as DLC or an expansion pack.

Can we expect a different style of communication once the Steam service begins? Even if it is a bit early, please let us know if you have any plans for AMAs or developer livestreams.

"We intend to communicate more directly with users through Steam, Discord, and our YouTube channel.

For now, we plan to continuously share information regarding development progress while doing our best to listen to and reflect user questions and feedback.

Matters with Webzen are still unresolved, which seems to be causing confusion among users. How do you plan to handle this moving forward.

"We have determined that it is difficult to continue the existing live service, so we plan to proceed with discussions regarding the termination of that service. Regarding the Steam version launch, we hope that Webzen, as a major shareholder of Hound 13, will positively review our current direction.

In particular, we would like to request cooperation and support in all aspects so that Dragon Sword can receive a positive response from both existing and new users and successfully establish itself in the Steam market.

Please say a word to the users waiting for the relaunch.

"First, I sincerely apologize for not being able to operate the existing live service smoothly.

We determined that a Steam launch is the most realistic way to bring the game back under the current circumstances, and we are doing our best to prepare it in the most complete form possible, despite the limited time and difficult conditions.

We are deeply grateful for the interest and support you have shown despite our many shortcomings, and we will do our absolute best to prepare so that we can greet you again with a better version of the game. Thank you.
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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