Chaos Zero Nightmare Update: Super Creative to Revamp Story, Fix Content Fatigue

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Today (the 26th), Super Creative PD Kim Hyung-seok posted a message of thanks on the official community to mark Chaos Zero Nightmare surpassing two million global downloads. He also addressed player feedback that has emerged since the game’s launch.

 

Chaos Zero Nightmare is a roguelike deckbuilding RPG from the developers of Epic Seven. The game drew interest at reveal by showcasing a bleak, despairing world and tightly condensed, genre-core deckbuilding, but its early days were marred by server instability, account resets, and payment errors. After launch, numerous in-game criticisms—such as content fatigue and issues with the story—continued to circulate, making the title a hot topic within subculture game communities.

 

Regarding these matters, PD Kim first apologized for the server instability and content-related bugs. He expressed regret for the inconvenience caused to players and explained that, when fixing identified issues, the team will clearly communicate the details and proceed in a transparent manner.

 

Beyond service operations, he also previewed adjustments to in-game elements. On the gap between what was promised and a story that felt less bleak, less brutal, and lighter in tone, he said, “We have taken all of your feedback into account since the September pre-play test,” adding that the team is preparing to move toward the direction and quality players expect.

 

He further noted ongoing, multifaceted discussions about how, apart from the player’s avatar—the Captain—certain characters might feel like the true protagonist due to their lines and staging. On this point, he promised, “We will make clear improvements so that you can immerse yourselves more deeply in the world and genuinely connect with the characters.”

 

Kim also pledged improvements to Chaos Zero Nightmare’s core roguelike deckbuilding content. “First, we’re preparing several adjustments to reduce fatigue and enhance the satisfaction of repeated play,” he said, foreshadowing features like the ability to purchase growth materials and various rewards. Judging that a combat-only focus contributes to fatigue, he added that systems will be revised so that playing multiple regions in a balanced way leads to faster, more efficient deckbuilding. He also said the team will make features—such as card removal—easier to access while further reducing fatigue.

 

Finally, PD Kim teased the first season update and said concrete information will be delivered soon via an announcement video. He closed by reiterating that the team always listens closely to user feedback and will continue to reflect on it earnestly and act on it to provide a better service.

 

This article was translated from the original that appeared on INVEN.

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