NC Unveils Team Survival Shooter 'Like or Die'

NC's new title 'Like or Die' is a team-based survival FPS where 16 players across four teams of four face off. Each team defends its designated respawn point, the "Nexus," while attempting to destroy enemy Nexuses, fighting until only one team remains. On top of this, "Block Action"—stacking blocks to alter terrain—can be seamlessly used in the middle of combat. Hwan Kim, Head of NEXT IP Division, shared that when development began, CEO Taek-jin Kim told them, "I won't interfere, so make something great."

라이크 오어 다이 Like or Die
(From left) Development Director Hyeong-soo Jeon, Head of NEXT IP Division Hwan Kim ©INVEN

The game was first revealed via a trailer at Gamescom 2026's Opening Night Live (ONL) in Cologne, Germany, on August 25 (local time). The following day, August 26, NC held its first local media interview, where Division Head Kim and Development Director Hyeong-soo Jeon explained the game's core structure. 'Like or Die' is being developed on Unreal Engine 5 with PC and console platforms targeted.

The main game mode is 'Nexus Survival.' A team whose Nexus is destroyed can no longer respawn, while teams that protect their base continue to revive. A strategy of targeting enemy Nexuses right from the start is also viable.

Four Nexus locations are currently fixed on the map, with one assigned to each team upon entry. Which team occupies which spot is disclosed to everyone on the minimap. Director Jeon noted that allowing teams to directly select their Nexus position remains a potential feature for future expansion.

Matches revolve around resource management. Resource generators are located at each base, with additional generators scattered across the map. Players use gathered resources to purchase guns, gadgets, and blocks at the base shop. Blocks are not unlimited and can only be obtained through shop purchases. Weapons are not bound to specific characters; instead, players build their loadout step-by-step through out-of-game configurations and in-game shop purchases. Firearms are designed based on real-world weaponry.

"Block Action That Builds Terrain, Not Architecture"

Blocks are placed using a "Block Gun." They can be used to build bridges in mid-air or scale upward, as well as encase the Nexus for defense or pave paths through the air to infiltrate enemy territory.

When asked how the game differs from existing shooters like 'Fortnite,' Director Jeon answered, "It's terrain, not structures." Rather than combining stairs and walls to construct complex buildings, the gameplay revolves around stacking simple blocks to construct the terrain itself. He added, "In that sense, we think it makes the game much more accessible."

Division Head Kim highlighted how building is seamlessly integrated into combat as a key strength. He explained, "Usually, games with building modes force players to focus entirely on building once they enter that mode. In contrast, 'Like or Die' allows players to fluidly use blocks while shooting enemies during engagements."

Weapon swap speed between the Block Gun and firearms remains subject to balancing. Director Jeon stated, "There's a question of how much evasion should be possible by immediately swapping weapons upon getting hit," adding that they will fine-tune this through testing, along with time-to-kill (TTK). Currently, players can still react to incoming fire by immediately building blocks to leap upward or block enemy lines of sight.

라이크 오어 다이 Like or Die
©INVEN

Variables are introduced by "Sponsors." Different sponsors are selected each session in a roguelike structure, bringing distinct mechanics and items to every match. The scene in the trailer where the protagonist consumes a flower, spawning a bed of flowers on the floor and transforming, is an effect created by a sponsor. Director Jeon explained that these fantasy elements are layered on top of real-world firearms on a session-by-session basis. On the field, "Lucky Boxes" and "Airdrops" spawn randomly, yielding rewards of varying rarity.

Mechanisms are also being prepared so that a team whose Nexus is destroyed does not immediately collapse. Features being discussed include missions and passives that grant rewards when on your last life. Director Jeon mentioned that they are tuning options between "whether to stay hidden, or to give bigger bonuses when taking risks to attack."

Regarding the potential for matches to devolve into pure defense, Division Head Kim pointed to airdrops as the solution. He explained, "There are times when game-changing weapons are dropped in locations impossible to claim if you only defend your Nexus, so teams that solely turtle at their Nexus won't necessarily have a high win rate."

If a match drags on, a mechanism kicks in to shrink the battlefield. However, Director Jeon described this as a last-resort safeguard in case the Nexus battle never finishes. The target play time is 10 minutes or longer. If teams opting for early rushes encounter each other, matches can finish in around 5 minutes.

A Platform Broadcasting Earth, Set in a Parallel Universe's Seoul

The worldbuilding originates from streaming. A cosmic-scale streaming platform corporation expands its reach to Earth, where Earthlings participate as streamers on the platform, competing to win and aim for galactic stardom. The setting serves as Earth's streaming division operated by this corporation. The main map takes inspiration from Seoul in a parallel universe, designed as a stage created when the platform edited modern-day Seoul in its own style to secure content from a new territory.

There are no fixed hero characters. Director Jeon explained, "It's an avatar game, not a hero shooter," noting that players customize their own avatars before entering the match. As it is not tied to a military theme, cosmetic variety was cited as a key point of differentiation. Currently, participating characters are limited to Earthlings.

The degree to which the streaming concept interferes with gameplay is still being adjusted. Chat reactions shown in the trailer were tested in-game, but have been removed from the current build. Director Jeon stated that because gameplay itself should take priority during matches, those presentation elements were shifted to out-of-game interfaces.

Instead, in-game performance is converted into highlights and points after the match, which build relationships with sponsors to earn cosmetic rewards. Social features such as sharing highlight clips are currently in the planning stage.

FPS Veterans Assemble, Targeting Release in 2027

라이크 오어 다이 Like or Die
©INVEN

The project was kicked off two years ago. The development team consists of veterans who worked on titles such as 'A.V.A,' 'PUBG: BATTLEGROUNDS,' 'Crossfire,' and 'Rainbow Six Siege.'

Division Head Kim emphasized that core shooting mechanics were prioritized. He said, "Our top priority comes from the belief that an FPS fails without satisfying gunplay. You can certainly look forward to that aspect."

Besides Nexus Survival, PvE, a simplified PvP mode, and event modes are also in development. Director Jeon stated that they will progress step-by-step through Focus Group Testing (FGT), Closed Beta Testing (CBT), and Open Beta Testing (OBT), targeting a closed test within the year and a full release next year. Division Head Kim noted they would avoid locking in a release date prematurely, emphasizing, "We will not release it if we don't find it fun ourselves."

This article was originally written in Korean and translated with the help of 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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