
Today (29th), Super Creative held "Succession of Eternity," an event celebrating the 8th anniversary of its hero collector turn-based RPG Epic Seven, at Hyundai Department Store Sinchon U-PLEX. The 8th anniversary celebration featured a variety of programs for players, including a meetup between developer personnel and pre-invited players, as well as a month-long collaboration cafe.
Ahead of Succession of Eternity, the 8th-anniversary update released on August 27 introduced an offline Battle Delegation mode that allows farming even when the game is closed, story content for the First Era—the original Epic Seven world prior to Ras—and "Call of Chaos," a new mode that streamlines real-time PvP into a more casual experience while adding roguelike elements. Additionally, several upcoming changes were teased, including a Chaos Zero Nightmare collaboration in September, the addition of a permanent roguelike PvE mode called "Dimensional Exploration," and a Steam launch in the second half of this year.
As Epic Seven moves forward by gradually stepping away from elements it had previously adhered to, what is its ultimate direction? Prior to the meetup with players, we spoke with Producer Kwang-jin Tak and Development Director Dae-gyun Huh at the venue.

Q. Epic Seven has reached its 8th anniversary. How do you feel? Also, it has been a very long time since you held a user and media event—is there a special reason for this?
PD Kwang-jin Tak: Thank you for coming today. Under the excuse of developing and servicing the game, we haven't had many opportunities to speak with you directly. Realizing that this was an area where we fell short, we organized this gathering with the media and players for the first time in a long while. Moving forward, we will make sure to meet more often with good news.
Honestly, the 8th anniversary doesn't quite feel real yet. When we first started, I never imagined what the 8th anniversary would look like, and I believe getting to this point is entirely thanks to the support of our players. Because of that, we were able to try many new things. Reaching the 8th anniversary was never our end goal; we see it as a step in moving further forward. Today's event is an extension of that journey.
DD Dae-gyun Huh: Epic Seven has continued to host anniversary events, and we are deeply grateful for the immense interest shown every time. There is plenty of positive feedback as well as constructive criticism, but we view all of it as care and affection for the game, and we intend to listen closely and make improvements. We hope everyone enjoys the event, and today especially, we hope it becomes an occasion where everyone can smile and have fun.
Q. With Epic Seven turning 8, what do you think is the biggest change over the past 8 years from the development team's perspective? Also, what core value do you aim to preserve throughout its service?
PD Kwang-jin Tak: The biggest change is how the development team perceives Epic Seven. Early in service, there were many shortcomings, so we focused on polishing and completing the game. Now that it is on a solid track, we are looking for ways to introduce changes while respecting the play experience that players have built over time.
The value we have sought to protect from the very beginning to now is, naturally, charming characters and high animation quality. We view the fun of turn-based strategy stemming from combinations of Heroes and gear as Epic Seven's identity, and we have constantly contemplated ways to reinforce it.

Q. As you look toward the 10th anniversary, what is your vision for continuing to receive players' love for another 10 years?
PD Kwang-jin Tak: To last for more than 10 or 20 years, we believe even higher quality is needed. This applies to both art quality and content quality. Rather than releasing content frequently, we think it is crucial to craft it properly before presenting it to players. We want to respect the gameplay experience players have had so far while introducing new content distinct from existing modes.
DD Dae-gyun Huh: Epic Seven is often called a "salmon game" because many players step away for a while and return during specific updates. This shows a solid core player base already exists, and we believe the service can only be maintained long-term if this core player base and new players integrate well. Therefore, we pay close attention to narrowing the gap between different player demographics.
Analyzing data shows that player preferences vary greatly. There are core World Arena PvP players, but also quite a few who avoid PvP and enjoy PvE. Some players don't engage heavily in the content itself, yet consistently participate whenever a new character is released. We recognize these diverse player playstyles, and rather than forcing them into a single mold, we are thinking about updates that allow as many players as possible to be satisfied in their own ways.
Q. When preparing the 8th anniversary showcase, what did you think players would like the most, and what were you worried about?
PD Kwang-jin Tak: What we thought players would like most was the offline Battle Delegation support, as it drastically improves quality-of-life. On the other hand, we were worried about the Chaos Zero Nightmare collaboration. In-house IP crossovers can evoke mixed feelings, so we had concerns. That's why we added a new permanent content called "Dimensional Exploration" to demonstrate that we did not approach this collaboration lightly.

Q. Earlier this year in your Lunar New Year resolution, you stated a goal to make the game a place where players can enjoy PvP in a smoother, more comfortable environment, and become fully immersed in characters and stories. To what extent do you feel this goal has been achieved?
PD Kwang-jin Tak: I think we have achieved about 70%. A noticeable change in the first half of the year was World Arena participation. Participation from new players increased by more than three times. Win rates in lower tiers were also high, and the time it takes for players to reach World Arena became more than twice as fast. We see that it is functioning effectively as intended, and once "Call of Chaos" settles in smoothly, we expect PvP retention to rise even further.
DD Dae-gyun Huh: Competitive content like World Arena serves as the driving force for long-term service. For this to be sustained, we believe a connection between a convincing world-building lore and narrative is essential. While players tell us recent narrative content has improved a lot, we feel there are still areas where we fall short. Since the development team remains hungry for improvement, it isn't easy to say what exact percentage we've reached. Once we can confidently say we've reached at least 50%, we will be able to speak more specifically.
Q. Could you explain the short-term and long-term update directions following the 8th anniversary?
PD Kwang-jin Tak: In the short term, we are focusing on the upcoming Steam release, and establishing new content like Call of Chaos and Dimensional Exploration is our top priority. In the long term, our goal is to strengthen character and story foundations while introducing content that utilizes various characters and expands the lore, alongside building a solid foundation so new players can settle in smoothly.

Q. The new PvP mode Call of Chaos as well as the PvE content Dimensional Exploration incorporate roguelike elements. Is there a reason you focused on this feature?
PD Kwang-jin Tak: The number of Heroes in Epic Seven has grown to nearly 400. However, the number of Heroes actually used in content is at most around 100. We felt the need for content that could utilize these underused Heroes. Therefore, we concluded that roguelike mechanics—which offer a different experience every time—were a great fit, leading us to introduce roguelike elements to both PvP and PvE.
Q. Removing unequip costs, adding offline mode, launching on Steam—Epic Seven's traditionally conservative stance seems to be changing. What is Epic Seven's ultimate vision moving forward?
PD Kwang-jin Tak: We believe these recent changes were necessary for Epic Seven to sustain its service longer and survive. Over the 8 years of operation, gamer environments and how people enjoy games have changed dramatically. In a market flooded with subculture games, we realized that if we don't adapt, we cannot survive.
Our ultimate vision isn't just to remain a long-running game that barely survives. It is to become a game and IP where anyone can jump in at any time, and existing players can take a break and return whenever they want, preserving lasting memories.
Q. With the introduction of offline Battle Delegation, player perception of Leif and Energy supply will likely change. How do you plan to handle this demand?
PD Kwang-jin Tak: We expect Leifs to be consumed quickly once offline Battle Delegation support goes live. While depleting stocked supplies is fine, being unable to farm due to a shortage of currency is also a problem. We plan to monitor player Leif holdings and consumption rates continuously, and if we determine supplies are lacking, we will respond flexibly by increasing Leif distribution through events.

Q. Player login play patterns will change fundamentally, which likely brings many considerations regarding content consumption speed and other aspects.
PD Kwang-jin Tak: Playing multiple modes requires dividing one's time, so we are adjusting content volume accordingly. Regarding playtime, we decided it is better to focus on the time players log in to engage in core gameplay rather than leaving the game running aimlessly for mindless repetitive farming. We believe creating meaningful content is that important, and Call of Chaos and Dimensional Exploration were designed with that in mind.
Q. What area did you pay special attention to regarding reward support for new and returning players?
PD Kwang-jin Tak: By adding the "Milestone of Radiance" in April, the foundation for new and returning players to settle into the game was largely established. Nevertheless, because there are so many Heroes and so much to learn, the learning curve remains high. We are putting effort into implementing guide systems that allow players to catch up without having to study like an exam. The Pick & Ban Assistant and Deck Copy features were introduced with that goal in mind.
Furthermore, we are considering adding bots to World Arena in the future to help new or returning players get settled in comfortably.
Q. A new 8th-anniversary side story has been added. What is the future direction and focus of the story? Also, how do you plan to unfold Epic Seven's narrative?
DD Dae-gyun Huh: Regarding the episode introduced for the 8th anniversary, since late last year, we have been producing and updating side stories alongside main episodes. Since the Epic Seven universe spans multiple worlds, we believe there are many points of interest for players throughout. We are excavating those elements, and in the case of "Paradise Lost," we wanted to explore the primordial First Era, which had never been covered in Epic Seven before. Set in a time before Ras existed, the story centers around Lizette—the heroine of the 8th anniversary—and Kayron before he became an Acolyte.
Even in movies, audiences often become fascinated by villains when there is a backstory or relatable narrative behind them. Similarly, we structured the starting point of the story so players can learn why the main villain Kayron became an Acolyte. Because the story is compact rather than overly lengthy, even those unfamiliar with Epic Seven should find it enjoyable. We hope you look forward to the new side story episode.
Adding a bit about Episode 6 Part 2 and future episodes: as mentioned in previous broadcasts, Episode 6 Part 2 is scheduled for release at the end of this year. Episode 6 Part 2 will feature welcome Heroes who haven't appeared in a while, and players familiar with Epic Seven's narrative will find it especially interesting.
Episode 6 will conclude with Part 2, and we aim to unfold Episode 7 next year. While I cannot go into detail about Episode 7 yet, we are preparing a completely new world setting unlike anything seen before. Alongside new villains, you will see another side of the protagonist, Ras. Additionally, as our two side story episodes up through Paradise Lost have received positive responses, we plan to continue releasing side story updates periodically.
Q. Starting with the Chaos Zero Nightmare collaboration to the seasonal permanent content Dimensional Exploration, what is the planned season interval? How are you preparing to settle this content into the game?
PD Kwang-jin Tak: Dimensional Exploration is not a one-time event mode; we plan to develop it into content that utilizes the various worlds within Epic Seven. We are considering appealing settings like "Conqueror of the Ocean" or "Flawless City" that players would be curious about, featuring systems and story events tailored to new themes. We expect to showcase the next setting around Q2 or Q3 next year.
Q. You mentioned the Steam launch and controller support. How extensive will the controller support be?
DD Dae-gyun Huh: We found that Xbox controllers and DualSense are widely used on both the STOVE PC client and the Steam client. We will naturally support both, and we also plan to add support for Joy-Cons and Steam Controllers. We are preparing so that Steam Deck can play it seamlessly as well, though there are still some compatibility issues remaining with the PC client currently under development. We will provide updates on that at a later date.

Q. You selected three characters—Renoa, Meirin, and Haru—for the Chaos Zero Nightmare collaboration. What were the criteria for selecting them?
DD Dae-gyun Huh: There are so many appealing characters in Chaos Zero Nightmare. Regarding the criteria for selecting three among them: first, they were core foundational characters present since Chaos Zero Nightmare's launch. Selecting based purely on popular or recent characters might make it hard for some players to recognize them, or they might be characters players haven't encountered yet. We prioritized characters that would be most widely accessible and familiar.
It was also closely tied to production constraints. Considering the time the Epic Seven and CZN collaboration was decided and the required period for character creation, three characters was the optimal number. Since changes in character concept or traits during development would pose risks to the collaboration schedule, we chose characters with zero risk of design or art changes, whose elements were finalized so development could proceed as scheduled.
Finally, they needed to fit Epic Seven's combat structure. We felt Meirin was a great fit to implement in Epic Seven due to her satisfying impact feel, while Haru and Renoa were characters that could make the most of Epic Seven's strength in cutscene quality. Thus, these three were ultimately chosen.
Since both games have different service timelines and are character-centric games, there were many factors to consider regarding milestones and schedules. As this is the first crossover between our internal IPs, we set high standards and conducted strict internal reviews to ensure top quality in both design and art.
Q. Is there any intention to introduce other characters beyond Renoa, Haru, and Meirin through future follow-up collaborations?
DD Dae-gyun Huh: At this stage, since the CZN collaboration hasn't taken place yet, executing it well comes first. A follow-up collaboration is not confirmed; if we consider additional crossovers, we will decide after carefully reviewing player reactions and feedback from this event.
Furthermore, beyond CZN, we are in discussions with multiple companies for collaborations with various anime and external IPs.



Q. In Chaos Zero Nightmare, wasn't there an issue regarding the playtime of roguelike content? Work has been going into lessening that fatigue—how long is the playtime for Epic Seven's Dimensional Exploration, and how do you think players will perceive it?
PD Kwang-jin Tak: Epic Seven's Dimensional Exploration and CZN's roguelike mode have very different goals and directions. Dimensional Exploration in Epic Seven is aimed at providing a challenge rather than being mandatory content. It focuses on the fun of conquering dungeons through combinations of diverse Heroes and loot. Clear time per run is targeted at around 30 minutes, and since we haven't released many PvE modes requiring long playtimes over the past 8 years, we are cautiously monitoring how players will receive it.
Q. What are the features and operational directions for future real-time PvP content?
PD Kwang-jin Tak: We want to introduce various modes built around the core of World Arena. Just like League of Legends tried various modes centered around ranked play and established casual modes, we want to introduce several lighter modes so players who feel burdened by World Arena can enjoy PvP comfortably. For esports, we plan to expand into a narrative structure that connects regular seasons, Masters, and E7WC.



Q. The World Championship has reached its 6th edition, and with the newly established Masters, the scale has expanded and the player base has broadened. How do you plan to run future tournaments?
PD Kwang-jin Tak: For the World Championship to grow, player narratives need to build up. Increasing players' exposure and accumulating match counts naturally builds a storyline, fostering fandom, support, and immersion. In that sense, we established Masters and opened up qualification to Spring Legend players, broadening the entry paths.
Not only has the tournament's competitiveness increased, but we have also seen positive impacts on the regular season. We are working to closely connect World Arena from the regular season to the World Championship, allowing that narrative to naturally carry into the highest tier.
As Epic Seven esports progresses through iterations, we believe it is vital to expand participation pathways beyond "tournaments to watch" to "tournaments to compete in," while building a broadcasting environment that even first-time viewers can easily understand.
Q. The World Championship Grand Final will be held on November 28 at the Superplex Auditorium at Lotte World Tower in Jamsil. What was the reason for selecting this venue, and what level of results do you expect?
DD Dae-gyun Huh: We chose that venue to provide a special experience for on-site attendees. Just as watching a great movie in a theater with a massive screen and excellent audio enhances the experience, we believed viewing the tournament in a venue equipped with overwhelming visuals and sound would maximize immersion. It is the result of prioritizing the optimal viewing environment.
Last year, while the venue was spacious, many felt the seating was somewhat uncomfortable. So this time, we booked a venue that offers comfortable seating, a clean view via a large screen, and great accessibility. Since this is our first time renting out a movie theater for the event, we are setting up stage production and environment tailored to the space. We are pouring our heart into preparations, so please come to the venue and enjoy it.
Q. You are strengthening esports from Masters to the World Championship. What is the reason, and what are the unique strengths of Epic Seven esports?
PD Kwang-jin Tak: Epic Seven's core content is World Arena, and esports acts as a catalyst that maximizes immersion in World Arena. Watching various matches and player strategies inspires awe—making viewers think "you can win that way too"—and provides motivation to play the game themselves. That is why we are reinforcing esports, and we view "spectating enjoyment" as our tournament's greatest strength. Being a turn-based game, its ability to clearly highlight individual Hero skill animations and strategic plays sets it apart from other esports.

Q. Recently, collaboration cafe events for major IP games have been increasing. From a developer's perspective, what effect do you think they have?
DD Dae-gyun Huh: As Epic Seven marks its 8th year of service, we find that for long-running games, affection for characters extends beyond the game itself. Ways of expressing love become increasingly diverse—seeing, hearing, and touching favorite characters through merchandise. This is an offline realm that cannot be fully satisfied on-screen alone, and we believe this demand drives the surge in collaboration cafes.
When players encounter characters in physical form, their bond and affection for the title grow deeper. This deep bond encourages players to become long-term companions of the game, creating a solid foundation for the game to enjoy a long run.
While it is difficult to feel connected deeply online, gathering and breathing the same air in an offline space makes fandom solidarity much stronger. Just as massive energy is created when fans from around the world unite at a large K-POP festival, we believe Epic Seven can also evolve with even greater synergy when its fandom unites.
For developers as well, it is a valuable occasion to directly feel player reactions on-site and vividly observe what elements they prefer, gaining immense inspiration and insight for setting future development directions.
Q. You mentioned that Epic Seven has many appealing characters and that you pay close attention to character updates. What is the main point of emphasis when designing a character?
PD Kwang-jin Tak: Recently, we have been thinking deeply from a narrative buildup perspective to create appealing characters. Looking at recently released characters, we found that player responses were strongest when the structure allowed players to feel the character's solid backstory and meticulous preparation.





Q. Every year when attempting to return to the game, the lack of opportunities to acquire essential Heroes and the overwhelming amount of learning required for optimal gear settings act as major hurdles. How do you plan to improve this?
PD Kwang-jin Tak: That is why we prepared the "Milestone of Radiance" so players can acquire limited Heroes, and took measures to expand Moonlight Hero pools through special Mystic Summon discounts. Equipment settings are also being continuously improved, enhancing features like automatic recommendations, batch equipment, and inventory gear sorting so the system supports optimal setups without requiring complex study. Our previous removal of unequip costs was also a measure to lower the barrier to entry regarding equipment management.
Q. Epic Seven's previous collaborations received great responses. What is the design intent and expected synergy behind the CZN collaboration, and what is the current status of future collaboration preparations?
PD Kwang-jin Tak: To be honest about the CZN collaboration, there were various internal circumstances. However, we couldn't skip this year's collaboration plans, so after internal review, we determined that collaborating with an in-house IP, namely Chaos Zero Nightmare, was the optimal choice. We are well aware of player concerns, and as mentioned earlier, we are preparing through rigorous internal review. Additionally, we are making preparations from various angles to conduct more frequent, richer collaborations with external IPs as well.
Q. Your commitment to communicating with players stands out. The community also notes that Epic Seven has changed significantly. What does player communication mean to the development team?
PD Kwang-jin Tak: The fundamental reason a game changes is to survive in the market. At this point, active communication with players is a necessity, not an option. Believing that maintaining a conservative stance like in the past cannot win player trust and love, we are engaging in communication proactively.
Q. Lastly, please share a word with the players.
PD Kwang-jin Tak: The gaming market environment is tough these days. We never let our guard down, and we are constantly contemplating how to earn player choices amidst fierce competition. We will do our best so that player affection continues into the future.
DD Dae-gyun Huh: We are sincerely grateful to greet you through this 8th anniversary event. Even if it isn't a grand gathering, we plan to visit you frequently through regular communication streams. We will communicate closely and transparently about new updates as well as collaboration news. We will strive to make Epic Seven a game that evolves in harmony with our players.

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