
Netmarble's hero-collector RPG MONGIL: STAR DIVE is celebrating its half-year launch anniversary on October 15.
Starting as the sequel to Netmarble's flagship IP Monster Taming, which spearheaded the hero-collector RPG boom in South Korea, MONGIL: STAR DIVE initially stumbled against several major competitors. Over the past six months, however, through continuous iteration and improvements big and small, the game has gradually expanded its player base and established a firm foundation, actively appealing even to those who never experienced the original Monster Taming.
Notably, with the Episode 7 update on September 30, the storyline surrounding the Underdogs and the Void—tied to all prior events—began to unfold in earnest, accompanied by continuous character build-ups and all-around progress. Re-establishing itself as a core Netmarble IP through active communication and user feedback since before launch, MONGIL: STAR DIVE now reaches its half-year mark. We sat down with Producer Lee Dong-jo and Business Division Head Kang Dong-gi to reflect on the journey so far and discuss their plans for the future.

Shifting positioning and prioritizing feedback: MONGIL's half-year journey
MONGIL: STAR DIVE is already celebrating its half-year anniversary. How do you feel?
Kang Dong-gi, Head of Business Division = Time has flown by so fast. Since launch, we've been sprinting breathlessly to fix areas where we fell short, but having players who waited for us and supported us along the way kept us energized.
As we promise with every update, our goal is to provide a service that players can enjoy together over the long haul. That makes this half-year milestone especially meaningful. While we still have areas to improve, we will keep working hard so we can reach the first anniversary and beyond.
Producer Lee Dong-jo = I can't believe it's already been six months—time has passed so quickly. Both in terms of hours and feel, we've been running at full throttle. Showing off everything we prepared was satisfying, yet there was always a lingering sense of wishing we could do more. Each time, that motivated us to keep sprinting so we could show improvements and a better game in the next update. I'm relieved to see so many players still enjoying the game. Within the dev team, we encourage each other for our hard work, and that shared energy drives us forward.
Returning players are surprised to see how much the game has changed since launch. In particular, the game's overall positioning feels quite different. How did you refine such major changes in the short span of six months?
Producer Lee Dong-jo = From the start, we wanted players to enjoy the game casually. However, there's always the dilemma that if it's too casual, there won't be enough content to engage with, so we thought we should include elements that require a certain level of effort. Yet, those exact elements ended up frustrating players in some cases.
So we realized, 'Ah, we made a mistake,' and took decisive steps to improve it. We pivoted toward a direction where players can drop in for short, frequent sessions. The goal of keeping things light was always there from the beginning; we simply polished the game to fit that vision better.

Given how closely these changes tie to metrics, it must not have been an easy business decision.
Kang Dong-gi = On a previous stream, I mentioned making something "un-Netmarble-like," and I didn't expect that to become such a hot topic. Internally, though, we were well aware of the common perception of Netmarble, and we strongly wanted to prevent that image from negatively impacting the game.
In that spirit, we decided to steer the project in a different direction from the past—focusing on aligning with the genre and satisfying what players actually want. We presented this vision internally, gained approval, and pushed forward. Although there is still room for improvement, ongoing communication has helped players understand where we are heading, and sticking to that path is gradually bearing fruit. As these results emerge, leadership is increasingly recognizing our direction, giving us more momentum to stay the course. We will never neglect communication and listening to feedback. Even if every decision isn't instantly satisfying, we stand ready to receive feedback and make swift adjustments, so please keep watching us.
Producer Lee Dong-jo = Even from the dev team's perspective, the business team makes a lot of requests, but rather than just chasing metrics, their focus is heavily on eliminating friction and frustration for players. As developers, we appreciate being in an environment where we can speak up on behalf of the players.
It is impressive how well you've managed power creep and monetization (BM), issues often associated with Netmarble. What has driven you to maintain this stance?
Kang Dong-gi = First, the absence of competitive content plays a role. Beyond that, while post-launch content and policies evolved rapidly, we carefully adjusted game balance so it remained within reasonable boundaries that players could accept. Of course, balance remains an ongoing challenge, and we are continually fine-tuning it.
Producer Lee Dong-jo = Selling powerful new characters might cater to certain demands, but internally, we hold a firm policy against triggering power creep. Especially since MONGIL has no competitive modes, we prefer focusing on the pure aesthetic and narrative charm of each character. Rather than simply making characters stronger, we put more care into introducing unique playstyles or synergies when paired with other characters.
As a result, power inflation has been relatively modest, though some degree of escalation is inevitable over time. We are matching that with appropriate content while continuously adjusting balance to ensure a smooth playing experience.
Balance patches for existing characters have also been quite extensive. What was your main focus during these balance adjustments?
Producer Lee Dong-jo = Initially, because 4-star characters are relatively easy to obtain even if you miss out on 5-stars, our design philosophy was to allow players to complete all content using 4-star characters without issues. At the same time, obtaining a 5-star needed to feel rewarding, so we tuned combat and boss balance accordingly. However, during that process, 4-star characters ended up feeling overly strong.
Taking feedback on that, we decided not to nerf 4-stars, but rather to establish a clearer distinction in value between 4-star and 5-star units while elevating the overall value of standard roster characters.
Our second priority was how to treat characters players pull for out of fondness. While players love their appearances and stories, they naturally have performance expectations as well, so we made sure to directly address combat performance feedback. We used those two pillars as our key principles for balance adjustments.




The beginner guide system, 'Pathfinder,' was particularly impressive in its detail. What thought process went into shaping Pathfinder into its current form?
Producer Lee Dong-jo = Early on, we experienced a fair amount of player churn. Some felt the game wasn't to their taste, while others found the game mechanics—such as Monster Ring collection and character progression—too complex. We wrestled with this issue, trying many approaches: shortening early progression segments, streamlining cutscenes, and providing clearer pathways to earn 5-star characters if players felt stuck without one.
Then it struck us: we had been overly ambitious, packing in too many progression systems at once. We received a lot of feedback saying players didn't know what to do next. When brainstorming how to guide them, we opted for a straightforward approach—offering generous rewards while encouraging hands-on learning. This allows existing players to review missed progression opportunities and claim rewards, reviewing their progress without wasting time. We designed it as a sustained, repeatable learning curve.
Kang Dong-gi = To be frank, the launch version was quite unpolished. Leading up to this half-year milestone, we kept up continuous discussions with the dev team, and we are still in active dialogue to ensure returning players feel welcome and stick around for the long run.
Every time we meet with the dev team, we align around one core goal: "Let's build a game people love." If players dislike something, we fix it; if something isn't fun, we rework it. Accumulating those changes over time is what brought about the massive transformation you see today.
The 3D models and character costumes have consistently received praise. What costumes do you plan to introduce for the winter season and beyond?
Producer Lee Dong-jo = Creating costumes requires a tremendous amount of resources. Still, if forced to choose between a new character and a new costume, it's a tough call, but I'd pick the costume. While we can't roll out costumes in every single patch, we definitely want to deliver them during seasonal occasions.
As a preview, Esde will receive a costume for Halloween, and seasonal costumes are being prepared for winter as well. MONGIL also strives to showcase traditional Korean charm; following the Christmas costumes, we are preparing New Year outfits steeped in Korean aesthetic heritage.

A story and roster hitting their stride: Half-year milestone and Episode 7

With the half-year update, you introduced Episode 7 and the new region, the Gaba Archipelago. Its atmosphere is strikingly different from previous areas. What theme was this region designed around?
Producer Lee Dong-jo = The region was designed around a sci-fi theme. When reviving the MONGIL IP, one thing we recalled was that the original world had few constraints regarding time and space. That freedom allowed us to introduce a sci-fi concept. Of course, that wasn't the sole reason—it was built to serve as a major narrative pillar moving forward.
The Gaba Archipelago is inhabited by migrants from another dimension known as Nirvan. They possessed advanced civilization and technology capable of interdimensional travel, but were forced to flee to another realm due to the Void. We will explore this storyline over an extended period, following characters as they resolve conflicts not only in the Gaba Archipelago but across various regions.
The new character Isabella generated huge buzz in the MONGIL community immediately upon reveal. Could you tell us more about her character?
Producer Lee Dong-jo = Isabella currently lives as a recluse in New Nirvan, home to the lower class, but she was formerly a chief researcher fighting the Void at the megacorporation Cryptic in Nirvan. As a master of dimensional engineering, she was designed to play a crucial role in assisting the protagonists in their battle against the Void.
Though she complains a lot and has a tsundere streak, she is framed as an all-rounder who excels at everything. We thought it would be compelling to combine that with the relatable beauty of an overworked corporate career woman. Visually, her body proportion was crafted differently from existing characters to represent a peak figure. By refining key accent points within familiar office attire, we aimed to strike a fine balance between familiarity, fantasy, and aesthetic appeal.
Kang Dong-gi = The design team excels at selection and focus. Details like the straps are a great example. Every time I look at her, I wonder, "How are those straps holding up?" or marvel at the silhouette when she lies down in an exhausted post-overtime stance. Those slightly bold, striking touches seem to resonate strongly with fans.


In the second half of the update, you'll be releasing another new character, Chloe. What kind of character is Chloe?
Producer Lee Dong-jo = Chloe is a spirited and gritty character who genuinely believes in the value of hard work. She has a bright, cheerful personality. While body modification is widespread in Nirvan, Chloe possesses such exceptional physical abilities that she won the Ortus martial arts tournament entirely unaugmented.
In terms of design intent, we wanted to break away from weapon-wielders like swordsmen and introduce a martial artist. Rather than a bulky male fighter, we envisioned a slender yet formidable female martial artist. The image of a girl in a trendy crop top and wide-leg pants with a ponytail engaging in hand-to-hand combat struck us instantly, so we finalized the concept and moved fast.
In terms of gameplay, she is a Wind-attribute Brawler who thrives as an active on-field unit.
Kang Dong-gi = As a fun behind-the-scenes note, there are internal calls asking for a version wearing just a T-shirt and one with her hair down.
Since you brought it up, could you share a bit more behind-the-scenes detail about that 'T-shirt version'?
Producer Lee Dong-jo = We actually considered the T-shirt version internally, but due to a tight upcoming schedule, it will likely be pushed back a bit. Demand within the team is huge—even during the concept art stage, team members joked, "I'll work overtime for this, so please release it!"
However, given the New Year schedule and other priorities, it will be delayed for now. We might release it alongside Chloe's rerun banner down the line.
Kang Dong-gi = When you look at her design, she embodies the classic "athletic tomboy" trope. Picture her wiping off sweat after a workout, relaxing in nothing but an oversized T-shirt, leading to classic romantic-comedy antics—that's the exact vibe she gives off.


Several NPC and boss characters made strong impressions. Is there a possibility we'll see characters like Ada, Lou, or Fidelis become playable?
Producer Lee Dong-jo = Players will be able to meet Lou in Version 1.5.
Regarding Fidelis and Ada: Ada has gathered a tremendous following among players. However, rather than simply releasing her as a unit, we believe her debut should tie closely into the story. Since her 3D model is already completed, we want to introduce her alongside narrative developments. On a side note, many fans are hoping for a version with her see-through layer toggled off—maybe we can offer that as a skin (laughs).
Fidelis also received an unexpectedly warm reception, so she is currently under consideration, though we need to assess how that might affect the schedule for new episodes. Additionally, certain monsters have unexpectedly captured players' hearts, so we plan to make some of them playable as well.
On another note, the Lightning-attribute support roster feels somewhat sparse right now. Will that gap be filled?
Producer Lee Dong-jo = It's in the works. We have plans, but we'll reveal them properly when the time is right.
To go a bit deeper, when designing content that utilizes multiple characters, we prefer encouraging mixed-element parties and broader roster usage rather than mechanically requiring one mono-element team per element. Consequently, we approach missing elemental roles from a multi-faceted angle rather than just filling checkboxes.


The identity of the 'Void'—the root cause behind various incidents in MONGIL's world—and the Underdogs who triggered them are gradually being unveiled. Could you give us a brief teaser on how the story will unfold moving forward?
Producer Lee Dong-jo = We dropped lore seeds regarding the Void as early as Episode 1, but regrettably, we didn't convey them effectively back then. Over the past six months, we received extensive lore feedback, leading to various adjustments and iterations. By Episode 7, the narrative reached a point of maturity, and players responded positively.
Regarding what's next: we couldn't tell the entire story we envisioned within Episode 7 alone. Therefore, in Version 1.5, meeting Mad and Lou will continue the Episode 7 narrative thread. From Episode 8 onwards, rather than releasing massive story dumps, we plan to unfold narrative segments continuously with each patch.
Previously, dropping huge episodic updates with long gaps in between disrupted the narrative pacing, as players began forgetting details. Moving forward, we want to maintain a steady story tempo.
To expand on the lore: after the dimension of Nirvan collapsed, New Nirvan was established in the Gaba Archipelago, and details about the threat of the Void and Cryptic were revealed. Moving forward, we will explore why they failed to stop the Void, moving beyond fighting the Void to showcase clashing convictions aimed at preventing past failures. Rather than a superficial conflict between Belana natives and off-worlders, we intend to delve into deeper thematic territory.

Changing the story update delivery model poses business risks. How do you view and manage this direction from a business perspective?
Kang Dong-gi = We fully support the dev team's vision. The business department can't build content on its own or force unrealistic timelines. We've consistently maintained that business strategy must adapt to development reality, which is precisely the business division's responsibility.
In truth, every aspect of MONGIL is continually fine-tuned based on user feedback. The update cadence and character release schedules we promised initially are already established, and raising quality within those bounds is our priority. Instead of rushing schedules during peak metrics or impulsively changing course during lulls, building long-term foundation and delivering what players desire is what matters most for sustained success.
We align our live service strategy accordingly, deliberately avoiding the old habit of aggressively packing paid bundles for short-term revenue spikes. We set our rhythm to match the dev team's update cadence.
One area we were concerned about for this half-year milestone was running a relatively high number of rerun banners. Internally, some voiced concerns asking, "Isn't this too many?" However, because earlier iterations had flaws, many returning players missed past banners. So we structured it so returning players could catch up on missed characters at a reasonable value. We hoped our intention would be understood, and seeing positive player sentiment so far is a big relief.
Our overall approach to updates, business strategy, and monetization design will remain largely unchanged. By keeping pace with development realities, we will continue finding ways for players to enjoy the game comfortably without undue burden.
As the story hits its stride and cutscene direction improves, some players still feel the tone can occasionally be too light or rushed.
Producer Lee Dong-jo = While we continue upgrading presentation quality, we don't want the tone to become overly serious. Even if the plot develops serious stakes, one of our game's main strengths is offering an accessible, lighthearted atmosphere rather than an overly complex, grim world. We are constantly balancing those elements.
More than the tone itself, the sense of rushed progression stemmed from trying to wrap up narrative arcs within a single patch—such as the subplot involving Chloe's arm. Going forward, with longer narrative arcs, we will have space to flesh out details and enhance cutscene presentation. That should resolve those pacing concerns.

Building solid ground at the half-year mark: Moving forward step by step through quick feedback and careful expansion

Through improvements and expansion, you've built a loyal core audience over six months. What does the dev team consider the core of 'being MONGIL'?
Producer Lee Dong-jo = To us, the essence of MONGIL is "a game where you can jump back in anytime and play at your own pace." We have refined core gameplay loop and systems so players can return whenever they feel like it.
Additionally, every member of our development team firmly believes that "our characters are the coolest and prettiest." Showing that belief through final output rather than words is the core strength of our studio. Creating characters that linger in players' minds and make them want to come back—that is a key pillar of delivering the true MONGIL identity.
You are hosting out-of-game events like fan art contests. Are you planning offline community meetups as well?
Kang Dong-gi = We always want to. First, we are looking into a merch-related event around the half-year anniversary. Thanks to the dev team's fantastic character designs, demand for merchandise has been high. Partnering with the official merch store, we hope to create half-year merchandise and offer a small-scale opportunity to meet players.
However, because our primary focus right now is improving the game and expanding platform availability, service expansion takes precedence over large-scale offline events for now. Once that settles down, we hope to move forward with offline meetups—perhaps around the first anniversary.

Beyond domestic service, what are your plans for global expansion and multi-platform availability?
Kang Dong-gi = First, in November, we are expanding our presence in Japan via the DMM platform. Furthermore, once all preparations wrap up late this year, we aim to launch console versions as quickly as possible. We are preparing platform launches sequentially, likely starting with PS5 followed by Xbox. Development is well underway, but platform certification and logistics require coordination, so we are actively working with platform holders.
We are continuously exploring other ways to connect with players. Console is the immediate priority, and we are considering Steam as well. However, since the current standalone PC client works smoothly and prioritizing Steam would require rescheduling other releases, Steam will likely come later. There are no immediate plans for it right now.
Are there any external crossover collaborations planned?
Kang Dong-gi = We considered various options before launch, but decided establishing MONGIL itself took priority. Many current gamers are unfamiliar with the original Monster Taming IP. Once players firmly recognize what MONGIL offers as a brand, we can open the door to potential crossover collaborations.
Producer Lee Dong-jo = If we run a crossover before establishing our own game, guest IP fans might drop by temporarily, but once the event ends, MONGIL itself might not leave a lasting impression. That's why we are being cautious. We believe guest characters work best as a fresh addition after our own story and characters have established a solid footing.
Of course, I personally have titles and characters I'd love to feature. For instance, I personally think *KonoSuba: God's Blessing on This Wonderful World!* would fit MONGIL nicely—picture Megumin shouting "Explosion!", for example. And since our game features monsters, wouldn't Godzilla or King Kong be fun? I enjoy imagining those scenarios, but strengthening our core game comes first. For now, we are exploring various possibilities.

Given its positioning as a secondary 'side game,' it's crucial to prevent it from becoming a game where players just brainlessly tap through daily tasks ('one-click gaming') and lose interest. How are you addressing player retention for newcomers?
Producer Lee Dong-jo = We put a lot of thought into creating a game players can comfortably return to whenever it comes to mind. For instance, systems like catch-up attendance rewards—allowing players to claim rewards even if they miss consecutive days—let players tailor their play routines.
Ultimately, making players *remember* the game is key. Whether it's enjoying the narrative and thinking, "Ah, that story was great," when an update drops, enjoying specific game modes, or fond memories of a favorite character, creating lasting impressions is our ongoing mission.
We strive toward excellence across all areas in close collaboration with the dev team. Our goal is to build a game with no glaring flaws while excelling unmistakably in key areas. That won't happen overnight, so we will keep pushing forward steadily.
Monster Ring acquisition has become easier and progression faster, but QoL features like the Codex still leave room for improvement, and features like gear/monster presets feel needed. How do you plan to polish these aspects?
Producer Lee Dong-jo = Truthfully, because the game evolved so rapidly, certain features were overlooked—presets and codex entries being prime examples. Presets are in development, and we are making incremental QoL updates, such as adding favorite Monster Ring settings to batch fusion. As for the Codex, players requested character codexes alongside Monster Ring codexes, so we are actively preparing to address that feedback.
In prioritizing rapid fixes for major friction points, we ended up missing minor QoL enhancements on existing features, but we are addressing those as capacity allows.
Besides swimsuit variants, do you have plans to release other alternate character versions (alts) for the winter season?
Producer Lee Dong-jo = Absolutely. Rather than dropping alts without context, we want to introduce alternate versions tied to seasonal themes. We are preparing winter variants, focusing on giving 4-star characters fresh looks and new utility rather than just 5-stars.
Kang Dong-gi = We also plan to run reruns for swimsuit alt characters within this year.
Finally, a word for players who have enjoyed MONGIL: STAR DIVE through this half-year milestone?
Kang Dong-gi = It's been a hectic journey, and I can hardly believe how breathlessly we reached this half-year mark. Communicating through livestreams and shaping live service together with players has been a deeply meaningful experience for our business team. We will continue working hard so players feel, "Netmarble is managing service and operations in a genuinely player-centric way," and "MONGIL is a game that grows together with its community."
As I say whenever I get the chance, we will keep pushing forward steadily, so please continue showing us your interest and love. We sincerely thank every player who stayed with us through this six-month milestone.
Producer Lee Dong-jo = We ran frantically to reach the half-year mark, and I suspect we'll sprint just as hard toward the first anniversary. We have so much content in the pipeline and many areas left to refine.
Before every major update, I get so nervous I can hardly sleep. Yet at the same time, my heart races with excitement wondering, "How will players react?", "Will they enjoy it?", and "How will they discover the hidden details we hid?" By releasing updates and polishing features step by step, the first anniversary will be here before we know it. Please keep watching as we evolve, and we will continue repaying your support with an even better game driven by your feedback.

