Netmarble Monster Unveils MONGIL: STAR DIVE at Gamescom 2025, Promising a New Era Beyond Gacha

Netmarble Monster CEO Ken Kim emphasized in Cologne at gamescom 2025 that the studio’s new project MONGIL: STAR DIVE (hereafter MONGIL) is intended not just as a commercial hit but as a title that redefines what a gacha-style game can be. His stated ambition is to deliver something that even skeptical players can respect as worthwhile.

 

MONGIL is a character-collection action RPG that inherits the IP of the 2013 release Monster Taming. At gamescom, Netmarble Monster collaborated with Samsung to host a demo booth in the B2C exhibition hall. Visitors could play a PC build optimized for Samsung’s glasses-free 3D gaming monitor Odyssey 3D, experiencing stereoscopic combat and cinematic presentation realized in Unreal Engine 5.

 

Kim explained that optimizing for 3D display proved to be more complex than anticipated. The team initially assumed Unreal Engine 5 would make implementation straightforward, but technical challenges meant they had to manually configure depth for every single scene. He described this as a labor-intensive process but noted that Samsung’s support—providing enough monitors for the entire development staff—made it possible for the team to devote themselves fully to the work.

 

 

The experience of participating in gamescom also reinforced for Kim how critical platform diversity has become. He observed that, in Germany, far fewer people rely on smartphones for entertainment while commuting, and that many prefer to play at home on PC or consoles. This cultural contrast convinced him that focusing exclusively on mobile would be limiting, and that expanding into multiple platforms is essential.

 

Having started his career as an indie developer, Kim also found inspiration in the indie game section of the show. Despite ongoing concerns about the industry’s difficult market conditions, he said he regained energy seeing smaller teams focus purely on promoting their creations. The experience reminded him of the fundamental joy of game development.

 

This perspective has informed MONGIL’s design philosophy. Kim acknowledged that, in English-speaking markets, the gacha label often carries negative connotations. While the game inevitably follows the framework of a character-collection RPG, the team is prioritizing ways to minimize frustrating elements and introduce innovations that elevate the genre.

 

 

Although MONGIL draws on the IP of its predecessor, Kim described it more as a reboot than a direct sequel. Internally, Netmarble had long discussed creating a follow-up, but he said the old gameplay model no longer fit today’s market needs, and confining the project to mobile was never appealing. Instead, the development began with the vision of creating a fresh interpretation of the world implied by the title Monster Taming. Characters from the original appear, but their relationships are reimagined, and the story begins anew.

 

One major shift is the increased focus on monsters themselves. Kim noted that the original game often drew criticism for not delivering enough on the promise of its name. This time, he stressed, monsters are positioned at the very heart of the gameplay.

 

MONGIL is currently targeting a Q4 release this year. Kim described the market as a saturated red ocean where speed matters, and explained that the team is working to bring the game to players as quickly as possible.

 

He also underlined the importance of ongoing dialogue with the community. According to Kim, the team is actively monitoring all social channels and intends to incorporate concrete feedback into development. He encouraged players not to dismiss the game simply because it bears the Netmarble name but to share specific suggestions, which he said will have a tangible impact on the final product.

 

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

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