The Development Intent Behind 'Twine', Bridging Combat, Exploration, and Bonds

Seeing the World Through the Eyes of Monsters: How 'Aniimo' Expanded the Joy of Collection

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▲ Aniimo - Global Official Launch Trailer ©Pawprint Studio

The fun of discovering, capturing, and adventuring alongside monsters has now established itself as a full-fledged genre. Open-world creature-catching RPG 'Aniimo', officially launched on September 16, also begins from this familiar enjoyment, but presents a slightly different direction in how players connect with their companions. Beyond merely bringing Aniimo along, the game leads with the 'Twine' system, allowing players to directly become Aniimo and explore the world. Experiencing the world through the eyes and ears of the companions who fight beside you is the key differentiator this game puts forward.

This direction is also reflected in the overall game design, which connects combat, exploration, and collection. An Aniimo's elemental attribute extends beyond combat advantages to serve as a means of overcoming obstacles during exploration, while catching supports various approaches beyond reducing health, such as stealth and ambush. Ecological environments that shift with weather and time of day, along with branching evolution paths, add to the fun of getting to know each Aniimo. On top of this, the game packs content where players can stay long and enjoy time with their collected companions—ranging from competing against other players in 'Egg Heist' to decorating spaces with friends in 'Camper RV Camp'.

So, what kind of experience does 'Aniimo' aim to create to carve out its own place among numerous competitors? What was the reason behind binding combat, exploration, and bonds into a single system, and what thought went into helping players find their own fun amidst such a wide spectrum of content? Following the PC and console launch on September 16 and the mobile release on September 23, we sat down with the Design Director of 'Aniimo' to discuss the development intentions behind key systems and the direction of future updates.

애니모 Aniimo
Aniimo's Design Director (left), Executive Producer Twined with an Aniimo (right) ©Pawprint Studio
애니모 Aniimo
Aniimo, which also launched on mobile on September 23 ©Pawprint Studio

The open-world creature-catching genre already has several competitors. If you had to pick one differentiator that only 'Aniimo' can offer within this genre, what would it be?

" As a title in the open-world creature-catching genre, the core element we considered most important was our original Twine system.

To allow players and Aniimo to go beyond a relationship where they simply battle side-by-side, we designed it so players can directly switch to an Aniimo's perspective to observe and sense the world. Through this, we aimed to realize a true 'experience of player and Aniimo becoming one.'

Furthermore, to maintain long-term immersion, we implemented real-time interaction methods, built an extremely rich ecosystem, and created diverse game mechanics to reduce the fatigue that can arise from repetitive catching processes.

Visually, to differentiate from existing creature-catching games, we applied unique fur textures, metallic material textures, and liquid expressions like slime to each Aniimo. Through this, we brought our vision of fantasy creatures to life more vividly, enabling players to truly feel the charm of these small, warm creatures.

Along with this, we also support multiplayer and player-co-created content. Notable examples include 'Egg Heist', a PvPvE brawl content where multiple players participate together, and 'Camper RV Camp', where multiple people can collaborate. Players can invite friends to their world to decorate the space together and build a haven of their own.

What was the reason behind deciding on a simultaneous release across various platforms such as Steam, Epic, Xbox, and PS5?

" Because controls, performance, and user environments differ across devices, we had to carefully consider the characteristics of each platform. Through the cross-platform release, we created opportunities for 'Aniimo' to reach more players. Reaching the Top 5 on Steam's global top sellers chart on launch day and securing a Metacritic score of 78 allowed us to gain a meaningful level of player response and positive reviews. These achievements added confidence as we prepared for the mobile release.

The core system of Aniimo, 'Twine', is impressive. It appears to encompass bonding, combat, and exploration altogether. What was the reason for binding these three elements into a single system?

" As a core mechanism, we wanted 'Twine' to be an experience players could recall at any time.

On the continent of Idyll, players can not only use an Aniimo's skills in combat, but also solve puzzles during exploration, and even go so far as to truly experience 'becoming an Aniimo.' Looking at the world through an Aniimo's eyes, listening to the wind and birdsong through an Aniimo's ears, mingling directly with herds of Aniimo to experience their daily lives, and carrying out requests for the same species are all possible.

We hope Aniimo become true friends and companions to players. Giving players and Aniimo a way to connect deeply both mentally and experientially is the core meaning we assigned to 'Twine' within the world's lore.

In addition, as a game spanning all platforms, we wanted to lower the barrier to entry so players could learn and understand the game as smoothly as possible. Therefore, we decided that naturally connecting bonds, combat, and exploration within a single system was the most appropriate approach.
애니모 Aniimo
©Pawprint Studio

Did you start development with the 'Twine' system set as the core pillar right from the early stages?

" Yes, that's correct. 'Twine' is a core element we established from early development and have consistently maintained to this day.

There are reviews noting that the combat system and skill structure are relatively simple. Was this simplicity intentionally designed?

" Yes, that's correct. We wanted to lower the entry barrier as much as possible so players could jump into the game more easily.

To achieve this, while keeping the combat system and skill structure intuitive and concise, we devoted greater effort to adding depth to gameplay and providing a rich experience.

There are as many as 9 elemental attributes for Aniimo. We are curious whether they are used solely for combat advantages and disadvantages (type matchups), or if feature-specific traits players can directly feel (exploration methods, field interactions, etc.) were also designed.

" These attribute-specific traits are not limited strictly to combat type matchups.

For example, with the Fire attribute, players can use flames during exploration to burn vines and open treasure chests or melt ice to obtain frozen treasure, as well as utilize various cooking appliances in their personal space. In this way, element-based interactions are naturally woven throughout the open world.

Monster-catching games usually follow a standardized formula of whittling down a monster's health and using a catching item. How does Aniimo's catching system differentiate itself from this traditional formula?

" Our goal was to make the thought 'I should catch this' naturally come to mind whenever players discover a wild Aniimo. To accomplish this, moving away from the traditional 'reduce health before catching' formula, we designed various elements so players can think of catching actions more immediately.

In 'Aniimo', players can select the most suitable catching tool depending on the situation. For example, you can lure a wild Aniimo into a specific state before catching it, or hide out of its line of sight to catch it by surprise, attempting capture through various methods tailored to the situation.
애니모 Aniimo
©Pawprint Studio

Around what events and conflicts does the main story unfold?

"As an ordinary new student at Astra, the player visits the continent of Idyll and begins a mysterious and marvelous adventure. The journey consists of four closely interconnected paths.

On the 'Path of Exploration', players can freely roam the open world, discover diverse ecological environments and hidden secrets, and embark on a quest to revive the Leyline Trees. On the 'Path of Twine', players meet and get to know various Aniimo, connecting deeply with them through mutual growth.

On the 'Path of Victory', players join forces with Aniimo to face powerful enemies and advance together toward victory. Meanwhile, on the 'Path of Radiance', players can fully enjoy colorful social content unfolding in Astra, finding their own fun among various activities like camper RVs, personal spaces, and fashion.

The way small-scale episodes named 'Journeys' appear unannounced was impressive. Was this designed for players to find them intentionally or by chance? Or is there a possibility of adjustments later for accessibility?

"Yes, this was an intentional design choice, and it is one of the foundational elements forming the 'emotional open world' we strive for. We hoped these chance encounters would deliver unexpected joy to players who enjoy such content without feeling like a mandatory chore they must complete. Of course, as players explore, they naturally discover various 'clues' one by one, subtly guiding them toward their next Journey.

The vast and magnificent world is also impressive. When players first step foot onto the continent of Idyll, what impression did you want them to receive?

" When players first step onto the continent of Idyll, we hoped they would feel that this is a sanctuary of the mind where they can encounter mysterious creatures in a warm, comfortable atmosphere and briefly escape reality.

Our core slogan is 'A World of Adventure Bound as One.' Our goal is to enable anyone to comfortably enjoy a journey of exploration and discovery through a more natural and immersive experience. Through this, we hope players can directly feel the vitality and warmth residing in this world, as well as the adorable and fun elements hidden throughout.
애니모 Aniimo
©Pawprint Studio

What was the reason for including a system where appearing Aniimo change depending on the weather and time of day?

"We wanted to implement a more natural ecological environment for Idyll.

Aniimo are like the 'indigenous inhabitants' of this continent, living with their own habits and daily patterns just like real living creatures. Through this system, while heightening player immersion, we also aimed to incorporate lore that allows Aniimo to change into even more diverse forms in a way that feels natural to players.
애니모 Aniimo
Prismana Form Starzerd ©Pawprint Studio

Very diverse genres of content—such as roguelike, challenging multiplayer modes, and housing—coexist within a single game. What was the reason for choosing such a wide content spectrum?

"We want to offer players a rich gameplay experience over the long term while enabling them to enjoy the game with friends. Ultimately, our goal is to evolve the game into a player community and, beyond that, establish it as a social platform.

Aniimo collection and open-world content are organically interconnected, aiming to naturally encourage players to interact with one another. We tried to relieve the forced social elements and feeling of doing mandatory chores commonly felt in existing MMORPGs as much as possible, allowing players to naturally feel during gameplay that 'this is a world where many people live together.' We want to build a game that becomes even more enjoyable when experienced with others.
애니모 Aniimo
Cozy housing content ©Pawprint Studio

We understand that feedback suggested having such diverse content might cause confusion for players when deciding their progression path. What specific mechanisms were introduced to address this?

"Because every player has different gameplay preferences, we did not want to create situations where players felt forced to play content they didn't enjoy just to get rewards. Therefore, right from the overall game design phase, we incorporated the concept that 'all roads lead to the same destination.'

Players can freely choose and play the content they prefer based on their tastes. Even if played through different avenues, the resources obtained from each content type are designed so they can be exchanged for valuable items of equal worth.
애니모 Aniimo
©Pawprint Studio

As of the current version, more than 200 species of Aniimo have been confirmed. Do you plan to continue adding more in the future?

" Yes, new Aniimo will be introduced to players with every version update.

In addition, we plan to significantly expand the diversity of Sparkle Aniimo and introduce even more styles of appearances, so please look forward to it!
애니모 Aniimo
©Pawprint Studio

The branching evolution paths are impressive. Given that this requires considerable development resources, is there a special reason for choosing this structure?

" Evolution is a crucial moment of growth for an Aniimo. Anyone who enjoys creature-catching games like Aniimo would naturally want to grow alongside the creatures they catch and continuously explore the possibilities of that growth.

This is precisely the direction we considered vital from early development. Every Aniimo is the result of long deliberation and conceptualization by our development team, and we spare no resources or effort required to present each single Aniimo.

On a personal note, which Aniimo is your favorite?

"It's really hard to pick just one for this question. 'Starami' was the first Aniimo we showcased, and 'Shydal' was the first Aniimo with a dedicated weapon. Besides these, there are so many Aniimo I personally love, such as 'Usmeong' and 'Nuni Hero'.

Among them, I could take 'Witch Hat Grass' as an example. Unlike other Aniimo with cute and adorable atmospheres, it exudes a dangerous yet strangely enchanting vibe. In particular, compared to its pre-evolution form, 'Squeak Grass', you can feel an even sharper contrast in charm.

We hope these Aniimo, each with their distinct appeal, will receive lots of love from players~
애니모 Aniimo
©Pawprint Studio

What new content or systems are scheduled to be added to Aniimo in future updates? Could you introduce what features players should look forward to most?

"Our development team plans to continuously expand this fantasy world moving forward.

A single season consists of approximately 84 days, which is further divided into two parts—a first half and a second half—with updates rolling out on roughly a 42-day cycle.

New exploration zones and storylines will be added each season, released sequentially across the first and second halves. Additionally, new seasons will not only introduce new content and gameplay modes, but existing content will also continue to receive updates.

The upcoming aquatic region will feature new islands alongside several mysterious, uncharted areas, so please stay tuned.
애니모 Aniimo
©Pawprint Studio

Finally, do you have a word for Korean players?

" We warmly welcome you to a world of adventure bound as one. Thank you so much for the interest and support you have shown us!

So far, many Korean players have actively shared their thoughts and provided diverse feedback. We sincerely thank everyone who believes in and roots for our game.

While there are still areas that fall short and need improvement, we will listen attentively to every piece of feedback sent to us and continuously refine and optimize the game. We will do our utmost to deliver an even more satisfying gaming experience moving forward.

Please continue to show us your interest and support!
애니모 Aniimo
©Pawprint Studio
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]