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Sengoku Dynasty: Developer Interview and Major Update, 20% Off Sale until March 22nd

Publisher Toplitz Productions announced on March 13, 2024, “Sengoku Dynasty” has been released. Although the game started to be released in early access with great success, there were some issues that remained at the beginning of the release. This is the largest update in history, and a number of features have been implemented or improved. So this time, we conducted an interview with Superkami, the developer of “Sengoku Dynasty”. We asked him about the studio’s love for Japan and what improvements have been made. The same product is on sale at 20% off until March 22nd.

First, let’s explain the game overview. “Sengoku Dynasty” is an open world survival game set in Japan during the Sengoku period. The compatible platform is PC (Steam), and early access is available for 3,599 yen. The game supports Japanese display. This work also introduces elements of village building and life simulation, and supports solo play and online cooperative play with up to four people. The player becomes a refugee fleeing war and builds a new village in a “country owned by commoners” where there are no samurai.

The map is filled with natural environments that you can explore, collect resources such as wood and ore, and craft tools, buildings, weapons, and more. Build production facilities and houses, gather villagers, assign jobs to them and collect resources. They live with the changing seasons and continue to develop the village. Now let’s move on to the interview.

Leading up to the development of “Sengoku Dynasty”

── Please introduce yourself and your studio.

Mr. Jan Cieślar (hereinafter referred to as Cieślar):
I’m Jan Cieślar, CEO of Superkami. Superkami is a game studio based in Poland with a staff of 20 people. In August of last year, we began distributing early access for the studio’s first work, “Sengoku Dynasty.”

── What kind of game is “Sengoku Dynasty”? Please tell us about the features of this work.

Mr. Cieślar:
“Sengoku Dynasty” is an open world survival city building game. Players start out as poor refugees fleeing war, and eventually take on the role of leaders, building large villages and making entire regions prosperous. We wanted to create a game set in historical Japan that allows you to live your daily life. You don’t just fight like in other samurai games, you also farm, build, craft, hunt, and create a new society by starting a family. Although there are some elements that have not been implemented yet, we are currently working on developing the game with the aim of making it such a work.

── Why did you decide to make a game set in Japan’s Sengoku period? Please tell us about the development process for this work.

Mr. Cieślar:
Toplitz Productions, the publisher of this work, has developed a life sim series “Dynasty” with various stage themes, and our studio received a request from Toplitz Productions to create a new “Dynasty.” The team had many discussions about what motif to create the work, and a variety of ideas were proposed, including Vikings, pirates, and American pioneers. There were many ideas, but the one I liked the most was to set the story in feudal Japan. Because we are big fans of Japan and Japanese pop culture!

How did you learn about Japan?

── Come to think of it, the name Superkami also sounds Japanese. How did the members know about Japan, and how much did they study about Japan?

Mr. Cieślar:
Actually, I was originally thinking of naming the studio “Kintsugi.” Before we started developing this game, our studio was in limbo and on the verge of falling apart. We have recovered from that and are now united, but I thought “Kintsugi,” a technique for restoring broken pottery to make it more beautiful, was the perfect name to represent the studio’s past. However, I thought the name was too confusing for Western players, so I ended up choosing Superkami, which is a little more descriptive.

Several of our team members have visited Japan, and I myself have created fond memories in Tokyo. I hope to visit Japan again and explore more of your beautiful country.

Japan is one of the world’s largest producers of pop culture. Historical drama movies, monster movies, manga, and anime can make you feel very attached to Japanese culture. I don’t think there is a Polish person of my generation who has never watched Japanese anime. When I was a child, TV stations broadcast anime every night at 7 o’clock, and we enjoyed it without even knowing that it was made by Japanese people! When I was little, my favorites were “The Fun Moomin Family” and “The Adventures of Maya the Bee.”

When I became an adult, I became familiar with Dragon Ball, and I personally have watched and re-read the works of Masaaki Yuasa, such as JoJo’s Bizarre Adventure and Berserk, over and over again! “Attack on Titan” is also very popular with our team! I also believe that all of Studio Ghibli’s works are very essential and natural, and transcend the boundaries of culture and genre. There’s more I want to say, but it’s getting too off topic, so I’ll leave it at that.

── Were there any titles that influenced you when creating this work? Do the development members usually play games set in Japan?

Mr. Cieślar:
The basic gameplay is based on the older game in the Dynasty series, Medieval Dynasty. You play as an ordinary person seeking peace, and create a village as an action game from the character’s perspective. Speaking of games set in Japan, I played Ghost of Tsushima. I heard that the same work will be released on PC, so I’m looking forward to it! You’ve also played some fantasy-oriented games based on Japanese mythology. I’m also looking forward to the release of the new game, “Rise of the Ronin.” I also researched older games, and since Sengoku Dynasty was made with reference to history books in terms of Japanese culture, I haven’t played games set in Japan long enough to say they influenced me. not.

── How did you research Japanese history and culture when creating a game set in the Sengoku period?

Mr. Cieślar:
At the time we submitted the idea for this work to the publisher, our knowledge of Japan was primarily based on movies. This is knowledge from old Japanese movies such as “Seven Samurai,” “Narayama Bushuko,” and “Seppuku.” I was also influenced by films made by Westerners like “Silence.” Once I started developing this game in earnest, I began to gain deeper knowledge about Japan with the help of history experts and specialized books.

First, we started by looking for an expert on Japanese history. Fortunately, I was able to contact a Polish guy named Szymon. He lives in Tokyo and is currently writing his doctoral thesis on the Sengoku period. He translated for us texts that are difficult to access from the West.

When I started making the game, I didn’t have that deep knowledge of Japanese history. Even though we were familiar with the Sengoku period through movies and manga, it was unknown how to combine it with gameplay. However, the more I learned about the Sengoku period, the more I felt that it was a perfect fit for the survival town building genre. This was a time when social status was extremely fluid, and people like Toyotomi Hideyoshi, even from poor backgrounds, were able to become daimyo. This was exactly the game we wanted to make. The Sengoku period was a harsh time, and people had to fight just to survive. However, there is a dream of success in life, and even an ordinary person can become a ruler.

Balancing historical accuracy and gameplay

── This work is set in a “country owned by commoners” where there are no samurai. There are some similarities with Kaga in historical facts, but could it be a model?

Mr. Cieślar:
yes! Narrative designer Jakub was influenced by Kaga’s Ikko Ikki. Although it is not strictly set in Kaga, it is the inspiration for the setting of this work, which is a country where the samurai who had previously ruled the country have been driven out and the commoners rule under the supervision of a temple. It is the source. There are also external threats that have not yet appeared in the game, and players must unite and prepare their villages to protect the entire region.

── This work features facilities where you can make sake and Japanese paper. What is your impression of these traditional Japanese crafts?

Mr. Cieślar:
Japan is famous as a country of craftsmen! Traditional Japanese crafts were the first element that came to mind when creating this work. In today’s society where you can get anything for money, I feel that these crafts have value that transcends money. Through this work, we wanted people to experience the depth of these traditional Japanese crafts. We hope that by recreating and experiencing the process of making these crafts, visitors will feel a kind of meditation. Of course, you can simply assign villagers to produce items, but you’ll still be able to learn some of the production process.

On the other hand, speaking for ourselves, those of us who make games in the West don’t have many opportunities to experience these crafts. I feel like having these artifacts in the game felt somewhat authentic.

── This work also features temples and shrines that enshrine Inari and Jizo, and people sometimes talk about myths. What meaning does Japanese religion have in this work?

Mr. Cieślar:
Religion is often a controversial subject in Western society, and most people have strong attachments to one particular religion. On the other hand, we feel that Japanese people have a more open view of religion, and we wanted to explore that. Torii, well known in the West as a symbol of Japan, also has a religious presence. In this work, shrine maidens, monks, people who believe in monsters, etc. appear and make up the world in the work.

However, religion does not currently play a large role in the game’s gameplay. We are currently exploring ways to better integrate faith into the basic game loop. For now you can get small bonuses by making offerings to shrines, but nothing beyond that.

── Were there any particular difficulties in creating a game set in Japan?

Mr. Cieślar:
The most difficult part is balancing historical accuracy with Western player expectations and gameplay. For example, let’s take a sword. It is 100% historically correct to have swords appear in Sengoku period games. However, in the actual Sengoku period, various weapons such as naginata existed. However, for Western players, the image of a sword is so strong that it is difficult to imagine a Japanese game where you fight with something other than a sword. I am careful to strike a balance between image and historical facts.

Also, this is something we learned for the first time while researching the culture of the Sengoku period, but the physical characteristics of Japanese people during the Sengoku period were slightly different from those of modern Japanese. For example, it is believed that the average height of Japanese people at that time was much smaller than it is today. There also seems to be a difference in facial appearance. The character models in the game are similar to modern Japanese characters. I was worried about the historical accuracy of the reproduction, but it is close to the general image that Westerners have.

── This work is impressive with its beautiful scenery that changes with the seasons. What are you conscious of in terms of graphics?

Mr. Cieślar:
Our level artist Dawid is a very detailed person, and he creates the game’s art by referencing Japanese landscapes and plants that he has photographed himself. Creating a realistic-looking Japan is no easy task. The game’s stage is too small compared to reality, so in pursuit of realism, it’s impossible to include a variety of terrain. However, since this is a game, we have taken some measures to fill the map with as much of Japan’s beauty as possible.

As for the 3D art team, they are probably the most passionate about Japanese culture. We collect a variety of materials such as history books and photographs to learn about the culture of the Warring States period, including clothing, hairstyles, buildings, and crops. It’s almost like a historical study, but as CEO I’m very proud of their work. I hope that the feelings they put into their work will be conveyed to all the Japanese players!

If you have any concerns, please let me know.

── I heard that this work has received a great response from Japan, but what has the response been like from countries other than Japan? Which countries have the most players for this game?

Mr. Cieślar:
The countries with the most players are Germany, America, and Japan. Japan also has many players, but it ranks third, with Germany and America having more players. Many Westerners are fascinated by Japanese culture, but there aren’t that many games set in a historically realistic Japan. I feel that this work is receiving a lot of attention from the West for that reason. Sales are also strong in Asian regions such as China, South Korea, and Indonesia. Because Japan and these countries are physically close and culturally similar, we believe that players feel closer to these countries than they do with games set in the West.

── Early access distribution of this work started in August last year. What was the reaction from Japanese players when it was first released? Were there any differences in the reactions between Japanese players and players from other countries?

Mr. Cieślar:
I feel that the road for this work, which was released with great attention, was a bumpy one. Many of the initial reviews were negative. The main cause is technical issues. We received reports of the game taking too long to load and causing crashes. The most common complaints about the game’s content were that the quest-driven gameplay was too monotonous and that the combat elements were lacking.

The feedback from Japanese players was similar to that from German and American players. However, Japanese players streamed the game the most and talked about it on social media. This was a real blessing for us and an adrenaline rush. We watched as many streams as possible and gathered feedback. These reactions from Japanese players gave us great motivation to continue developing this game!

── How did you feel after receiving such feedback from Japanese players?

Mr. Cieślar:
It’s very exciting to get feedback from Japanese players. Even if it’s negative! I am very honored that this work has received such a positive response from Japan. We treat your culture and history with great respect.

However, sometimes we make mistakes. For example, when uploading a screenshot, I easily reversed the image, which resulted in the kimono being worn the wrong way, and I ended up dressing a living person in the style of a dead person. Not everyone on the development team is familiar with these cultural implications, so mistakes are sometimes difficult to spot. So, if you have any concerns while playing this game, I would be happy if you could tell me even the smallest details!

Optimization efforts and major updates

── What kind of gameplay improvements are you working on based on the feedback?

Mr. Cieślar:
The most common requests from players include combat, female protagonists, and character customization. Introducing these elements was in our plan from the beginning, but we are a small team and implementation will take time. However, in response to the large number of requests, we have reaffirmed the importance of these elements and are working on them with a higher priority.

── What do you think about the progress of optimization for this work? I heard that you are collaborating with NVIDIA, but what kind of specific cooperation did you have?

Mr. Cieślar:
Optimization is the biggest challenge. Even if we put off introducing new elements, we made it our top priority. Thanks to our programmers and tech artists, we were able to significantly reduce our RAM requirements from 16GB to 10GB. Additionally, with the cooperation of Nvidia, we were able to support DLSS 3.5. This greatly improves the frame rate. Nvidia is also cooperating with the promotion of this work. Currently, I am able to play comfortably on my own laptop. We will continue to work on optimization and lower the required specifications.

── How have players responded to the updates so far?

Mr. Cieślar:
The updates we have released so far have focused on improving QoL (quality of life). It may not have been the most exciting update, but it was necessary for smooth gameplay. The game’s first major update, which added farming, received a very positive response.

── This month, the second major update for this game, “Kintsugi”, has been released. What kind of elements have been added in this update?

Mr. Cieślar:
It took some time to release the second major update, as it brought major changes to the game. For example, villagers used to only produce and consume resources once at the end of the season, but now they do so every day. Villager AI and animations have also been improved to make them move more realistically. Optimization is also continuing.

It’s too long to list all the changes in this update here, so please take a look at the introductory trailer and the official news on Steam!


The future of “Sengoku Dynasty”

── What further elements do you plan to add to this work in the future? Will combat elements be added as well?

Mr. Cieślar:
yes! Combat elements will become even more important. There will be improved battle AI, various weapons, attack motions, etc., and elements such as protecting villages from looting will be added. As a first step in expanding combat elements, we plan to improve hunting and fighting against bandits, but full-fledged combat elements will be added in version 1.0.

On the other hand, for players who don’t like combat elements, we plan to provide options such as making the main character invincible and settings that will prevent enemies from spawning. We hope that a wide variety of people will play this game, from players who like fighting to players who want a relaxing experience.

── How will the story of this work develop in the future? Will any historical figures or events appear?

Mr. Cieślar:
Yes, some very famous historical figures will appear! To avoid spoilers, I’ll refrain from mentioning any more for now.

── How far do you think the current development stage is in preparation for the official release?

Mr. Cieślar:
We plan to release the full version for PC within 2024. Game development is notoriously difficult to predict, but we’re doing everything we can to get version 1.0 to you on schedule!

── Lastly, please give a message to Japanese players.

Mr. Cieślar:
Whenever we see a new review written in Japanese for Sengoku Dynasty, whether it’s positive or negative, we are always filled with joy. It may not be comparable to big-budget blockbusters, but this is a game about Japan, and we have a big ambition to make the experience of living in historical Japan special. We are working hard on development. All your feedback is really important to us. Thank you for helping shape Sengoku Dynasty!

— Thank you very much.

“Sengoku Dynasty” is available on PC (Steam) is now available for early access. The price is 3,599 yen including tax, and the game supports Japanese display. It’s on sale at 20% off until March 22nd.


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