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Earth Dancers, we’re holding an art contest to celebrate the launch of Rune Factory: Guardians of Azuma on Nintendo Switch, Nintendo Switch 2, and Steam! General Rules: Additional Requirements: What counts as ‘fanwork’? Winners: Prizes: Categories: Divine Dance: Romance Monsters are Friends, Too! Sacred Handicrafts We can’t wait to see what everyone creates! Don’t forget […]
Rune Factory: Guardians of Azuma is one of the very first titles launching on Nintendo Switch 2 on June 5, 2025, and we couldn’t be more excited! We know there are a lot of questions about how the game works across both consoles, so we’ve put together this FAQ to help clear things up. If […]
We’d like to apologize for the inconvenience caused by the suspension to the Limited Time Fantasy Fair. Today, we’re happy to announce the release of the Ver. 1.2.1 update and rescheduled event period for the Limited Time Fantasy Fair. Ver. 1.2.1 Update DataThe Ver. 1.2.1 update data will be released on the date listed below. […]
Hello, farmers! Today marks the unveiling of the winners of the #SoSAWL Fanworks Contest! We asked the community to send us their most creative fanworks for a chance to win in one of three available categories and you delivered. Please enjoy this gallery of selected entries as well as the winning fanworks. Special shoutout to […]
Hello Earthmates and welcome to our second localization blog about Rune Factory 3 Special. This time we’ll be covering the English voice recording process for the game. For the same reasons as the all-new translation covered in our first localization blog, Rune Factory 3 Special features a new cast of actors giving life to the […]
Hello Earthmates and welcome to our first localization blog for Rune Factory 3 Special. This blog will serve as a short introduction to the game, our approach to localization, and what’s new in the Special version. About the Game Rune Factory 3 Special is a remaster of the third mainline entry in the RPG/simulation series, […]
The #SummonYourTrigger Fanworks Contest has come to an end, and we want to give a big thank you to everyone who participated! We loved seeing your creativity shine through your art, and we hope you had fun summoning your very own Trigger. To everyone, please enjoy this wonderful gallery of our winners and the other […]
Hello again, farmers, and welcome to another localization blog for STORY OF SEASONS: A Wonderful Life! In our last blog, we talked about some of the name changes players can expect in the new localization, the new character designs, and our general localization direction for the game. If you haven’t checked it out yet, we recommend you give it a read before (or after!) you dive into this blog.
Hello, fellow farmers! We’re incredibly excited to be working on STORY OF SEASONS: A Wonderful Life, and we couldn’t wait to share a sneak peek at our localization with you. This title means so much to so many people (our team included!), and we knew that localizing it would require time, care, and a lot of love.
Thank you to everyone who participated in our #GreetingsFromNMH Postcard Contest! Please enjoy a gallery of selected entries and let us know your favorites on Twitter. Special shoutout to everyone who participatedRead More...
The second DEADCRAFT DLC, “Jessie’s Wasteland Wares,” is a standalone mode starring the character Jessie, who appears as a supporting character in the main game. In this mode, she runs a shop to earn money for her beloved Miss Duna.
During the planning stages of DEADCRAFT, the main character Reid was originally a normal human, not a half-zombie. Although the game featured lots of zombies at the time, they were not the main attraction. They were used more for worldbuilding and to add some flavor to the game.
Gallery: Rune Factory 5’s Fanworks of Rigbarth Contest + Winners Reveal! Greetings, Rangers! We’d like to thank everyone who participated in the Fanworks of Rigbarth Contest. We received hundreds of entries fromRead More...
This is Hisashi Fujii, the producer of DEADCRAFT at Marvelous. The idea for this game came from Kenichiro Tsukuda, the head of Marvelous Global Games Studio, who asked me if I would be interested in doing a life simulation game set in a post-apocalyptic world.
DEADCRAFT’s art direction was conceived by a team of four people: the director (Akira Kurochi, myself), the producer (Hisashi Fujii), the art lead, and the lead concept artist. . In the early stages of development, we met face-to-face in conference rooms, but our meetings eventually shifted toward remote work due to COVID. Since we were not used to developing remotely, we encountered difficulties with miscommunication and conflicting ideas.
In DEADCRAFT, you can live a self-sufficient life, growing vegetables in your fields and killings rats to cook their meat. However, we wanted to make a survival game that provides players with multiple pathways to their next meal.
From the beginning of development, we had already decided that frankies (loyal zombie followers) should be growable like crops and that the main character would be a half-zombie, but we wanted to give the game an even stronger hook that players hadn’t seen before.
The first DLC for DEADCRAFT, “It Came From the Junkyard,” was conceived in the early stages of development. We started with the general idea of an additional story like you often find in manga, where after beating the game an even stronger enemy appears, and you must team up with your friends to defeat the new foe.
DEADCRAFT focuses on the story of its main character, Reid, but the lives of NPCs such as Vernon, who asks Reid for help, are also woven into the game’s overall narrative. When creating the story, we took care not to make Reid and other characters virtuous heroes. After all, a sense of morality would limit gameplay options in the lawless lands of the apocalypse.