
The sequel to Stellar Blade, ‘Stellar Blade: Blood Rain,’ was unveiled for the first time at the Summer Game Fest showcase. The atmosphere on the ground was nothing short of explosive. Seeing so many North American gamers cheer, get excited, and welcome a game from a Korean developer was—how should I put it—truly surprising, heart-pounding, and deeply rewarding.
The reaction from overseas gamers, who were merely curious when the first game was revealed, was completely different this time. ‘Stellar Blade’ has now become a bona fide hit series that countless gamers recognize instantly by name or even just by its graphics.
After the showcase concluded, I had the opportunity to meet with CEO Kim Hyung-tae in Los Angeles. During this meeting, I was given a surprise, behind-closed-doors look at a 20-minute gameplay demo of Blood Rain.
The hands-off demo was so polished that it was a genuine shame I couldn’t play it myself. Most surprising was that every part of the teaser video shown was composed of in-game cutscenes and actual gameplay footage.
The combat scenes were identical to the demo version, save for the absence of the UI in the video. In fact, the actual gameplay was even more impressive, featuring dynamic camera angles that adjusted to parrying, dodging, and combos, combined with high-speed intensity and flashy effects that never compromised visibility during combat.
The combat direction was particularly impactful. The fast, fluid, and punchy attack motions, the camera angles that shifted continuously with skills and combos (though the exact mechanics were hard to discern in a hands-off session), and the dodge timing that made me move instinctively just by watching—the audiovisual immersion of the combat was incredibly high.

The details of the new protagonist, EVE, including her expressions, movements, and costumes, are also exceptional. Subtle facial changes were expressed naturally, and the intense combat motions were rendered without a hint of awkwardness, even from various changing angles.
There was almost no discernible difference between the cutscenes and actual gameplay. During the boss fight in the demo, the transition from the event cutscene to active control was so seamless that I had to watch the player’s hands to tell when the shift occurred.
Personally, I felt the teaser video didn’t even do it justice; the polish, direction, and immersion of the actual gameplay demo were all outstanding. The fact that the game is only about a year into development is what makes it most exciting.

‘Stellar Blade: Blood Rain’ Interview with CEO Kim Hyung-tae
It was a complete surprise reveal. The reaction on the ground was explosive; how did it feel to see it in person.
“
Honestly, I was so anxious about whether the video frame rate would hold up or if it would stutter that I couldn’t fully process the reaction. But I was deeply moved by how many people cheered so loudly. It made me want to work even harder. I also wished my team members could have heard that reaction together.
You chose the subtitle ‘Blood Rain’ instead of ‘Stellar Blade 2.’ Is there a reason for that.
“
This game has a very clear narrative connection to the previous title. Naturally, there are parts where you can see what happens to the characters from the first game. However, rather than presenting it solely as a direct sequel, we are crafting it as a complete story in its own right, so that players encountering the series for the first time through ‘Blood Rain’ can enjoy it without needing to know the predecessor, while still deepening the overall narrative.I can’t say too much right now, but once you finish the game, you’ll find that not only is the character EVE charming, but the narrative surrounding her has become incredibly robust.
How far along is development? The speed seems quite fast, given that you’re already showing in-game footage at a major showcase.
“
Development has been underway for about a year. We’ve kept almost the entire team intact, and the staff’s skills have improved by leaps and bounds without any wasted effort, which is how we reached this point. That said, rather than rushing to release, we intend to take our time to scale up and add depth to the game’s fun and narrative.It’s hard to give a percentage for development progress. Some parts are well advanced, while others, like narrative or late-game level design, are still in the design phase. We’ve moved past the early stages and the basic framework is in place. We decided to reveal the game now because we felt it was ready enough to show the fans who have been waiting.

What did you focus on most regarding the character design and combat style of the new protagonist, EVE.
“
We intentionally set EVE to be shorter and look a bit younger, but we worked to ensure she fights in a very tough manner and exudes a cool, stylish character presence.When making the first game, I struggled with the character EVE—specifically, whether to leave the character as a blank slate for player empathy or to fill her with personality. Seeing the reactions of players who finished the first game, I realized that players can fully immerse themselves even in a character with a strong, distinct personality.
This time around, we are aiming to give EVE a more distinct character. In terms of combat, we wanted to showcase intense Close Quarters Combat (CQC) with a small-statured character. To keep things fresh, we opted for a new approach to CQC and expanded on various weapons like the reverse-blade sword within the game’s context, offering players a wider range of options.
As for the action system in this title, we are evolving it to allow players to clear the game using only CQC while still retaining the charm of the previous title. The character’s power is now more overwhelming, and each weapon and stance features incredible depth. We are focusing on offering deeper appeal through stance transitions and combos.
When revealing the game for the first time, we wanted to highlight the city as another protagonist. We aimed to create an attractive, complex city that feels like a place where people truly live, drawing inspiration from various Asian cities like Hong Kong, Korea, and Japan.
Compared to the first game, we are prioritizing density in gameplay, focusing on certain linear areas and the charm of various cities. We are making combat in narrow spaces as appealing as combat in wide-open areas, ensuring a balanced experience.
In terms of difficulty level, we are not making the game easier than the previous one. Instead, we aim for intuitive gameplay with an easy mode available from the start. We are focused on creating a fun game first and foremost.
For combat effects, we prioritize real-time generated effects that highlight movements without overshadowing them. Our goal is to allow players to fight by observing movements rather than effects.
Stellar Blade as a series will delve into questions about the future of AI and humanity, offering a slightly skewed perspective without providing definitive answers. Music in the game will be carefully curated to fit the situations and evoke emotions.
With SHIFT UP handling publishing directly, we are prepared with a clear publishing philosophy and focus on delivering an excellent gaming experience. The limitations of different companies mean that they excel in certain areas while struggling in others. As a platform holder, I believe there are inherent restrictions in terms of the user base and regions they target. We are gearing up to engage more closely with users and expand our reach to diverse regions. Our goal is to showcase our capabilities precisely because we are not a major publisher.
When it comes to release platforms, it’s challenging to discuss specifics at this point. However, our aim is to reach as many users as possible. As for showcasing a playable version at other events this year, there are currently no plans in place. But when the time is right and there is demand from gamers, we will consider it. We want to ensure that when we do reveal something, it will be worth the wait.
Regarding the 2027 release target, it’s difficult to confirm at this stage. The project has grown in scale, and we recognize that it will require more time. Development has only been ongoing for a year, as we were providing post-launch support for the previous Stellar Blade until recently. Rest assured, we are committed to diligent development and will present the game when it reaches a significant milestone.
The attention to detail in EVE’s costume design was indeed remarkable, reflecting our dedication to showcasing the quality of Korean games. Our costume designers and developers are highly skilled and focused on enhancing the attraction of the game. While the exact number of costumes is yet to be determined, we can assure you that the quality will surpass that of the previous game.
As for monster design, we are focusing on creating creatures that fit the urban setting of the game. The monsters will be realistic and grounded in a city environment, with some larger creatures included. We aim to strike a balance between realism and creativity in our monster designs.
Celebrating our 30th anniversary in the industry this year has been a significant milestone. This project feels like a commemorative work for this occasion, where we can share our experiences and aspirations with gamers. Our goal is to create a game that not only satisfies us but also resonates with players, fulfilling their expectations and desires. We are dedicated to making this game a source of pride for all involved.
Our newsroom carefully reviews and refines all translations assisted by AI technology.