‘Dokkaebi World’ is a 2.5D MMORPG built on the foundation of traditional Korean folklore. It places 2D pixel characters on 3D backgrounds, applying 3D lighting and shadows to the pixel characters as well. Instead of class restrictions, it adopts a deck-building structure where players create their combat style by combining 12 skill types. The game blocks open-world PK on server fields, with PvP taking place only in dedicated matching areas. The original work is the Naver web novel ‘Myeolgwi Sudojeon’, and the game is set 300 years prior to the events of the novel.
Kakao Games held a media showcase in Seoul on the 20th and conducted a joint interview with the development team. Producer Park Sung-jun and Director Jang Su-min from Supercat, alongside Cha Myung-soo, Head of Business Division at Kakao Games, attended the event. Questions focused on the game’s key differentiators, target player base, monetization structure, the scope of involvement for AI assistant ‘Myorong’, relationship with the original work, and competitiveness at launch.
‘Dokkaebi World’ opened pre-registration on the 20th ahead of its official launch in October. Below is the full Q&A session from the event.

Q. This is an MMORPG based on traditional folklore and dokkaebi. What is the key charm you want to showcase first to players encountering it for the first time?
“ It is the graphics. We are using 2.5D graphics, placing pixel characters over 3D backgrounds. Rather than simply placing pixel characters on a 3D background, 3D lighting and shadows are applied to the pixel characters as well. Supercat has long conducted R&D to develop games utilizing pixel characters, and ‘Dokkaebi World’ is the culmination of those efforts.
Pixel characters have the advantage of making every character stand out clearly. We plan to leverage this strength to better present traditional folklore.
Q. What core content do you hope players focus on and enjoy the most? What is its main differentiator?
“ Players can freely combine 12 skill styles and around 90 different skills. You can adjust your combination to suit your situation and the strategy required by the content. We believe building a combat meta tailored to your personality and needs is the game’s key differentiator and core appeal.
Q. What target audience are you aiming for in the current MMORPG market?
“ It was designed for players who enjoy online MMORPGs. We targeted players who appreciate pixel graphics, a Korean worldview, and the fun of hunting and growing together.

Q. Player communication has become crucial in recent live-service games. How do you plan to communicate and reflect user feedback?
“ We have prepared a system called ‘Dokkaebi Assembly’ within the game. It is a process where players directly submit feedback, and if upvoted, it is delivered to the developers. We are preparing this in a format where developers comment on each submission and transparently share the results.
Q. MMORPG players face high spending fatigue. How does your BM stand out?
“ When using the exchange, player-to-player trading is enabled using free currency rather than paid currency. It utilizes a free currency called ‘Geumjeon’, which can basically be earned in-game. Since the economy revolves around this, we believe it sets us apart in terms of easing the financial burden on players.
Specific details are being finalized and will be revealed sequentially in the future.
Q. It evokes a pixel aesthetic similar to ‘The Kingdom of the Winds: Yeon’. Some players might feel the two games are similar. What did you focus on to give ‘Dokkaebi World’ its own identity, and what does this title mean to you as an original IP?
“ ‘Dokkaebi World’ is based on ‘Myeolgwi Sudojeon’. We collaborated with the web novel author from early planning stages to expand the worldview and make the IP feel more multi-dimensional. Those who have read the original work will notice a 300-year time difference between the novel and the game, and we utilized that time gap so players can enjoy a richer narrative.
Since we adapted this IP into a game, it could lead to even more games in the future, and we plan to continuously expand it to accommodate richer stories.
Supercat is a company with a strong foundation in pixel graphics. Looking at our previous titles, we have built many games in pixel art. We hope you understand that we are continuing to evolve this strength to become a developer that can show even more through pixel graphics.

Q. Are there specific revenue targets or internal benchmarks set for this new release?
“ While strong revenue results would be welcome, it is difficult to discuss specific targets or revenue ranking goals. However, we are preparing for a successful launch, and we believe that if we maintain a stable service after release, revenue results will naturally follow.
Q. Competing titles are launching back-to-back starting this month, making an October release relatively late. What makes you confident in its competitiveness despite this?
“ There are two main factors. First, there is no open-world PK on the server. Through this, we encourage cooperation in hunting zones. Field bosses are not controlled and claimed by a select few; instead, the more players gather, the greater the rewards distributed to a larger number of people.
In that aspect, we believe we are taking a unique approach compared to other MMORPGs. The game’s distinctive feature and main appeal lie in the absence of fixed classes, allowing players to showcase their freedom and individuality through skill customization to create their own combat strategies.
Regarding the inclusion of mounts, pets, and brand ambassadors, it may give the impression of targeting female players, but we view it as an extensive preparation for players to freely express themselves and develop their characters. While we cannot disclose the update roadmap currently, we are internally planning to provide diverse experiences and continuous fun post-launch.
‘Myorong’ will initially be offered at a beta level to guide players on gear enhancement and skill development when they face growth challenges. The Tower of Ascension AI does not require separate training and simply captures a clan member’s equipment and growth status for activities like Barrier Defense or Yoshin Subjugation.
We are preparing memberships and passes using the paid currency ‘Yeongseok’, along with standalone items like outfits and mounts in the shop. The pricing details are still under evaluation and will be shared gradually in the future.
The web novel serialization was a collaborative effort from the initial planning stages, incorporating various Korean folklore elements like yogwi (monsters) such as Bulgasari and shamanic creatures. Many of these creatures will appear in the game.
To address concerns about bot farms, our operations team is implementing countermeasures and systemic features to prevent gold farming. In the global market, we believe that K-content based on traditional Korean folklore can be competitive and appealing due to its uniqueness.
‘Myorong’ is designed to assist gameplay without recommending paid currency items, aiming to prevent homogenization by providing spell arts tailored for specific content and PvP scenarios. The gap between the web novel’s serialization schedule and the game’s updates was discussed with the author to align narratives and future story developments.
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