An interview with producer Yuito Kimura was conducted recently at a media event for “Shadowverse: Worlds Beyond” held in Taipei, Taiwan. This article presents the English translation of that interview.


Q: The competitive card game app Shadowverse will celebrate its 10th anniversary this year since its release in 2016, and it remains a consistently popular title among many smartphone games. Shadowverse: Worlds Beyond was originally scheduled for a 2024 release, but with its predecessor approaching its 10th anniversary, why are you releasing another live-service game at this time? What is the intention behind releasing it as a standalone, brand-new sequel instead of a major update to the existing game?

A: We’ve been operating the original Shadowverse for about nine years now, and when we look ahead to developing it for 20 or 30 years, we recognize some technical limitations. We felt it was necessary to restart as a new app. By creating a new app, we can offer the enjoyment of a fresh gameplay experience, and it also becomes a more accessible entry point for new players. We believe that once you actually play it, you’ll understand our intentions, so please look forward to the new title.

Q: In the past, you mentioned that both titles would continue to operate in parallel. While many players are currently excited about Shadowverse: Worlds Beyond, we’ve also observed some anxiety regarding the future of Shadowverse‘s operations. Could you tell us a bit about the future operation policies and goals for both titles?

A: For the original Shadowverse, we are prioritizing providing an environment where players can confidently enjoy playing with their existing cards. On the other hand, with the new title, Shadowverse: Worlds Beyond, we aim to deliver a more dynamic and fresh game experience, allowing players to battle and enjoy each other’s company in innovative ways.

Q: Competitive card games, with their deck-building, battle rules, and diverse card effects, often give new players the impression of a high barrier to entry. This can be particularly frustrating for those new to card games. How will Shadowverse: Worlds Beyond guide new players in this regard?

A: We’ve prepared a very comprehensive tutorial feature within the game. While we can’t share many details at this moment, for example, the practice mode includes an “AI Advice Feature (Beta)” to help players learn how to progress through the game in a practical setting. Furthermore, we are preparing various contents for new players outside of the game as well, and we hope that new players will feel comfortable starting and enjoying the game.

Q: For new players who have never played Shadowverse before, how does the development team plan to attract them?

A: The next-generation visual presentation and the dynamic gameplay experience, which we’ve named “Super Evolution,” not only provide even more enjoyment but also make it easier for players to enjoy the game casually. While we can’t reveal many details at this moment, new features like “Shadowverse Park” have been added, allowing players to enjoy the game with friends and other players.

Q: Is there any concern that existing players of Shadowverse will have an overwhelming skill advantage over new players in Shadowverse: Worlds Beyond?

A: While we can’t share many details at this moment, we are making adjustments to the game system, so we don’t have significant concerns about that.

Q: Many new characters have already been revealed for Shadowverse, but the story outline for the new title, Shadowverse: Worlds Beyond, doesn’t seem very clear yet. Could you tell us a bit about what kind of story the new title will have? Also, it appears that characters from Shadowverse will also appear in the new title. How will the relationship between the characters in both titles work? We’re very curious about this. Conversely, is there a possibility that characters from the new title will appear in Shadowverse?

A: We cannot go into detail about the story content at this moment. However, this time, instead of the traditional ensemble drama involving many intertwining characters, the story is structured to focus on a different protagonist in each chapter, developing independent narratives for each.

Furthermore, in this story, chosen individuals from various worlds will participate in a battle called the “Banquet of Wolves.” All the main characters are participants in this “Banquet of Wolves,” and each will throw themselves into the battle with different reasons and feelings.

Previously, at an event held in Japan, we received a question asking, “Will Arisa no longer appear?” To answer this, the worlds of Shadowverse and Shadowverse: Worlds Beyond are connected. Arisa’s journey of “helping those in need” isn’t over yet. The day might come when she extends a helping hand once again.

Furthermore, in card battles, the main characters from the previous title, Shadowverse, will appear in Shadowverse: Worlds Beyond as leader skins. These leader skins of the previous characters will be available for purchase in the shop from the game’s release.

Q: Shadowverse is a card game with an incredibly complex worldview. From a developer’s perspective, what was the initial trigger or inspiration that led you to build such a detailed and rich worldview for a single card game?

A: We believed that to continuously release many card packs and keep providing enjoyment to players as a card game, it was essential to “set the stage in various different worlds.” Only by incorporating a rich amount of information into each card pack—enough to construct a standalone story—could we truly depict an appealing worldview and the vibrant characters living within it.

Q: I saw a new feature called “Super Evolution” in the game. It brings completely new benefits to specific cards, and I found it very cool. How did the idea for “Super Evolution” originally come about? From a development perspective, could you tell us what triggered or inspired this idea?

A: The trigger was when the battle rules for Shadowverse: Worlds Beyond were largely finalized, and I suggested that “we should add a standout rule that represents a new generation of digital card games.” At that time, there were various ideas besides “Super Evolution,” but ultimately, we decided that “Super Evolution,” which further enhances “Evolution”—Shadowverse‘s most distinctive battle mechanism—was the most fitting for its position as a new title in the Shadowverse IP.

The content of “Super Evolution” underwent many adjustments during the development process. One of these was to make the super-evolved follower’s body larger to create a visually impactful design. Based on this visual effect, we also designed changes in abilities. For example, “knocking away defeated enemy followers and sending them flying into the opponent’s leader to deal additional damage” made “Super Evolution” a spectacular and unique system.

As a result, it became a system with a significant impact for players who want to enjoy card battles casually, and for advanced players, it increased the diversity of finishing combos (lethal options), allowing for deeper research and exploration. We hope everyone will experience the unprecedented fun of card battles through “Super Evolution.”

Q: The “Bonus Play Point” system seems to give the second player a significant advantage by making it easier for them to summon powerful cards in the late game. How does the development team plan to adjust this system to maintain game balance?

A: As a premise, in 1-on-1 turn-based card games, the player going first tends to have a significant advantage. In Shadowverse, to balance the win rates between the first and second player, we’ve given advantages to the second player, such as drawing more cards on the first turn, having more evolution points (EP), being able to evolve first, and introducing particularly powerful cards for the second player.

In Shadowverse: Worlds Beyond, while maintaining the element of “being able to evolve first,” we’ve newly introduced the “Bonus Play Point” rule. The development team has conducted extensive test plays and large-scale testing, and we have already confirmed from battle data that the win rates between the first and second player are balanced.

Of course, even after the game’s release, we will continuously monitor players’ battle data, and if any issues are identified, we intend to make swift adjustments and responses.

Q: “Crests” appear to be a highly innovative design that makes it easier for players to understand card usage and the flow of the battlefield. Where did the inspiration for this system come from? And how was its concept devised, or how did it evolve into its current form?

A: Shadowverse has actively pursued esports development, and the game itself has become increasingly complex to allow pro players to demonstrate advanced playing skills. One of these mechanisms is what we call “leader ability granting.” By having the leader possess special abilities for several turns or throughout the battle, highly advanced plays that would normally be impossible became achievable. However, this also led to problems where gameplay became more difficult and understanding the battle situation became more complex, posing a hurdle for new players.

Shadowverse: Worlds Beyond, as a completely new digital card game, aims to be more accessible for new players. Therefore, we introduced the element of “abilities granted to leaders,” which was traditionally difficult to recognize, in the visual form of “Crests” on the battle screen. With the design of “Crests,” it also became possible to grant countdown effects similar to amulets, and abilities that last for several turns are more clearly displayed on the screen. This aims to help new players understand the game content more intuitively.

Q: “Abysscraft” is a new class that combines the existing “Shadowcraft” and “Bloodcraft” classes. Why did you decide on such an integration? I imagine both of these classes had many dedicated players in the previous Shadowverse, so I’m curious about the reason.

A: Shadowverse initially launched with seven classes, and then the new class “Portalcraft” was added, bringing it to an eight-class system. In the course of long-term operation, we gradually recognized “class balance” as a challenge. For a better game environment, we have always strived to reduce the disparities in usage rates among each class.

During the development process of Shadowverse: Worlds Beyond, we re-examined the question, “How many classes are optimal?” After considering factors such as card acquisition difficulty, ease of deck building, diversity in battles, and changes in the arena environment, we determined that “seven classes + neutral cards” was the optimal configuration.

Regarding the reduction of one class from Shadowverse, we also engaged in multifaceted discussions. Ultimately, referencing the configuration that has already shown success in the physical card game (TCG) Shadowverse: Evolve, we decided to integrate “Shadowcraft” and “Bloodcraft” and establish them as the new class “Abysscraft.”

Q: Are there any plans to introduce new keyword abilities or class-specific mechanisms for followers and spell cards in the future? Something like the “Vengeance” mechanic that the Bloodcraft previously had.

A: We do plan to add new keyword abilities and class-specific abilities. However, as Shadowverse: Worlds Beyond is an entirely new digital card game, one of our primary goals is for new players to be able to enjoy it casually. Therefore, we aim to avoid the game becoming excessively complex due to a rapid increase in abilities. We hope to gradually add these new elements at a relatively gentle pace, while looking for appropriate timing that many players can enjoy.

Q: Shadowverse: Worlds Beyond is quite different from the traditional Shadowverse in terms of gameplay and rules, and I hear its mechanics are very similar to the physical card game (TCG) Shadowverse EVOLVE. So, my question is, with these two titles (Evolve and Worlds Beyond) sharing similar core systems, what are the main differences between them?

A: Since Shadowverse: Evolve is a physical card game (TCG), our game design especially emphasizes experiences unique to physical play, such as “flipping cards” and “stacking evolution cards.” Also, players can enjoy advanced psychological warfare during follower attacks through cards that can be activated at specific timings during the opponent’s turn.

On the other hand, as an entirely new digital card game, Shadowverse: Worlds Beyond prioritizes “accessibility” to allow more players to enjoy it casually. For example, it features simple card abilities, an easy-to-understand UI, and exciting visual effects. At the same time, without sacrificing the strategic depth that the Shadowverse IP has cultivated over many years in the esports scene, we’re providing challenging rules and gameplay through designs like “Super Evolution” and “Bonus Play Point.”

In summary, Evolve‘s characteristics lie in its unique physical card game experience and strategic depth, while Worlds Beyond can be said to be a new digital card game that balances accessibility with strategic depth.

Q: I heard that “Shadowverse Park,” a virtual space where players can interact more actively, will be introduced in this new title. This seems to be close to the concept of a “metaverse” as a whole. So, first, what was the main aim in designing and introducing “Shadowverse Park”? And could you also tell us why you chose this format to promote player interaction, rather than other systems?

A: We did this because we have a strong desire for more people to enjoy Shadowverse: Worlds Beyond and to expand the player community. While Shadowverse: Worlds Beyond is primarily a card game, it’s precisely because of this that it’s not actually easy for players to learn the rules and techniques on their own. We believe that an environment where players can learn and grow together with friends and other players is extremely important.

Therefore, through this card game, we hope that players can build deeper connections and that even players who are not very familiar with card games can easily make friends. We aim for “Shadowverse Park” to be a catalyst for players to expand their community, and for it to continuously evolve—or rather, to “Super Evolve”—as a game that anyone can freely enjoy anytime.

Q: I understand that “Shadowverse Park” will be introduced in this new title as a central hub area where players can engage in various activities in addition to traditional card battles. Is there a possibility that unique mini-games, similar to the “Gurabato!” party mode in Granblue Fantasy Versus, will be implemented in the future? (For details on Gurabato!, please see here)

A: We will first focus on card battles. For future developments, we will consider the direction based on how players enjoy the game and their preferences.

Q: Is there a possibility of large-scale tournaments being held in overseas regions other than Japan, and even in multiple regions worldwide in the future? Also, do you have plans to introduce point-based online competitive events (or tournament series) similar to the TEKKEN World Tour or CAPCOM CUP?

A: At this moment, we don’t have such plans, but we hope that if an opportunity arises in the future, we can make it happen.

Q: Do you have a message for Shadowverse and Cygames fans in Taiwan and Southeast Asia?

A: Seeing the significant response from pre-registrations and social media, we strongly feel that players in Taiwan and Southeast Asia have great expectations for this title. As Cygames, we are delivering this work with great confidence, and we hope that everyone, whether they have played before or are experiencing it for the first time, will genuinely enjoy this game.

By cawata-キャワタ-

Shadowverse Magazine代表。過去にはGame Tournament「REIGN」や2Pickレート杯の代表としてコミュニティ大会の制作を担当。