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Story Highlights
- Pixel Tribe spokespersons Jinsung Choi (Producer), Terron Jung (Content Director), Jeonghwan Lee (System Director), and Dongsun Lee (Art Director) took part in this interview.
- We discussed challenges, the origins of Goddess Order, what sets it apart in the RPG market, and more.
Kakao Games has revealed that their upcoming pixel action RPG, titled “Goddess Order,” is set to roll out globally this September on both Android and iOS devices. This game, developed by Pixel Tribe, promises thrilling combat sequences, distinct knight characters, mini-games, competitive dungeons, and numerous other features. The team at GamingonPhone was privileged to sit down for an interview with the developers from Pixel Tribe. During our chat, they shared insights about the game’s conception, tag-team mechanics, visual design, and several other intriguing aspects.
Please note that this interview has been edited for clarity.
The origins of the Goddess Order and its pixel art roots
The initial part of our interview delved into the roots of the game. In this conversation, our Content Director, Mr. Terron Jung, revealed that the concept had its genesis from the studio’s proficiency in pixel art, which they have been refining since their work on Crusaders Quest.

He explained that the inspiration for creating the Goddess Order came from a desire to enlarge the appealing characters from ‘Crusaders Quest,’ while maintaining an appealing and trendy aesthetic.
In his remarks, he mentioned that during the initial stages, the team debated the appropriate roles for these characters. Later on, he disclosed that ultimately they decided to give them a mix of thrilling fight scenes and compelling drama, ensuring an engaging blend of narrative and action within the game’s storyline and gameplay.
What sets Goddess Order apart in the RPG market
In discussing what makes the game unique, the producer, Mr. Jinsung Choi, emphasizes that its distinguishing factor is the “sensory aspect of gameplay,” which players experience through hands-on control and “the captivating 2D pixel art characters.” Additionally, he highlights the “vibrant world in which these characters breathe to life.
In his opinion, these components work together to form a compelling narrative. Moreover, he emphasized that the combat system stands out as a significant advantage, enabling players to experience immersive, gratifying fights and actions, even on mobile devices, he pointed out.
How the past Crusaders Quest experience shaped the game
After discovering that the main group responsible for Crusaders Quest was involved in this project, I decided to inquire about it. In response, Mr. Jung shared that some concepts they had wanted to incorporate into Crusaders Quest were deferred for later implementation, expressing, “What a pity we couldn’t do something like this back then.

Beyond that, it was reassuring to discover that the team’s “extensive tenure, interacting, and exchanging words with players,” indeed had value. Mr. Jung is confident that this will remain a valuable asset for them as they progress further.
Designing the tag team combat system

Next, Jeonghwan Lee, who holds the position of System Director, revealed that the game revolves around switching between three knights. Furthermore, a distinctive feature called the Link System was devised to “immersively portray the sensation of battling together with other knights.” This mechanism is designed to maximize their role and compatibility in combat.
Depth in team building and upgrades in Goddess Order
Afterwards, Mr. Lee clarified that growth is linked to the knight you personally command and the relics they carry. He revealed that the team structured the game system in a way that allows players to fashion unique, specialized builds by armoring and accessorizing each knight according to their specific needs.

He stated that a team of three knights operates more efficiently in combat when you take into account their skill harmonies and individual roles. Moreover, Link Effects, which are unique advantages granted by specific knight pairings, make players think more tactically about their team composition, he emphasized.
Crafting a charming and unique visual style
After that, we delved into a discussion about the game’s visual aesthetics. On this occasion, Dongsun Lee, our Art Director, characterized the selected style as “endearing, emotive, and distinct,” one that effectively encapsulates the game’s essence.

Alongside Mr. Jung’s observations, they aimed to enhance the character sizes in contrast to “Crusaders Quest”, thus enabling them to portray “more intricate actions and feelings”. They focused on a visual style that optimized the opportunities for “compelling mobile-based action storytelling”.
Over time, the appearance of the game was shaped through continuous refinement and optimization of the initial concept, a process which Mr. Jung called “a thrilling and entertaining adventure.
How the team balanced gameplay for casual and hardcore players
During the interview, Mr. Jeonghwan Lee shared that since their game is designed for mobile devices, they prioritized “the essential aspects such as proper usage of skills and character switches at opportune moments.” To ensure an enjoyable user experience, they intentionally kept the controls less complicated, which facilitates frequent basic attacks and generous opportunities for parrying.
He emphasized that each knight’s unique setup and role combination contribute significantly to the overall synergy. For dedicated players, the ‘Hero Monument’ serves as a stage to demonstrate their proficiency in these aspects. This late-game feature is intended to challenge players by matching skills against others.
The role of music and collaboration with Jo Yuri
In my own words, the statement could be: I was wondering about the significance of music in their game and their collaboration with Jo Yuri. Upon this question, Mr. Jung explained that music is crucial because the game is centered around a narrative.

The team collaborated with Jo Yuri in developing tracks that “tell the grand narrative of the game, as well as the characters’ stories,” encompassing both heart-pounding battles and delightful actions. “We are eager for players to anticipate them,” he concluded.
The team is keeping monetization fair for all players
Mr. Jeonghwan shared that the majority of the game’s content is fun for free-to-play (F2P) gamers, but he noted an exception when it comes to “competing for top positions in competitive modes.” He elaborated on a feature called Memory Echoes, which enables players to “completely upgrade their knights.” Additionally, regular live events provide opportunities to collect premium currency, which can be used later to “buy unique artifacts for your knights.” This strategy is designed to ensure that the main gameplay remains balanced and enjoyable for all users.
Overcoming major development challenges
While discussing developmental hurdles, Mr. Jung brought up an initial story concept where “the characters Venitor, Gridor, Aragon, and Irator had all perished.” Subsequently, had they passed away, Aaron was set to venture on the journey of Nigredo and eventually Albedo.

As he looked back at the original design, Mr. Jung mused that it was almost unrecognizable from its initial state – it had undergone such significant changes. Yet, somehow, this early setup still resonated with our own narrative.
Progress came with its fair share of struggles, yet it was also accompanied by “compassion, insight, and bravery… and sometimes, inexplicable strokes of luck,” he observed. These encounters are intertwined throughout the entire game, and he emphasized, “It might sound a bit philosophical, but I truly believe this to be true.
The team’s post-launch content and update plans
Mr. Choi announced that they’ve got a lot in store for content and events, with regular updates coming on a reliable schedule so players won’t have to wait too long. Additionally, the team is currently working on an update aimed at keeping everyone engaged with ‘Goddess Order’ daily, as mentioned by Mr. Choi.
A message to the global community before launch
At the conclusion of our conversation, Mr. Jung expressed that the team aimed to develop a “game that’s both enjoyable and emotionally impactful – one that would leave a lasting impression on players.” To them, the launch was merely the start of continuous development.
He also emphasized their intention to construct a “collaborative game experience with our players by maintaining regular dialogue.” This approach aims to generate delightful moments and treasured experiences for the players, “all while gaining motivation, vitality, and precious memories of our own,” he highlighted.
In the end, he expressed his gratitude to the global community, saying, “Your patience has been instrumental in getting this game off the ground. For that, we are deeply appreciative.
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2025-08-17 09:43