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Showing posts with label SHUEISHA GAMES. Show all posts
Showing posts with label SHUEISHA GAMES. Show all posts

Check Out the New Prologue Trailer for Chronoscript: The Endless End!

Tokyo, Japan – June 6 | SHUEISHA GAMES Co., Ltd. (Headquarters: Chiyoda-ku, Tokyo; hereinafter "SHUEISHA GAMES") is pleased to announce that Chronoscript: The Endless End, an exploration-based 3D action-adventure game developed by DeskWorks Inc., is scheduled for release in Fall 2026.


In conjunction with this announcement, the Prologue Trailer was revealed at the game showcase Future Games Show, offering the first look at the character designs for the mysterious writer and the protagonist, an editor, as well as the new stage “Ancient Egypt.”

Prologue Trailer Revealed at Future Games Show!

The new stage “Ancient Egypt” is revealed, alongside the first look at the character designs for the mysterious writer and the protagonist, the editor!

This trailer finally reveals a range of new stages that have appeared throughout the vast manor, the visual design of the “writer” who holds the key to the story, and the 3D appearance of the protagonist, the editor. Please enjoy the latest footage and immerse yourself in a world where mystery and beauty intertwine.


*All images shown are from a work-in-progress build.

About “Chronoscript: The Endless End”

A thousand years of words… waiting for your final mark.
“Chronoscript: The Endless End” is an exploration-based action-adventure game where you, an editor trapped within a manuscript, must unravel a thousand-year story that writes itself beyond its end—across 2D pages and a 3D manor.

Prologue

The year is AD 2026.
After finally bringing his long-running series to an end, a certain Editor receives a mysterious summons from a new Author.
He makes his way to the Author's grand residence, sequestered deep in the mountains. There, he is bitten by a mosquito and instantly loses consciousness.
When he wakes, he finds himself trapped within The Endless End, a manuscript penned by the Vampire Mistress of the estate.


Key Features from "Chronoscript: The Endless End"

  • Hard-hitting Action
    • Rooted in the satisfying challenge of classic 2D action platformers, the game evolves as you play, unlocking dynamic ink-traversing moves, as well as unique abilities to be used in exploration and combat.
  • Confront "The Ruined"
    • Souls who met gruesome deaths in life have been resurrected and now stand in your way as twisted, corrupted versions of their past selves. Defeat them to unravel the tragic threads of their fate.
  • Traverse the Many Eras Depicted within the Manuscript
    • Within the manuscript pages lies a vast world of stories, tales written by the Vampire Mistress across a thousand years and countless lands.
  • Intricate Artwork
    • The story's protagonist, enemies, and backdrops are all hand-drawn with pen and ink. The frame-by-frame animation style gives them an eerie sense of life.

Characters

Vampire: Viola S Chambers

An author cursed with immortality, she has been writing an "endless story" for a millennium. Having lived for so many centuries, and undertaken so many stories, she has lost sight of the end.
Now, she calls upon our Editor in hopes that he will be able to uphold his ancestor's promise and finish the tale.



Editor: Frederick G Muller

A taciturn editor who has brought many a long-running publication to a concise finish. After answering a summon to a secluded manor from a new author, he becomes trapped within the thousands of pages of her manuscript.

He must now dive deep to make sense of each bewildering story, while also attending to the Author's anguish and loneliness to bring the "endless story" to its conclusion.


We will continue sharing updates on the official Chronoscript: The Endless End X account (https://x.com/Chronoscript_PR). Please follow us and stay tuned for more news!
  • Chronoscript: The Endless End — SHUEISHA GAMES Website: https://shueisha-games.com/games/chronoscript-the-endless-end/
  • Chronoscript: The Endless End — Official X: https://x.com/Chronoscript_PR
  • Chronoscript: The Endless End — PlayStation® Store Page: https://store.playstation.com/concept/10016840
  • Chronoscript: The Endless End — Steam® Page: https://store.steampowered.com/app/4018380/Chronoscript_The_Endless_End/
  • DeskWorks Official Website: https://deskworks.jp/
 

About DeskWorks Inc.

DeskWorks Inc. is a small development team specializing in unique art styles and gameplay experiences. With a deep love for and understanding of exploration-based 2D action-adventure games as players, they are bringing their best ideas to the genre as developers.

The "PlayStation Family Mark" and "PlayStation" are registered trademarks or trademarks of Sony Interactive Entertainment Inc.
©2026 Valve Corporation. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries.

Article by: Susan N.
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ANTHEM#9 - PC Review

ANTHEM#9 by developer koeda and publisher SHUEISHA GAMESPC(Steam) review written by Richard with a copy provided by the publisher.

 
Estimated reading time: 6 minutes 

Well folks, if I was able to tell my past self I’d be reviewing a gem matching game, I’d certainly have a weird look on my face. Here we are though, and boy was I pleasantly surprised, and hopefully you will be too.

ANTHEM#9 is weird title that’s a combination of roguelike and “match 3”, except the 3 isn’t always 3. If you think that’s kinda weird, it’s because it is. It’s a bit awkward to describe, but I’ll do my best here for you. Basically you have a sort of tree of “choices” you progress down to get to the end. Each “choice” can be one of a few things, such as: a battle, skill alteration, a shop, healing, or an event. Most of the options are battles of some kind, but each time you progress forward to the next branching choice, you can select above, on, or below your current row if a choice is available.

So then, battles are up next! These uniquely styled encounters are definitely a fresh take on combat. The basic rundown is that you will have two different lists of skill sets, each skill with it’s own “combination”. You will get a new spread of gems each turn and swap your currently available skill set, and you have to select them in orders that fill out the combinations for the skills. Skills can be used repeatedly if you have the necessary gems, and overlap is allowed. For example, of the three gem colours you use, one skill has green, red, red, and another is red, red. If you put green, red, red into the order, both of those skills will activate. The game also helps you out a little and the gem on the skill card will flash for the next one in the combo if it has been started.

This here is where the roguelite part really kicks in. You start with some really basic skills at the beginning. As you win battles and visit the shop or skill altering nodes in your mission progress, you can replace your current skills with ones you find or buy, or change the combination required to activate them. Skills can also be upgraded twice, either with the same skill or a specialized material specifically for upgrading. It becomes an interesting strategy when you need to balance between powerful skills with long and annoying combos or easy to make combos with underwhelming power or abilities.

Now, what is a battle if your opponent can’t attack you? Well, you can actually make that happen! At the beginning of a turn, you’re told what the enemy is going to do. Skills that do damage also attack enemy stamina, which is what they need to use their own skills. Since you make all your moves first, if you build up enough stamina damage you can cancel a skill. Key note here, you can cancel one skill per stamina gauge you empty, so if an enemy has four attacks lined up, to fully cancel them you need to do four stamina bars worth of damage, which can be a bit difficult.

Enemies can use more than just basic skills, so what if a powerful or annoying skill is at the end of a chain? Well, you actually have action points you can use during battle. Action points serve two functions here, one being to change the order of the enemy’s attacks, the other is to activate the player character’s unique ability. When shuffling an enemy’s turn order you can move the whole order up or down one spot, the turn order wrapping for the skills on the ends. This can create an interesting strategic point where you have to weigh whether you want to spend potentially critical action points on shifting turn order or using a character unique skill.

The unique mechanics behind the different player characters are all pretty interesting too. Not only do they have their own unique ability, but they have their own skills different from the others as well as their own unique mechanic. For example, the first character you have access to has the ability to transform gems from one colour to another and her skills are able to inflict poison on enemies. Another character has gems that come in pairs and can split them and gain buffs that increase damage. Each character feels completely separate from each other giving a nice fresh feeling when trying out the different characters.

Another interesting aspect of the battling is the use of blessings. Every turn you can select a blessing from your deck. Blessing have different effects and can be either permanent or one time uses. After a fight you get offered a blessing, and I didn’t catch on at first, but the blessing you choose gets added to your deck, not used. Yes, before you ask, you can run out of blessings to pull from during combat, and yes you can skip using one if you want to save them. Honestly there were some times I was saved by a good blessing at the right time, like the one that does stamina damage helping cancel a big attack.

Each character also has their own “campaign” missions, although the term campaign is used really loosely here. The story is basically the characters are all special agents and you’re fighting inside people’s psyches for world peace or something. Don’t expect much in the way of real story here, you’re coming for the gameplay not story time.

Now I feel obligated to tell you this looks and feels a bit like a mobile game. It kind of feels like it could be one as well. Not in a bad sense mind you, just that it’s very minimal in its presentation. ANTHEM#9 certainly isn’t lacking in graphics or background music, but I could totally see this running on my phone fine, and my phone is definitely “aged”, as it were. Despite my initial hesitation about a gem matching title, I have to say I was happily surprised by not only the depth of gameplay offered, but by how fun and addictive it was. Seeing a massive combo count and completely canceling an enemy’s moves while seeing their health bar plummet? Totally satisfying. Fair warning though, the game isn’t exactly super easy. Sometimes this is by design, sometimes this is because you’re given only green gems AND ONLY ONE SKILL TAKES GREEN GEMS WHY DO I HAVE SO MANY? *ahem*. On a positive note, if you get your face rubbed in the dirt, you can actually just retry the battle, so you won’t “lose” a bunch of progress or anything, but it certainly makes you feel bad. 

Overall ANTHEM#9 is a fun and quirky title that’s pretty addicting. With a good balance of strategy and luck, it’s very rewarding to see your planning pay off in big combos and big damage. The game is entertaining and rewarding and contains some surprisingly in-depth strategizing over skill selection, blessings, and when to use your action points to turn the battle in your favour. I do highly suggest you check this title out.


Score: 8 / 10
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Sigono Releasing Opus: Prism Peak in 2025 on Steam!

TOKYO, JAPAN - September 24th, 2024 - Tokyo-based publisher Shueisha Games, alongside developer SIGONO, are proud to announce that their single-player magical realist narrative-driven adventure OPUS: Prism Peak was part of this year’s Tokyo Games Show on the 26th - 29th September 2024.


Capture the moment, then learn to let go in OPUS: Prism Peak, which is coming to PC via Steam in 2025. In the meantime, wishlist and follow OPUS: Prism Peak on Steam to keep up to date with the latest news and announcements.

About OPUS: Prism Peak


OPUS: Prism Peak is the 4th entry of the award-winning OPUS series whose signature is a unique take on narrative driven games with a distinctive east-meets-west storytelling and art style, blending exploration with themes of love, soul, and self-fulfillment.

Play as a photographer weary from life’s bad fortunes, stumbling into an ethereal realm while driving back to your hometown. To escape, you’ll have to confront elements from your past and learn to make peace with them through the lens of your trusty camera. Along the way, you’ll encounter the many spirits inhabiting this ethereal land, one of which is a mysterious young girl who knows the way out. 

Will you trust her, or is there a deeper mystery at play?

OPUS: Prism Peak features a beautiful art style with its softness and warm colour palette matching the heartwarming tone that the series is known for.

The previous entries in the OPUS series include:

OPUS: Prism Peak on Socials




About SIGONO


SIGONO is an indie game studio with a mission to create heartfelt experiences that connect people. Their OPUS series, which started with OPUS: The Day We Found Earth, has gained recognition for its touching stories and beautiful soundtracks, reaching a combined 10 million downloads. In 2021, the latest entry, OPUS: Echo of Starsong, won international accolades and critical acclaim. SIGONO continues to strive towards creating meaningful storytelling experiences that bring joy to players.


About Shueisha Games


Shueisha Games, founded in February 2022 and headquartered in Tokyo, is an enthusiastic and experienced team responsible for the planning, development, and sales of many titles for consoles, PCs, and smartphones.
 

Article by: Susan N.
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SOULVARS - PlayStation Review

SOULVARS by developer ginolabo and publisher Shueisha GamesSony PlayStation 5 review written by Nick with a copy provided by the publisher.

Estimated Reading Time: 5 minutes

SOULVARS is an interesting game. I had heard about it some time ago when it released to widespread acclaim in Japan as a mobile title. A lot of those elements translated well to the console release, but it’s not always a seamless transition and despite some deep systems that kept me interested in progression, there were some other aspects of SOULVARS I found somewhat lacking as well.

To start, SOULVARS just drops you into the fray. Now, some games do that rather well, working in some lore and / or character building during these encounters. Sometimes you get some flavor of the big bad bosses to come, or some unlocked future power but there’s really none of that world building in the beginning. You’re just tossed into a battle that does an adequate enough job teaching you combat basics before moving you along into the story.

In some ways, this is the most frustrating aspect of SOULVARS for me. There’s this promise of a bigger world, some interesting narratives of how technology has ruined the world teased out and never fully realized. Character interactions generally feel shallow. Most interactions are a line or so. There’s plenty of background information that can be found in the menus, and I read through it and liked the gist of what was there, but to have it optionally presented in such a way really creates a strange disconnect from the actual gameplay.

With this being a mobile port, I didn’t have particularly high expectations of the overall presentation, but SOULVARS actually held up better than I expected here. The sound and music were pedestrian and never particularly memorable to me, but I enjoyed the pixelized style of the visuals. That’s probably one of the aspects of SOULVARS that translates best to console. It was likely a sharp design choice for smaller screens such as mobile phones, but it still works well on the big screen. The environments simply ooze sci-fi style, dripping with water, neon colors splashed against darker backdrops that actually do far more to set up the atmosphere than the story or dialog ever did. You can tell some interesting, terrible things happened by the bodies and ruined technology found all over the place, it’s just never really explained in-game in an interesting way.

There is a continually running clock as you navigate maps and partake in different quests that hangs over your head as you play the game, but most of the time my focus was on the combat. Here is where SOULVARS was both most interesting to me, and somewhat disappointing. Maybe ‘disappointing’ isn’t quite the right word, but when I think of a game that advertises itself as a ‘deckbuilder’ I think of actual cards. Maybe it’s just my years of playing Magic: The Gathering and other card games that have my expectations slanted in such a way, but SOULVARS has a different take on that term. So while it was not what I expected, it was still a pretty deep system once I got into it.

That however, was another of the challenges – ‘getting into it’. The tutorials explain the basics, but they are not the most easily digestible introductions to gameplay I have ever seen. SOULVARS doesn’t feel terribly welcoming to new players (though there are a plethora of options to help tweak the experience to your liking at least). But with some time coupled with trial and error, I definitely got into the combat more and found it pretty rewarding once I knew what I was doing. I'm okay with how the combat system wasn't quite what I was expecting going into it, but it probably did make it a smidge more challenging for me to wrap my head around as well.

The ’deckbuilding’ is more of a concept that revolves around action ‘types’. Different skills or pieces of equipment have action types assigned to them. These then get put into a pool of actions that you draw at random and then get to choose which to leverage. There’s an action point system that lets you build up more attacks that can be strung together into combos. So for example, if you equip a sword on your character, it can boost that character’s stats, but it may also add a couple of sword slash actions, a self-boosting action and a guard action, all of which may be drawn on your turn. If you have a fire spell as a learned ability, casting it doesn’t hit the enemy with that spell – it puts a fire ‘action’ into your pool that can be drawn.

Technically all of this is explained at the start (and thankfully there is a nice glossary built into the menu system that can help you go over these types of systems in some detail), but I found it a bit unwieldy at the start. It didn’t really sink in for me fully until I started moving pieces of gear around on my characters and customizing them with special nodes that can add abilities or additional action types to the gear.

Combinations and character progression were pretty fun. I wonder though, if this worked better as a mobile game in part due to people playing it in smaller, bite-sized chinks for time. My console experience usually went like this: Fire up the game, enjoy exploring a new dungeon for a bit, get some gear, tweak my characters – lather rinse and repeat. I think if I was playing for ten or twenty minutes and then putting it down for several hours, that would work better than sitting down and playing for nearly three straight hours, followed by four later in the afternoon. A sense of repetition and sameness started to set in during those longer sessions that I simply couldn’t fully shake. I suspect a lot of this comes back to my feelings of narrative shallowness during gameplay.

In the end, SOULVARS is an above-average turn-based JRPG with some interesting ideas both narratively and in the gameplay. However, none of it is overly approachable. The worldbuilding is there in the fringes, but never fully surfaced during the game in a way that I enjoyed. Character development was sort of lacking from me from a story standpoint – I actually enjoyed customizing their gear and abilities more. However, areas and combat begin to feel repetitive when played for long stretches, and in the end I felt as though SOULVARS was fun enough, but could have been so much more as well.

Score: 6 / 10

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Turn-based Deckbuilding RPG, SOULVARS, Announces Release Date and More Platforms


Japan - May 20th, 2023
- Publisher SHUEISHA GAMES and solo developer ginolabo are thrilled to announce that SOULVARS, the popular turn-based RPG deckbuilder, will be coming to Nintendo Switch, PS4, PS5, Xbox One, Xbox Series X|S, and PC (Steam, Epic Games Store) on June 27th!
 
Inspired by classic JRPGs with modern gameplay elements, this action-packed pixel art game provides players with a nostalgic yet fresh experience. Both fans of classic JRPGs and newcomers to the genre will surely enjoy the innovative gameplay mechanics, pixel art visuals, and memorable soundtrack.
 
SOULVARS will be featured in the upcoming Steam Next Fest with a demo from June 19th-26th, so be sure to check it out! In the meantime, watch the new gameplay teaser trailer for a glimpse at what to expect:



In SOULVARS, the emergence of grotesque Dominators has brought about the consequences of technology for humanity, and as a result, Elite units comprising Soulbearers - the next generation of humans born with alternate Souls - are deployed around the clock to intercept and counter these attacks. Players take on the role of a Yakumo, a freelance Soulbearer, as he handles assignments from private military contractor "DDO" (Dominator Disposal Organization).

Gameplay Features:

  • Classic JRPG nostalgia with a modern twist - Players immerse themselves in a game that blends the best of two worlds: stylish pixel art animations and dynamic, turn-based tactical planning.

  • Deckbuilding combat system - Collect gear to expand your Soulbits - cards for your hand - and personalize your deck, then mix and match various Soulbits to uncover new attacks and unlock over 100 different Arts and Abilities. Hunt for rare and powerful gear by defeating unique Dominators on your journey to mastering the ultimate Arts!

  • Party-based combat - Each enemy is a puzzle to solve, a challenge to overcome! Customize your party to deal with different enemy types, identify their weaknesses and combine Soulbit actions to unleash over 200 powerful finishing moves!

  • Compelling narrative - Through Yakumo and his fellow Soulbears, uncover the dangers of unchecked technology, the origins of the "DDO" (Dominator Disposal Organization), and the conspiracies behind the emergence of the Dominators.

  • Localized in 12 languages - Both interface and subtitles are available in English, French, Italian, German, Spanish, Brazilian Portuguese, Russian, Simplified and Traditional Chinese, Japanese, Korean, and Hindi so players worldwide can enjoy this action-packed adventure.


SOULVARS
began as a passion project for solo developer, ginolabo, and was initially designed as a classic JRPG. It became a huge success when it was released as a mobile game for Android and iOS in early 2022, soaring up the rankings to #1 for paid RPG apps and #2 for paid game apps on both Google Play and iTunes in Japan, and continues to garner wide acclaim among mobile gamers.
 
Ginolabo secured the support of SHUEISHA GAMES, the gaming branch of Japan's largest manga publisher, to bring SOULVARS to PC and multiple gaming consoles. SHUEISHA GAMES recognized the game's success on mobile and is collaborating with the developer to ensure that the launch on other platforms is not a simple port, which is often the case with mobile-to-console adaptations. Gameplay has been optimized and enhanced for PC and consoles, featuring a horizontal UI and intuitive controller support that delivers a seamless and dynamic gameplay experience on bigger screens.
 
Through the collaboration with SHUEISHA GAMES, ginolabo has also partnered with the prominent mangaka, Shiro Usasaki, on the character illustrations in the key visuals and in-game. Usasaki is best known for their work on mangas such as Act-Age.
 
Prepare to embark on an action-packed journey when SOULVARS simultaneously launches on Nintendo Switch, PS4, PS5, Xbox One, Xbox Series X|S, and PC (Steam, Epic Games Store) on June 27th! In the meantime, stay updated with news by checking out the official website and following on Twitter and Facebook, and check out the demo during the upcoming Steam Next Fest in June!


About SHUEISHA GAMES

​SHUEISHA GAMES is a new video game publisher born by crossing the boundaries between the publishing and game industries, founded by the owners of the influential and popular Jump shonen manga publications and Viz Media. SHUEISHA GAMES aims to combine the ability of a publishing company to find and nurture new talent with the power of a game company to develop and deliver titles, bringing unique games to a worldwide audience.
 
SHUEISHA GAMES’ first wave of titles includes The Tower -To the Bottom-, Captain Velvet Meteor: The Jump+ Dimensions, SOULVARS, ONI: Road to be the Mightiest Oni, and UKIYO, with an upcoming large-scale collaborative effort in the works with NetEase Games titled unVEIL the world currently in production. Early recognition for their works includes awards from Japan’s premier indie showcase BitSummit, and selections by Day of the Devs, The MIX, INDIE Live Expo, and Asobu Indie Showcase.


Article by: Susan N.



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