MONGIL: STAR DIVE developers explain why they reduced the grind
Ahead of the game's six-month anniversary, Netmarble developers explain why they changed MONGIL: STAR DIVE's progression systems and what players can expect next.
Key Takeaways
- MONGIL: STAR DIVE producer Lee Dong-jo acknowledged that some launch progression systems frustrated players and prompted a change in direction.
- Netmarble has introduced features such as Field Expeditions and the Pathfinder onboarding system to reduce repetitive gameplay and make progression clearer.
- The developers are preparing Japanese DMM support in November and hope to bring the game to consoles, beginning with PS5, once platform preparations are complete.
Netmarble's MONGIL: STAR DIVE is approaching its six-month anniversary, and its developers are acknowledging that some of the game's original progression systems asked too much of players.
In an interview published by Korean gaming outlet Inven on October 9, producer Lee Dong-jo and business division head Kang Dong-gi discussed how player feedback prompted substantial changes to the monster-collecting action RPG.
Those adjustments include reducing repetitive farming, improving character balance, and making progression easier for newcomers and returning players.
The developers also discussed plans to bring MONGIL: STAR DIVE to additional platforms, including PlayStation 5 and Xbox.
MONGIL: STAR DIVE was originally more demanding than intended
According to Lee, the team always envisioned MONGIL: STAR DIVE as a game players could enjoy casually. However, developers were concerned that making progression too easy would leave players without enough meaningful activities.
That led to systems requiring more time and effort than some players wanted to invest.
According to Lee, the team always envisioned MONGIL: STAR DIVE as a game players could enjoy casually. However, developers were concerned that making progression too easy would leave players without enough meaningful activities.
That led to systems requiring more time and effort than some players wanted to invest.
Producer Lee Dong-jo acknowledged that the team had misjudged this balance. Speaking to Inven, he said, "So we realized, 'Ah, we made a mistake,' and took decisive steps to improve it."
The developers subsequently shifted toward shorter play sessions, including changes that reduced repetitive field farming. One notable change arrived July 8 with Field Expeditions, which reduced the need to repeatedly farm resources in the game's open environments.
The adjustments reflect a broader attempt to make MONGIL: STAR DIVE easier to revisit without demanding extensive daily playtime.
Kang also addressed Netmarble's reputation among players, explaining that the team deliberately sought a different approach to progression and monetization. According to Kang, the developers presented their proposed direction internally and secured approval to pursue it.
Character balance and onboarding were also major concerns
Repetitive farming wasn't the only problem the team identified.
Lee explained that some players struggled to understand the game's numerous progression mechanics, including Monster Ring collection and character development.
The developers initially attempted to address these concerns by shortening early progression sequences, adjusting cutscenes, and improving access to five-star characters.
Eventually, they concluded that the game needed clearer guidance.
That led to the Pathfinder system, which introduces progression objectives alongside rewards intended to help players understand the game's mechanics.
Character balancing presented another challenge.
Lee said the original goal was to make all content accessible using four-star characters, while ensuring that obtaining a five-star character still felt rewarding. However, balancing around that philosophy created an unintended situation where some four-star characters became disproportionately powerful.
Instead of weakening those characters, the developers focused on improving the value of five-star units and strengthening existing characters.
Lee also emphasized the importance of ensuring that characters players enjoy for their personalities and stories remain satisfying to use in combat.
Netmarble is preparing console versions and additional updates
The interview also revealed plans to expand MONGIL: STAR DIVE beyond its existing platforms.
Kang said the company plans to introduce the game through Japan's DMM platform in November 2026.
Console versions are also in development, with PlayStation 5 expected to arrive before Xbox. The team hopes to begin releasing them toward the end of 2026, although certification and platform coordination could affect the schedule.
A Steam release is being considered, but Kang indicated that it is not currently an immediate priority.
The developers also discussed upcoming character costumes. A Halloween outfit is planned for Esde, with winter costumes and designs inspired by traditional Korean aesthetics being prepared for the New Year.
As for collaborations, the team is taking a cautious approach.
Lee explained that the developers want players to become familiar with MONGIL's own characters and setting before introducing outside franchises. He mentioned KonoSuba as a personal example of a property that could fit the game, but no collaboration with that series has been announced.
MONGIL: STAR DIVE approaches its half-year anniversary
The interview comes shortly after the September 30 release of Version 1.4, which introduced Episode 7 of the main story, a new region, and five-star Ice character Isabella.
The update also added new Monsterlings, additional progression content, and anniversary events.
MONGIL: STAR DIVE reaches its six-month anniversary on October 15, marking an important milestone for a game whose developers say they have spent much of its opening months responding to player feedback.
Whether those changes are enough to convince former players to return remains to be seen. However, the interview makes clear that Netmarble intends to keep refining the game's systems rather than treating its original design as fixed.
The full discussion with Lee and Kang is available through Inven's original Korean interview, reported by Yoon Seo-ho.