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🎁 Follow @NTE_GL and repost the post below for a chance to win an iPhone 17 Pro and other awesome prizes!
▼ Prizes
iPhone 17 Pro × 1
Razer Ornata V3 Keyboard × 3
$60 Amazon Gift Card × 20
▼ How to Enter
① Follow @NTE_GL
② Repost this post
▼ Event Ends
May 17 at 11:59 PM (UTC+8)
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#NTE #NevernesstoEverness #NTELaunch #Hotori
NTE Global@NTE_GL
NTE Hotori Character PV丨Echoes in the Vessel The Anomaly within the vessel, the Wine Maker, is still waiting for its old friend. It took the form of that friend's reflection, cast into a cup on the day they made their promise… forgetting how time reshapes all things. But the flowers... they remember.
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GeometryDash.com is live! Play Stereo Madness for free in your browser, explore news, check the Top 1000 leaderboards and more :) /RubRub

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Wuthering Waves, and what's next... A visit to Kuro Games headquarters an exclusive interview with CEO Solon by YTN Team
Full Video: youtube.com/watch?v=xM8HuM…
Q: Looking back, what first motivated the team to take on such an ambitious project?
A: From the very beginning, we realized something important: when a goal feels difficult but the result is exciting, people’s eyes light up. That moment tells us the challenge is worth pursuing. We genuinely enjoy tackling hard problems, because we believe meaningful achievements only come from doing things that are difficult but right.
Q: Your early projects gained attention very quickly. How did that affect the team?
A: When our first product launched, the response exceeded expectations. At the time, it almost made us believe we already had everything figured out. But that confidence was quickly tested. We lacked experience in long-term content planning, sustainable version updates, and large-scale operations. Many issues only became apparent after launch, forcing us to learn by solving problems in real time.
Q: How did those early lessons shape Punishing: Gray Raven?
A: In hindsight, many early versions of our games didn’t fully reach their potential. Those shortcomings became invaluable lessons. When developing Punishing: Gray Raven, we consciously avoided repeating those mistakes. We studied player ecosystems, observed how other successful titles operated, and anticipated feedback before it arrived. That preparation laid the groundwork for a project that has now sustained itself for nearly six years.
Q: When did the concept for Wuthering Waves take shape?
A: With Wuthering Waves, our goal was very clear from the start: to create something players had never experienced before. We drew inspiration from works like Death Stranding, Annihilation, and outstanding domestic animation. Themes such as resonance, abstract spaces, supernatural phenomena, and strong audiovisual expression naturally pointed us toward an open-world action game.
Q: Sound and “resonance” play a major role in the worldbuilding. Why was that important?
A: We wanted sound to be more than atmosphere, it needed to be a narrative force. The idea of a world-altering resonance, a low-frequency “lament” capable of reshaping reality, became the foundation of the setting. From there, the world, its conflicts, and its powers gradually took form.
Kuro aims to create concepts players have never experienced before. Inspirations include:
- Supernatural themes.
- Strong mechanical and emotional imagery.
- Music as a storytelling medium.
Q: How do you ensure cohesion between story, gameplay, and world design?
A: Alignment is critical. Story, environment, and gameplay must reinforce each other. That requires long-term planning, especially when multiple versions are developed in parallel. Early coordination allows level design, systems, and IP development to inspire one another, which improves both efficiency and creative momentum. The goal is to avoid disconnected content between versions and maintain narrative and gameplay cohesion.
Q: What does Version 3.0 represent for Wuthering Waves?
A: Version 3.0 is a major milestone. It introduces an entirely new region, new characters, upgraded combat systems, and a significantly improved open-world traversal experience. Every version aims to deliver the best experience possible while continuing to surprise players.
Q: How does the team handle player feedback?
A: We monitor feedback through community data, sentiment analysis, and post-version reviews. Both positive and negative responses are carefully analyzed and reflected in future updates. Continuous iteration is essential to long-term success.
Q: Early story reception was mixed. How did the team respond?
A: We recognized that narrative presentation needed improvement. By optimizing production pipelines and increasing investment, later versions achieved much stronger storytelling clarity and delivery. Players can now more clearly feel the depth, direction, and long-term potential of the world.
Q: Kuro Games is known for polish. How central is that philosophy?
A: We believe every visible part of the game must meet high internal standards, like
- Visual effects
- Skills
- Environmental details
-Music and audio design or promotional content must meet a high standard.
We want players to feel the identity and power of Wuthering Waves both inside and outside the game.
We know that early story reception was weaker, but significant effort has been invested in:
- Clearer storytelling
- Stronger presentation
- More emotionally impactful performances and scenes.
Q: How do community events factor into long-term development?
A: Long-term IP growth depends on emotional connection. Community events, both online and offline, help us understand player expectations while strengthening that bond. It’s a two-way relationship.
Q: Looking ahead, what is Kuro Games’ long-term vision?
A: Our goal is to become a globally influential action-game developer. Upcoming projects (e.g., Nami, still in development) are focused on:
- Delivering unique action combat experiences.
- Creating something clearly distinct within the action game genre.
The story of Wuthering Waves is planned years in advance, with major narrative arcs already outlined.
Q: Finally, how would you describe Kuro Games’ current phase?
A: From Zhuhai to Guangzhou, we’re in a strong upward phase. Our growth is driven by a commitment to meaningful, high-quality experiences. Staying true to that original intent is what will continue to guide us forward.
#WutheringWaves #punishinggrayraven

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@Wuthering_Waves You have no idea how much I love this game, Kuro. Thank you for everything and sorry for so little ❤️🙏🏽
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A Thank-you Gift from Wuthering Waves
Dear Rovers,
We are thrilled to announce that Wuthering Waves has recently won the following awards:
【The Game Awards (TGA) 2025 Players' Voice】
【PlayStation® Partner Awards 2025 PARTNER AWARD】
【PlayStation® Partner Awards 2025 USERS' CHOICE AWARD】
【Google Play 2025 Best Ongoing】
【HMMA Award (Category: Song - Video Game (Console and PC) )】
This would not have been possible without your continued support. As a token of our gratitude, we will be sending you the following thank-you gift via in-game mail. Thank you for your companionship.
✦Reward: Astrite x1600
✦Time of Reward Issuance: 2025-12-12 20:40 (UTC+8)
✦Eligibility: Reach Union Level 2 and unlock the Mail feature. The reward will remain claimable until Version 2.8 ends.
With many thanks for your support.
Space holds the unknown, and into the unknown we will go boldly as a Collective.
Stars are torches, and with torches of tomorrow we will blaze a trail at the Academy.
#WutheringWaves




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