Cherreads

Chapter 1131 - It’s Time to Release a New Game

Early in the morning, the Battle.net crowdfunding page received a new update.

After several months of silence, The Binding of Isaac finally released fresh news.

Murakami Kazuo, a diehard fan of Takayuki, learned about it immediately through a push notification. He hurriedly opened his phone and checked the crowdfunding page, discovering that the update was a development progress report personally written by Takayuki himself.

"A solo indie game made by Takayuki… this really is a sight I haven't seen in many years."

Thinking back, the last time Takayuki had independently developed a game dated all the way back to the Famicom era.

After the launch of the Super Famicom, his projects had all been team-based, growing steadily larger in scale.

Of course, that was also because hardly anyone online knew that Takayuki had a "secret alt account."

Those who did know tacitly chose to keep it secret, deciding it was better left hidden rather than made public.

Even Murakami Kazuo—a devoted fan who had a fairly good relationship with Takayuki—was unaware of this.

So seeing Takayuki once again independently develop a game made him genuinely happy.

The latest announcement revealed that the game had received a significant expansion in playable content. Takayuki also announced that the game would be released in one month.

He expressed hope that players would enjoy this game he had made entirely on his own, and encouraged them to criticize it freely if there were any shortcomings. Takayuki promised he would do everything possible to deliver an even better experience.

This was the attitude of a truly top-tier creator.

Even after achieving monumental success—when he could easily stop doing anything and no one could shake his position in the industry—Takayuki still maintained a humble mindset.

Murakami Kazuo's admiration deepened even further.

At the same time, he subconsciously compared Takayuki with the anonymous benefactor from his past.

In his heart, those two were the people he admired most in his life—his guiding lights.

"President, here are this week's professional game review articles prepared for publication. Please take a look."

Murakami Kazuo's assistant entered the room with a stack of documents, placing the professionally edited review drafts on his desk.

Murakami Kazuo responded perfunctorily, then continued focusing on the game-related information in front of him.

The newly revealed details were extremely rich.

First, the game would feature a highly diverse dungeon system. In his announcement, Takayuki explained the algorithms behind dungeon generation, as well as how they could be combined with AI computation to create various dungeon layouts and equipment systems.

Murakami Kazuo couldn't fully grasp those complex data structures—he was, after all, a game critic, not a developer.

But in the comment section below, many professional game developers were actively discussing the announcement.

Not long after it went live, they began breaking down the details.

The most striking revelation was undoubtedly the new data computation system that allowed equipment to be randomly combined.

According to expert estimates, freely combinable attributes could give every player a different adventure experience.

Just in terms of equipment builds alone, there could be hundreds—if not thousands—of viable playstyles.

Of course, there were potential downsides. Some extremely powerful equipment combinations might emerge, forming "one-size-fits-all" strategies that trivialized the game and made experiences feel homogenized.

All that could be done was to trust Takayuki to handle balance adjustments properly.

So is it just about equipment variety?

That sounded somewhat similar to Dead Cells.

And Dead Cells had been out for years now—already a very mature game. In recent years, the three women who formed its development team had continued to update it.

They were impressively persistent, managing to develop new games while still finding time to add fresh content to Dead Cells.

In Murakami Kazuo's eyes, Dead Cells already represented the pinnacle of roguelike random-equipment systems.

To surpass it, one would likely need a higher production budget and more refined visual presentation.

But so far, no company had dared to make a large-scale roguelike dungeon game.

The main obstacle was cost. Random generation couldn't be as wildly abstract as Infinite World—developers would still need to pile in manpower and resources to carefully construct a large roguelike experience.

Another issue was popularity. Roguelike gameplay still wasn't fully mainstream, remaining hot mostly within niche circles.

From a commercial standpoint, however, The Binding of Isaac was far more formidable than Dead Cells.

Clearly, Takayuki's personal reputation was its greatest draw.

So how good would the full version actually be?

With that curiosity in mind, Murakami Kazuo couldn't resist launching the demo version of The Binding of Isaac again.

He'd lost count of how many times he'd played it.

Whenever he had free time at work, he'd boot it up. The game was fast-paced—if he went for a speedrun, he figured he could clear it in around fifteen minutes.

He'd even heard that top-tier players could complete runs in under ten minutes without exploiting glitches, which was downright absurd.

Under Battle.net's refund rules—less than two hours of playtime and within fourteen days of purchase—he could easily play it five or six times without getting bored.

It was oddly addictive.

The graphics were undeniably rough—rougher even than Dead Cells. Character animations were stiff, like something pulled straight out of the 1990s.

Yet when it came to actual gameplay responsiveness, the controls were smooth and fully met modern standards.

Wait… wasn't there something he was supposed to do?

Murakami Kazuo suddenly snapped back to reality, vaguely recalling that someone had come to see him earlier—but he couldn't remember who or why.

Ah well, probably nothing important.

With that thought, he calmly turned his attention back to the computer, completely forgetting about the professional review articles his assistant had mentioned.

Meanwhile, at Mikfo headquarters in the United States, the head of the game development department hurried into CEO Myron Kess's office.

The moment he entered, Myron raised a hand to signal silence—he was on the phone.

"Yes, that's right. My next plan is to launch a new type of gaming hardware, leveraging the momentum brought by Infinite World. I'm confident a million units sold won't be an issue—ten million isn't out of the question either. That would allow me to create at least three thousand new jobs…"

At that point, Myron stopped himself from saying more, afraid that overselling it might arouse suspicion on the other end of the call.

Apparently satisfied by Myron's pitch, the person on the phone seemed to agree to the deal. Myron's mood visibly improved.

After hanging up, he noticed the game department head standing there. He leisurely picked up a cup, took a sip of water, and asked:

"So, what is it? What happened?"

"Boss, Gamestar Electronic Entertainment has announced another new game—and it's scheduled to release in one month. This is another direct hit against us!"

The moment the words left his mouth, Myron's hand froze.

The cup slipped from his grasp, shattering on the floor.

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