Seven Knights Rebirth devs want fans to ‘relive the spirit of the original’ game

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Ever since the release of the original Seven Knights game, the IP has gone from strength to strength. Next? The upcoming release of Seven Knights: Re:Birth, a game which may sound like a simple remake of the first entry of the series but is much more, according to Netmarble Nexus CEO Kim Jeong-Min and Director of Development Kim Jeong-Gi, whom I got the chance to talk to.

We also got an early look at the game, so when this interview inspires you to look into it, check out our Seven Knights Re:Birth review. Let’s dive into what the devs have to say about the latest game of one of the best RPG franchises of all time.

Pocket Tactics: The first Seven Knights game is over ten years old. What made you want to go back to it with a remake?

Kim Jeong-Min (KJM): The original Seven Knights was loved by countless players both in Korea and abroad. Even though a decade has passed, I believed its unique charm could still resonate with gamers today. By carrying forward the core systems and character traits of the original through a remake, while reinterpreting the graphics and user experience with a modern touch, we hoped to evoke nostalgia for long-time fans and, at the same time, bring something fresh to new players. 

The original Seven Knights was considered quite a difficult game at the time. I remember we rolled out many updates so that even more casual players could adapt. These days, however, most RPGs feel overly complex, challenging, and core-focused. Compared to that, I felt the level of gameplay in the original Seven Knights could strike a good balance-easy to approach, yet still offering depth for those who seek it. By inheriting the core fun of the original, improving on its inconveniences, and reflecting the latest trends, I believed we could create a game that players would truly enjoy.

Seven Knights Rebirth combat system

Related to this, were there any key changes or updates you wanted to make to the game? Or any new additions?

Kim Jeong-Gi (KJG): Seven Knights Re:Birth is not simply about repeating the original, but it aims to deliver a brand-new experience. To achieve this, we plan to expand the original universe by introducing original heroes unique to Seven Knights Re:Birth. These additions will naturally blend into the narrative, either complementing the main storyline of the original or taking the form of side stories.

On the content side, we’re also preparing features that are exclusive to Seven Knights Re:Birth. One that especially stands out is the original mode called “Total War.” While the Arena requires players to build strategies around a team of five heroes, Total uses up to 25 heroes, demanding much deeper strategies and more flexible combinations. Because the possibilities are so broad, players aren’t locked into specific decks. Instead, the content really highlights each player’s collection, progression, preferences, and creativity. We believe this is what makes it particularly enjoyable.

In addition to this, we have many other new and diverse features in development. Please look forward to them.

Seven Knights Re:Birth, as a remake of the original Seven Knights, must have brought back memories of the early days of the franchise. How did making the two games feel the same or different?

KJG: When we created the original Seven Knights, everything was new to us, so I remember the mix of excitement and fear-wondering, “Can we really pull this off?” Technically and experientially, we lacked a lot, but it was also a time when we poured pure passion into overcoming every challenge. The energy and focus among team members were incredibly high, and when the original was finally released and loved by so many players, it gave us an immense sense of fulfillment.

In contrast, developing Seven Knights Re:Birth carried the weight of the expectations and memories of countless fans who had already experienced the original. It wasn’t simply about creating a “new game,” but about “revisiting those memories and bringing them back in an even better form.” This required far more caution and intense deliberation. Preserving the emotion of the original while also reinterpreting it in a way that today’s players could relate to was truly no easy task.

What both projects had in common was the same determination: “Let’s create a truly fun game.” The difference lay in how that spirit was expressed-back then, it was driven by passion despite technical immaturity, while this time it was accompanied by greater technical maturity and a heavier sense of responsibility.

Through Seven Knights Re:Birth, we approached development with the belief that delivering higher quality and greater fun than the original would be the most genuine way to repay the fans who supported us all those years ago.

What was it that inspired a full, faithful remake as opposed to a modernized port?

KJG: Over the years, we have released various games based on the Seven Knights IP, but we believed that the original Seven Knights remained the most familiar and most beloved by our fans.

At the same time, the original project faced many limitations due to the constraints of our in-house engine, which restricted both technical challenges and the range of expression. That made us strongly motivated to recreate it with today’s technology and expertise.

In other words, we felt that if we could reinterpret the original Seven Knights by inheriting its spirit and fun while aligning it with modern standards, we could deliver something much more impactful than simply making another game. As developers, it was also deeply meaningful to confront the issues and limitations of that time and take on those challenges again.

Ultimately, our goal was to give long-time players a sense of nostalgia by bringing back the emotions and memories of those days, while also providing newcomers with fresh enjoyment and a highly polished gameplay experience.

This direction is the fundamental reason why Seven Knights Re:Birth is not just a remake of the original, but a project to rebirth the game into a new Seven Knights that fits today’s era.

Seven Knights Rebirth's Rosie

Interesting that you mention tech limitations, because I wanted to ask – given phone hardware advancements, what were you able to do during the development of Seven Knights Re:Birth that wasn’t possible when the original game launched a decade ago?  

KJG: In the original Seven Knights, we were limited in many ways by technical constraints and the performance of devices at the time.

However, with Seven Knights Re:Birth, thanks to advancements in hardware and the latest engine technologies, we were able to bring various visual and technical elements to life much more freely.

In particular, we went beyond the limitations of 2D presentation to implement dynamic camera transitions, lighting effects, physics-based actions, expressive character emotions, and even cinematic elements that all come together to create a richer experience.

Through these improvements, we believe we can deliver a much more vivid and immersive gameplay experience to our players.

You’ve both worked on Seven Knights since its inception – what are you most proud of in terms of the world and characters you’ve created?

KJG: Back in the early days of developing the original Seven Knights, I personally named each character and laid out the foundation of the world’s storyline. For me, that time was more than just work-it was a deeply meaningful journey.

Seeing how Seven Knights has grown into an IP that receives so much love, I feel a strong sense of pride on a personal level.

And even now, continuing that journey through Seven Knights Re:Birth fills me with both a great sense of responsibility and deep gratitude.

KJM: Every step of the development process has been a source of pride for me.

While always keeping our long-time fans in mind, we’ve been continuing development with both challenges and joy, constantly asking ourselves which direction would be best and how we can create an experience that truly resonates with players.

I feel deeply grateful for the support and anticipation from so many players, and I’m always proud to be developing a game and IP that is loved this much.

At the same time, I also feel a great sense of responsibility.

We will do our very best to listen carefully to players’ valuable feedback and make Seven Knights an even more enjoyable experience.

What were your favourite reactions to the game? What do you expect global fans will feel differently about?

KJG: Through Seven Knights Re:Birth, the feedback that left the strongest impression on me was: “It reminds me of the memories of playing games with my friends when I was younger,” and “The parts I once felt were lacking have now been improved, giving me a new kind of fun.”

The affection for the original, along with the positive response to the updated systems, has been a great source of strength for both myself and the development team.

I believe our global fans share much the same sentiment as our domestic players, carrying the same emotions and nostalgia for the Seven Knights IP.

In particular, in regions such as Thailand, Taiwan, and Japan, where there has been a strong fandom since the original, we expect players will welcome Seven Knights Re:Birth with both excitement and anticipation. We will do our utmost to ensure that players everywhere can resonate with the essence of Seven Knights and once again relive the spirit of the original Seven Knights days.

Seven Knights Rebirth interview - official launch poster

With so many more gacha games on the market compared to the time of Seven Knights’ original release, how do you think Re:Birth stands out from the crowd?

KJG: Seven Knights Re:Birth is not just about collecting and raising heroes-we focused more on how players experience the process of collection and growth.

The first key difference is the “real-time turn-based battle system.” By addressing the monotony of traditional turn-based combat while maintaining strategic depth, this unique battle structure delivers a rhythm and control experience that clearly sets it apart from other games.

The second is a growth system that encourages choice rather than forcing a path. For example, Power-Leveling can run in the background, repetitive content is automated, and even high-grade heroes can be acquired through multiple routes. Instead of a so-called “paywall structure,” we’ve built systems where anyone can feel a sense of achievement through time and effort, and we believe this will resonate positively with many players.

And finally, the emotional connection unique to the Seven Knights IP. We restructured the original’s characters and story in a modern way, while carefully preserving the sentiment that fans loved so deeply.

In other words, this is not just a remake project. It is a work designed to carry forward the feelings and memories embedded in the IP itself-and that, I believe, is our greatest distinction.

Following on from the last question, how do you intend to keep Seven Knights Re:Birth fresh enough to keep players coming back following the big launch?

KJG: We will be gradually introducing many of the beloved heroes from the original, while also continuously adding original heroes unique to Seven Knights Re:Birth. The goal is not to simply repeat the past, but to create moments where players can feel both the familiarity and freshness of seeing a character reimagined in today’s Seven Knights.

In addition, the storyline will not remain static but will expand over time. Beyond seasonal main story arcs, we are also preparing “mini-scenarios” that highlight the past or relationships of specific heroes. Through these, we aim to deepen the lore and enhance immersion in the game’s world.

We are also working on improvements players have requested, such as better convenience features, content balance adjustments, and the addition of diverse new content.

Our vision is not for short-term content consumption, but for long-term engagement where players can continue to find lasting enjoyment. We hope you’ll look forward to joining us on this journey.

Are there plans to support handheld PCs, such as the Steam Deck?

KJG: Right now, we’re focusing on delivering a stable service on mobile (iOS, Android) and the PC client. Ensuring basic platform stability and providing a solid user experience are our top priorities, so support for other platforms is still in the planning stage.

That said, we’re aware that many players would like to enjoy Seven Knights Re:Birth on various handheld devices, including the Steam Deck. Once the service becomes more stable, we would consider expanding support to a wider range of platforms.

In short, it’s currently in the planning stage, and we’re keeping the possibility open.

Seven Knights Rebirth interview - characters stand in a great hall

That makes sense! And finally, as developers, do you feel any more pressure in terms of doing right by the fans with Seven Knights Re:Birth, knowing there’s already a massive audience with attachments to the story and characters?

KJG: At the same time, for those encountering Seven Knights for the first time, we had to deliver fresh and engaging fun rather than leaving an impression of being outdated. That made this a truly difficult challenge as a developer, and it’s a game the entire team worked on with deep thought and dedication over a long period.

We constantly wrestled with the balance between “staying true to the original rules” and “adapting to today’s trends.” To find the best improvements, we compared feedback from both players familiar with the original Seven Knights and those experiencing it for the first time through multiple rounds of testing.

Going forward, we will continue to listen closely to the feedback our players share and keep pushing to evolve the game into one of even higher quality.

I was one of the original developers, and I personally named each and every character, which shows just how much this project means to me. Because of that, while preparing the remake Seven Knights Re:Birth, I felt a huge responsibility, concerned about whether we might fall short of the original or damage the memories that players have cherished for so long.

We can’t thank Kim Jeong-Gi and Kim Jeong-Min enough for their time, and wish the team a happy global release day on September 18. Hopefully, you have a much greater sense of the planning and work that went into Seven Knights: Rebirth now – I know I do. Thanks so much to both of the developers for their time. If you need more like Seven Knights, check out our list of the best Final Fantasy games, and details on the upcoming Final Fantasy remake, Final Fantasy Tactics: The Ivalice Chronicles. Also, grab some Mobile Legends codes for freebies in this similar game.

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