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Shangri-La Frontier' Finally Arrives as a Real Game: 45 Questions & Answers

At Tokyo Game Show 2026, held from September 17 to 21 at Makuhari Messe, Netmarble is showcasing its new collectible RPG, "Shangri-La Frontier: The Seven Colossi." Based on the light novel and manga of the same name, the…

Shangri-La Frontier' Finally Arrives as a Real Game: 45 Questions & Answers
20 MIN READ · July 16, 2026

At Tokyo Game Show 2026, held from September 17 to 21 at Makuhari Messe, Netmarble is showcasing its new collectible RPG, "Shangri-La Frontier: The Seven Colossi." Based on the light novel and manga of the same name, the story follows high schooler Rakuro Hizutome—a gamer obsessed with clearing "trash games"—as he dives into the god-tier VR game Shangri-La Frontier. Reinterpreted as a mobile title, "Shangri-La Frontier: The Seven Colossi" captures the thrilling action of the original through a simple yet fast-paced tag, chain, and break system. Notably, the booth offers a playable demo of the battle against Wezaemon the Tombguard—the climax of Season 1—delivering that raw excitement directly to fans.

From joining the anime production committee to developing the game adaptation, why did Netmarble focus on "Shangri-La Frontier"? At TGS 2026, Netmarble Head of Business Division Kim Hyung-jin and Netmarble Nexus Lead PD Kim Kyung-ryul answered 45 questions from the press.

A Story About Gaming Finally Becomes a Real Game

Q1. What motivated you to create a game based on the Shangri-La Frontier IP?

Head of Business Division Kim Hyung-jin: Shangri-La Frontier is an IP that keeps growing. Starting as a web novel, Kodansha expanded it into manga, which led to an anime, growing larger at every stage. We believed the next logical step was a video game.

The biggest appeal of adapting it into a game was that the original story itself is about a player conquering a game. Since the setting is already a virtual gaming world, making it into a game connects directly to the core essence of the original work, unlike other IPs. We felt it would resonate strongly not only with fantasy fans but with gamers as well.

Because we were so confident, we chose to invest directly in the anime's production to help build the IP's growth together, rather than simply licensing an existing IP. We also place great significance on the fact that this is the very first video game adaptation of "Shangri-La Frontier."

Q2. What sets Shangri-La Frontier apart from existing anime or web novel IP game adaptations, and how did you try to reflect that in the game?

Head of Business Division Kim Hyung-jin: Previous games based on anime or web novel IPs were essentially translating a narrative into the vessel of a game. In contrast, Shangri-La Frontier's greatest weapon is that it is already a game itself. We focused on taking the experience of players stepping into Sunraku's shoes to conquer that world with companions and translating it into the strategic fun of tag battles.

Q3. The original Shangri-La Frontier story doesn't have a massive amount of accumulated content yet, and the narrative pacing is relatively measured. How do you plan to handle future updates?

Head of Business Division Kim Hyung-jin: The launch version will use the recreation of major episodes from Season 1 of the anime as its core axis, while expanding into side stories for narratives not fully covered in the original. Since these side stories are created in collaboration with the original author, we have the capacity to consistently release new content independent of the original story's release pace. Beyond side stories, we plan to sequentially reveal original characters and bosses crafted under the supervision and collaboration of the author.

Launching First in Japan, Followed by Korea and Global Service

Q4. How far will the story progress upon official launch? Also, what are the differences and update plans between the Korean and global versions? Will there be separate Korean voice acting?

Head of Business Division Kim Hyung-jin: We are aiming to cover the story up to "Wezaemon the Tombguard," which serves as the climax of Season 1 of the anime. As for launch, we plan to release the Japanese version first. For the Korean and global versions, we are considering a simultaneous launch in both regions after incorporating stability checks and improvements identified during the Japanese service. However, we are not considering cutting content or creating different monetization structures for specific regions; our core principle is to deliver the exact same game tailored to each region's language and environment. Updates will also be managed to minimize gaps between regions.

As for voice acting, the Japanese version features newly recorded lines by the anime's original cast. We are currently reviewing Korean voice dubbing and will provide an announcement as soon as it is confirmed.

Q5. You mentioned aiming for a launch within the year. When is the targeted timeframe?

Head of Business Division Kim Hyung-jin: A specific date has not been finalized yet. Since this is the first game adaptation, we are doing our utmost to create a game fans will be satisfied with. As we are presenting the playable demo build directly to fans for the first time at Tokyo Game Show, we will incorporate feedback up until the end and announce the exact schedule when we feel it is fully ready.

Q6. What aspect of the demo build do you most want to appeal to Japanese fans, and what user reaction are you most keen to check?

Head of Business Division Kim Hyung-jin: What we want to showcase most is the level of fidelity in recreating iconic scenes from the original work. This build opens right into the battle with "Wezaemon the Tombguard," essentially pulling out Season 1's climax right from the start. We chose this battle because we felt it was the most honest way to demonstrate how thoroughly we've recreated the source material.

Additionally, we've included top-tier performances by the original voice cast and sections where players can directly parry Wezaemon's attacks. Main characters are made available in a special build state so players can immediately experience top-tier, flashy skills. Moving fans from the position of "watching" to "playing it directly"—that is the purpose of this demo.

There are two main things we want to check: whether fans of the original feel "I am playing this moment right now," and the tactical feel of the tag battles. Finding the sweet spot between the convenience of auto-battle and the strategic depth of tags, chains, and breaks was our toughest challenge. We will gauge whether we nailed that balance through hands-on player feedback and refine any shortcomings as much as possible before official release.

Q7. Could you elaborate on how service regions will expand following the release of "Shangri-La Frontier" in Japan?

Head of Business Division Kim Hyung-jin: We are preparing to launch first in Japan, the home country of the original IP. Following that, we plan to sequentially expand service to Korea and global markets, incorporating operational experience and player feedback from Japan to tailor the release for each region.

Not a Borrowed IP, but a World of Shangri-La Frontier Nurtured Alongside Its Creators

Q8. How much of the original IP scope can be used in the game, and to what extent can original content be introduced?

Head of Business Division Kim Hyung-jin: It is difficult to share specific contract terms. However, in practice, we prioritize standards over boundaries.

First, the core lore is based on the original web novel, while visualization relies on the manga and anime. Game-exclusive elements—such as character combat skills or side-story scenarios—are thoroughly reviewed without exception by author Katarina and manga artist Ryosuke Fuji. While we call it supervision, it is practically a co-creation process, to the point where game-original concepts have even been canonized into the original lore. Therefore, rather than focusing on how much of the original IP we can use, we approach our work by asking whether a decision helps nurture the IP as a whole.

Q9. Are there any interesting anecdotes from the licensing or agreement process you can share?

Lead PD Kim Kyung-ryul: For Netmarble Nexus, this is our first title based on an external IP, so it was a constant learning experience. To share one fun anecdote, there were cases where the original author liked game-original lore we created so much that it was incorporated into the main series' official lore. Also, for an unnamed character from the original work, we initially suggested the name "Bunny Gal," but Katarina-sensei proposed "Banini"—combining "panini" and "bunny"—instead. That collaborative process of completing characters together with the author was especially memorable.

Q10. "Shangri-La Frontier: The Seven Colossi" is the first video game adaptation of the Shangri-La Frontier IP. Since the source material itself follows players enjoying and conquering a game, the development approach must have differed from typical manga/anime IP adaptations. What was the most important aspect of "ShangFron-ness" when porting it to a mobile game?

Lead PD Kim Kyung-ryul: It can be summarized as "Into the world of ShangFron anytime, anywhere." We selected smartphones as our main platform to capture that feeling of Sunraku diving straight into the game after school. Above all, we poured the most effort into recreating the original world as faithfully as possible.

Q11. Since the setting is a game world itself, deciding where to position the player's perspective must have taken a lot of thought. Did you discuss this with the author or the anime production team?

Lead PD Kim Kyung-ryul: We set the standard at positioning the player to "directly experience" Sunraku's journey. Throughout this process, we continuously receive supervision from Katarina-sensei and Fuji-sensei. For instance, there is a scene where the moon is completely blotted out before Lycaon appears; we felt this was essential for lore fidelity, so we overhauled existing cutscene structures to include it.

From Open World to Portrait Tag Battles: Redefining "ShangFron-ness"

Q12. Early in the project, the game was known as an Unreal Engine 5 anime-style open-world RPG, and we even held an interview under that premise at TGS 2023. However, the build revealed 3 years later has emerged as a much more casual tag-battle collectible RPG. What led to this shift in development direction?

Lead PD Kim Kyung-ryul: We explored multiple directions in the project's early stages and ultimately decided to focus on the core principle: "Players must be able to connect to the original world anytime, anywhere." That conclusion led to smartphones, portrait mode, and tag battles. By ensuring accessibility, we were able to dive much deeper into the fidelity of recreation, including cutscenes, voice acting, and iconic scene accuracy. It was a choice that prioritized delivering true "ShangFron-ness" over external scale.

Q13. You mentioned it is no longer an open world. How do you plan to capture the feel of exploring the game world of Shangri-La Frontier?

Lead PD Kim Kyung-ryul: While it isn't a free-roaming open world, we aimed to instill the thrill of step-by-step "discovery" of iconic regions and landmarks as players progress through the story. Examples include arriving at towns like Secondil or witnessing the changes in the Secret Garden reflecting the original story later on. We channeled the fun of exploration into "discovery and recreation" rather than sheer traversal.

Q14. Could you explain the choice of portrait mode in more detail?

Lead PD Kim Kyung-ryul: Just like Sunraku, we wanted to capture the feel of diving right in whenever you have a spare moment. We also felt that a portrait screen, allowing quick sessions played with one hand, fit our mobile-centric design best.

Q15. Shangri-La Frontier is defined by being a "game within a game." Leveraging this IP characteristic, how far do you plan to expand the gameplay fun unique to "Shangri-La Frontier: The Seven Colossi"? What position do you hope the game establishes after official launch?

Lead PD Kim Kyung-ryul: Since the original is a story about overcoming formidable foes, we compressed the "tactical thrill of battle" into tag combat, chains, and breaks. A game you can enjoy for a quick match on busy days, yet challenge infinitely when you want a deep dive—we hope it becomes a title where players can enjoy that authentic boss-clearing thrill for a long time.

Using Recreation as the Skeleton, Filling the Gaps with Original Elements

Q16. Did you focus primarily on faithful recreation of the original, or on original content?

Lead PD Kim Kyung-ryul: The foundational axis is a faithful recreation of the original, specifically Season 1 of the anime. On top of that, we overlay side stories and original characters developed alongside the author. Recreation comes first, expanding into original elements.

Q17. How far did you follow the original story, characters, and world, and at what point were game-exclusive original elements introduced?

Lead PD Kim Kyung-ryul: The lore uses the web novel as its foundation, while visual elements reference the manga and anime. On the other hand, character combat skill designs, expanding characters that only had names in the original, and side-story scenarios are game originals. Naturally, all these original elements underwent supervision by the author.

Q18. We heard the story recreates key Season 1 anime episodes while introducing behind-the-scenes stories and original characters not featured in the original work. How did you harmoniously blend "original recreation" with "new game-exclusive elements"? Also, will future side stories expand to flesh out unaddressed characters or events from the original?

Lead PD Kim Kyung-ryul: Using Season 1 of the anime as the backbone, we are preparing side stories that complement characters or events not fully addressed in the original. For example, there is a side-story episode like the "Rabituza Tour" featuring characters from "SF-Zoo." Future side stories will likewise expand to naturally fill in the blanks of the original narrative.

Q19. What special elements will excite fans of the original, and what features were prepared so newcomers can jump in without feeling overwhelmed?

Lead PD Kim Kyung-ryul: For fans, I would highlight the top-tier voice acting newly recorded by the original cast, faithful recreations of iconic scenes like Lycaon appearing after the moon is obscured, and bringing mascot Emul's charm to life in 3D. Also, brief background characters from the original reborn as playable characters will be a pleasant treat for fans.

For newcomers, the intro where Sunraku catches a Vorpal Bunny is smoothly integrated into the tutorial, and the vertical portrait mode with simple tag combat keeps controls effortless. Furthermore, full voice acting right from the start draws players right into the narrative, so even those unfamiliar with the original work can comfortably enjoy it.

Q20. The story structure begins with the "Wezaemon the Tombguard" boss fight before flashing back to the past, featuring fully voiced cutscenes and QTEs. Why did you choose this opening, and what did you focus on to deliver a fresh experience for both existing fans and new players?

Lead PD Kim Kyung-ryul: We chose a structure that grabs attention with an intense climax before looping back to the past. We wanted existing fans to experience an iconic moment right away while leaving a powerful first impression on newcomers. In particular, through voiced cutscenes and QTEs, we focused heavily on elevating the experience from "watching" the original story to "experiencing" it directly.

Q21. In the original story, as the protagonist moves between reality and games, trash games other than ShangFron also take up significant focus. How is this being implemented?

Lead PD Kim Kyung-ryul: The game focuses above all on immersing players in the world of Shangri-La Frontier. Thus, stories of other games featured in the original do not take up major real estate and are compressed through cutscenes when necessary. However, for titles like "Nephilim Hollow" or "GGC" that carry significant weight in the original, we are experimenting with various approaches to deliver distinct combat experiences.

The Moment of Tagging Is the Core Strategy: Tag, Chain, and Break Systems

Q22. Action plays a huge role in the original manga and anime. How was this implemented in the game?

Lead PD Kim Kyung-ryul: Rather than direct action controls, combat is designed so players feel action satisfaction through decision-making and timing when tagging characters in and out. The flashy action details of the original are captured in cutscenes, alongside interactive action segments throughout—such as parrying Wezaemon's attacks.

Q23. You highlighted the Tag Battle System as a key differentiator. Why design a flow that moves from "Chain Attack → Ultimate → Break" beyond simple switching? What is the core thrill of combat?

Lead PD Kim Kyung-ryul: Rather than mere character swapping, switching characters broadens tactical options. Chain attacks build ultimate meter, which feeds directly into the highlight of combat—the Break state. The thrill of building up momentum to enter Break and detonating massive damage with combos is the core fun of combat.

Q24. Battle systems like Tag Strike, Link Strike, and Break are organically interconnected. What was the most difficult part of balancing combat during development?

Lead PD Kim Kyung-ryul: Balancing the convenience of auto-battle with the strategic depth offered by tags, chains, and breaks was the hardest task. It couldn't require excessive micro-management, nor could it be completely hands-off, so finding that sweet spot took considerable effort.

Q25. The game uses auto-battle as a foundation while incorporating elements like attributes, Tag Strike chains, and ultimates. To what extent does auto mode handle these systems?

Lead PD Kim Kyung-ryul: All available combat systems are supported in auto mode. For instance, ultimate skills trigger automatically following chain attacks. However, combat is balanced so manual play offers a distinct tactical advantage over auto play.

Q26. Why emphasize decision-making and switch timing over complex real-time controls, and how much depth does it offer skilled players?

Lead PD Kim Kyung-ryul: Because we wanted anyone to play comfortably on mobile in portrait mode, we prioritized decision-making and tag timing over complex mechanics. However, for skilled players, final damage output varies dramatically depending on which buffs and debuffs are stacked before entering Break, and in what sequence ultimates are unleashed, providing plenty of room for mastery.

Q27. You chose a system with 4-character squad composition and 2-character active battle. Do the remaining two non-active characters just wait on standby, or do they affect combat in some way?

Lead PD Kim Kyung-ryul: Standby characters aren't just sitting idle; they are designed to provide party-wide synergies and function as tag swap resources.

Q28. Each character has an attribute and a type. How are these utilized in battle?

Lead PD Kim Kyung-ryul: Each character possesses a unique elemental attribute and chain type, which interact with monster weaknesses and Break chain conditions. During a Break state, the key is rapidly tagging characters according to the chain types displayed at the top of the screen.

Q29. In the original work, battles from the protagonist's POV rely heavily on Sunraku's raw mechanical skills. How are parrying and dodging used in combat?

Lead PD Kim Kyung-ryul: Like the early segment where players parry Wezaemon's attacks directly, we designed specific moments to give players tactile action feedback. There is also a dedicated parry system available throughout combat, and dodging can be performed by executing a tag at the exact moment of an enemy attack. Buffs and debuffs directly dictate the final damage dealt during Break, so managing them well determines battle outcomes.

Clan and Co-op Content: Reading Patterns and Finding Solutions in Boss Raids and the Seven Colossi

Q30. The original story often mentions multiplayer systems, including guilds. How far have you implemented guild and co-op content in the game?

Lead PD Kim Kyung-ryul: Yes, that iconic sense of "overcoming the impossible together" is being developed as clan content, such as taking down Wezaemon together. However, it was not included in this Tokyo Game Show build. We will refine it step-by-step and introduce it properly at launch.

Q31. The original frequently touches on hidden quests and secrets known only to the protagonist's party. How will these "hidden" elements be handled during story and content progression at launch?

Lead PD Kim Kyung-ryul: We want to capture the unique fun that hidden elements offer, so we are preparing features players can discover directly through play—such as side stories or subtle transformations in the Secret Garden. We look forward to players finding them on their own.

Q32. The game lets players battle powerful monsters from the original right from the start, such as "Wezaemon the Tombguard" and "Great Serpent of Gluttony." What aspects of the original were most focused on when implementing these boss monsters?

Lead PD Kim Kyung-ryul: We focused heavily on faithfully preserving each original boss's identity and attack patterns. For example, "Mud Digger" draws inspiration from the Forty-Nine Swampland where Sunraku's movement was restricted, featuring mechanics that disrupt character tagging and impair mobility. We wanted to recreate that tactical satisfaction of reading enemy patterns and finding counter-strategies.

Q33. Bosses are designed with distinct chain types and Break points. How will boss strategies be differentiated post-launch to encourage players to devise fresh tactics?

Lead PD Kim Kyung-ryul: Through internal testing, we are revamping the combat system to ensure strategy isn't forced around specific chain types. Rather than requiring set party compositions, we focus on how players utilize each boss's unique mechanics. We are preparing systems so players can forge their own clearance strategies.

Q34. In the original story, analyzing powerful monsters and overcoming them through trial and error is a core element of fun. You mentioned bosses feature distinct chain mechanisms and counter-play. How do you plan to differentiate each of the "Seven Colossi" through combat mechanics?

Lead PD Kim Kyung-ryul: The "Seven Colossi" serve as the ultimate goal of this journey. Each Colossus introduced in the future will feature its own distinct mechanics and combat style. Players will experience how required party lineups and control elements change significantly depending on the boss. Specific specs and implementation methods are currently in development and will be rolled out sequentially after launch.

Q35. The Wezaemon fight required 3 participants, whereas the Kutanid fight required a 5-person party. How do you plan to implement party co-op content?

Lead PD Kim Kyung-ryul: Just as party sizes varied depending on the opponent in the original, we want to implement battles of varying co-op scales in formats like clan raid battles. We will introduce exact party sizes and mechanics once they are polished.

Q36. Some enemies require executing specific counters to beat, such as Wezaemon's Great Expedition in Clear Sky phase. Could you introduce some major enemy patterns?

Lead PD Kim Kyung-ryul: At their core, bosses are designed around reading patterns and countering them. The aforementioned "Mud Digger" restricting movement and tagging is a prime example. Detailed patterns for each boss will be revealed through future content updates.

22 Characters in the Demo Build; Growth Balancing Player Favoritism and Tactical Counterplay Ahead

Q37. The demo build features 22 characters. How are their attributes and tiers structured?

Lead PD Kim Kyung-ryul: Each character has a unique attribute, chain type, and tier ranking. For this Tokyo Game Show build, main characters are set up under special specs so players can test the powerful, visually striking skills of top-tier characters. However, as attributes and tier systems are still undergoing tuning, we ask for your understanding that detailed specs cannot be fully disclosed yet.

Q38. What roles do non-Sunraku characters play in combat and squad composition?

Lead PD Kim Kyung-ryul: Roles are clearly defined by each character's attribute, chain type, signature equipment, and secret scrolls. For example, Dogmata acts as a frontline tank taking enemy attacks up close, while Banini functions as a ranged DPS dealer.

Q39. 22 characters from the original work are currently implemented, with original characters planned for later. How did you reflect original character traits into combat styles when recreating them as playable characters?

Lead PD Kim Kyung-ryul: We sought to translate personality traits and narrative lore into fighting styles. Many characters lacked battle scenes in the manga or anime, so we built brand-new combat profiles for them through consultation and supervision with Katarina-sensei.

Q40. Characters have attributes and chain types, and their skills can be altered via signature equipment and secret scrolls. How did you design the fun of building custom parties and strategies through collecting and progression?

Lead PD Kim Kyung-ryul: Combining signature equipment and secret scrolls unlocks significantly greater performance for a character. Collecting and raising characters directly expands your tactical arsenal, allowing players to find satisfaction in building tailored compositions and strategies for each boss.

Q41. How are you balancing character utility between fans wanting to use favorite characters and players seeking min-maxed compositions for boss clearing?

Lead PD Kim Kyung-ryul: We are designing signature gear and secret scrolls so players can power up favorite characters to perform effectively. We are striking a balance where both optimal counter compositions and favorite-character-focused lineups remain viable.

Q42. Signature equipment and secret scrolls were highlighted as core elements alongside characters. How are these obtained?

Lead PD Kim Kyung-ryul: Signature equipment and secret scrolls are being prepared to be obtainable through story progression, dungeons, and subjugation raids.

Q43. Defeating Seven Colossi in Unique Scenario EX was central to story progression in the original. Will players receive usable rewards like signature gear from defeating them in-game?

Lead PD Kim Kyung-ryul: Unfortunately, we aren't planning rewards directly usable in combat in that manner. However, defeating one of the Seven Colossi carries immense prestige, so we are designing rewards focused heavily on that honor.

Q44. Unique characters like Dogmata and Banini appear in this game. Are there other collaborative characters you would like to mention?

Lead PD Kim Kyung-ryul: In addition to Dogmata and Banini, characters like Biblio and Scholatte, who first appeared in the original manga, are also present. What skills they use and which stories they shine in will be revealed through future content. There are also characters playable for the first time in this Tokyo Game Show build, which we will detail on another occasion.

Q45. The game is launching on mobile and PC. Are there differences between platforms? Also, given that a PC version is prepared, console support seems feasible—was there a reason console was excluded?

Lead PD Kim Kyung-ryul: Since our design goal focuses on simple touch controls offering fun through timing and strategic ultimate skill choices rather than complex manual controls, the experience between mobile and PC will not differ significantly. For launch, our primary platform plan is mobile, and we focused our efforts on providing the most compelling experience on mobile.

This article was originally written in Korean and translated with the help of AI. It was then edited by a native English-speaking editor. All AI-assisted translations are reviewed and refined by our newsroom. [Read Original]