Game of Thrones: King's Road Removes Paid Gacha, Adds Cooperative Flavor
2026.05.06 09:00 UTC+9
TL;DR (2-3 Sentence Summary)
Netmarble's 'Game of Thrones: King's Road' is set to launch in Korea and other Asian regions on May 14th. The game was previously released in North America and Europe via Steam's early access last year, and improvements identified during that period have been incorporated into the Asian version. The most significant changes include the removal of paid random-chance items, the implementation of a dual-weapon system allowing players to switch between two weapons, and the enhancement of community features such as raids and a trading post.

On May 14th, Netmarble's 'Game of Thrones: King's Road' is set to launch in Korea and across Asia. The PC version will be released first on the 14th, followed by the mobile version on the 21st. This game was initially launched in North America and Europe via early access on Steam last year, and the feedback from that period has been incorporated into the Asian version. The most significant changes include the removal of paid random items, the implementation of a dual weapon system allowing players to switch between two weapons, and the enhancement of community features like raids and a trading system.
Regarding this, Moon Joon-ki, Head of Business Division at Netmarble, explained, 'We've removed paid random items and structured the business model around monthly subscriptions, battle passes, cosmetic items, and select packages. Paid fast travel, which was an issue in Western regions, has also been removed and is now free to use. The game is designed so that players can acquire and grow equipment through gameplay itself without any spending, and the economy is revitalised through users trading items in the marketplace. We believe these elements align much better with the preferences of Asian users.' We also had the opportunity to discuss various other aspects of 'Game of Thrones: King's Road' ahead of its release.

Q: When adapting 'Game of Thrones' into a game, what was the most crucial element you focused on?
Jang Hyun-il, PD of Netmarble Neo:Balancing IP suitability with gameplay allowances. 'Game of Thrones' has a realistic world setting, so we constantly pondered how to maximise fun as a game while preserving the IP's value in combat and its portrayal. For character representation, in collaboration with HBO, we created 3D models based on the actual likeness of the actors and incorporated full English voice acting to capture the original atmosphere. The most challenging aspects of capturing detail were reflecting the characters' personalities and moods in the animations (motion and facial expressions) and replicating the unique dialogue nuances of the original actors.
Q: What was the core concept and direction you considered important from the early stages of development?
Jang Hyun-il, PD of Netmarble Neo:First, an 'action RPG centred around narrative,' and second, recreating the distinctive realistic and visceral combat of 'Game of Thrones.' We have maintained the direction of allowing fans of the original work to explore stories they didn't see in the drama and to experience stepping directly into Westeros.
Q: Conversely, what measures have you put in place to help users unfamiliar with the original work immerse themselves in the game?
Jang Hyun-il, PD of Netmarble Neo:The story progresses primarily through the player character's narrative, and players can naturally understand the world through quests and cutscenes. Sub-quests are also structured to showcase various facets of the world. We provide ample information about the world through scattered story fragments in the field and a codex, offering sufficient explanation of the current situation even for those unfamiliar with the original work.
Q: How did you collaborate with HBO and Warner Bros., the IP holders, to align the development direction?
Moon Joon-ki, Head of Business Division at Netmarble:We have regular weekly video conferences to discuss all aspects, from the concept stage to the final deliverables. Based on feedback on interim and final deliverables, we make adjustments to better suit the IP. For the game's original story, we are collaborating with a story writer recommended by the IP holder, aiming for a level of quality that even fans of the original work can accept.

Q: What was the reason for choosing Season 4 of the original series as the game's setting?
Jang Hyun-il, PD of Netmarble Neo:It's the period with the most concentrated dramatic tension in the entire series, where all conflicts and threats manifest simultaneously. It's also a time when key original characters like Jon Snow, Cersei, and Jaime Lannister all play significant roles. We determined it to be the optimal setting to provide the most familiar yet new story to fans of the original work.
Q: The choice of the North as the initial setting is also impressive.
Jang Hyun-il, PD of Netmarble Neo:It's the homeland of the 'House Tarly,' a key faction in the original work and the player character's family. It's also a region with the most dramatic political backdrop, where various factions, centred around House Stark, are intertwined. By choosing this region, where the threat beyond the Wall and the conflicts among the Northern houses intersect, as our initial setting, we were able to begin a story that is both familiar to fans of the original and offers a new perspective.
Q: What was the reason for setting the player as a 'bastard of House Tarly'?
Jang Hyun-il, PD of Netmarble Neo:To maintain the plausibility of the original world and to secure narrative freedom for the player to interact with various factions. If we had set the player as an heir to a major house, it could have clashed with the existing narrative of the original work. However, by making the player the heir to a new, minor house, players can naturally build relationships and make choices with various houses and characters in Westeros without being biased towards any particular side.
Q: 'Game of Thrones' is known for its political tension and the conflicting interests of its factions. How have you structured the game to allow players to experience the charm of these narratives?
Jang Hyun-il, PD of Netmarble Neo:Through the main quests, players directly intervene in complex situations involving the interests of each house, and the branching system, where players assist specific characters or make choices, allows them to feel the weight of political decisions. We've aimed to recreate the unique political drama charm of the original by having major NPCs from the original approach the player based on their own interests.
Q: The voices of the original characters appearing in the game are remarkably similar to the drama.
Jang Hyun-il, PD of Netmarble Neo:While they are not the original actors from the drama, we conducted thorough auditions to capture the atmosphere as closely as possible. We paid particular attention to selecting voice actors who could faithfully reproduce the Scottish dialect and Northern accent used by the original actors. The game features full English voice recordings, and we provided detailed acting direction to capture the characters' personalities and tones. We believe we've achieved a level of quality that fans of the original work can appreciate through multiple reviews and revisions.

Q: What was the reason for choosing 'realistic combat' as the direction?
Jang Hyun-il, PD of Netmarble Neo:Because 'visceral and realistic combat' is one of the strongest identities of the 'Game of Thrones' IP. Heavy and brutal combat, with the clash of swords and shields and the impact of fists, aligns more with the essence of the original work than flashy fantasy magic. Through this, we aimed to provide fans of the original with the same tension they felt in the drama, and to offer users unfamiliar with the original a new type of action RPG experience.
Q: You seem to be emphasizing action. What content allows players to experience this?
Jang Hyun-il, PD of Netmarble Neo:The content that best allows players to experience the action is the boss raid called the 'Altar of the Abyss.' In the 4-player party boss raids, players must utilise the entire combat system, including parrying, dodging, and weapon switching. There are also mechanics requiring role distribution, such as Ballista control, necessitating strategic cooperative play. Players can also experience thrilling combat against dragons, the strongest beings in the world, in field bosses.
Q: Only melee attack classes have been revealed so far. Are there plans to add support classes like healers?
Jang Hyun-il, PD of Netmarble Neo:Our direction is to expand the combat experience through new weapons. While cooperative play is important, we don't want to impose fixed roles. We plan to implement role distribution in party content through a combination of class traits and skills, and we aim to increase combat diversity through long-term service.
Q: What was the reason for making weapon switching a core combat element?
Jang Hyun-il, PD of Netmarble Neo:In the Western early access, we observed that combat patterns became monotonous with only one weapon. Each weapon has its own independent skill set and cooldown, allowing players to switch to different playstyles depending on the situation. There's also a strategic element where additional buffs and skill effects are activated upon weapon switching after accumulating a gauge.Players will fundamentally need to consider managing skill cooldowns for each weapon and optimising their damage rotations. As they become more skilled, they can engage more strategically by not only utilising the main and sub-weapons strategically according to the situation, but also optimising weapon swap timings for boss phase transitions and attack patterns, managing the swap gauge, and growing their weapon specialisation.




Q: It appears that parrying is only possible on certain attacks. Do you have any plans to make it applicable to all attacks?
Jang Hyun-il, PD of Netmarble Neo:Applying it to all attacks could undermine the tension and strategy of combat. However, we are considering gradually expanding the range of parryable attacks based on user feedback. Particularly in combat against large monsters, we are considering opening up possibilities for both parries and perfect dodges.
Q: I felt that the difficulty of parrying or dodging was lower than in other action games.
Jang Hyun-il, PD of Netmarble Neo:The core fun of our game is for all users to experience the thrill of action, so we've designed it with a low barrier to entry while still requiring precise timing for higher-level play. This also allows players to feel the fun of action on mobile. As players progress to end-game content, the sections requiring precise control will increase, offering a depth that will satisfy even seasoned action game players.
Q: Controlling the game seems difficult on mobile.
Jang Hyun-il, PD of Netmarble Neo:For mobile players, we are providing a 'Combat Assist Mode.' This mode automatically performs weak attacks and, where possible, defends. However, core actions like combo or skill usage, dodging, and parrying must be controlled manually. It offers a slight assist to help players feel the basic fun of combat while they control their character and camera. Additionally, we've implemented a UI optimised for touchscreens and virtual pads, allowing for comfortable gameplay on mobile. We've put a lot of effort into mobile optimisation and are preparing to ensure smooth play across various devices.
Q: Are there any measures in place to prevent user attrition due to the absence of auto-hunting?
Jang Hyun-il, PD of Netmarble Neo:The foundation for this is repetitive content that can be enjoyed weekly without stress. Additionally, we plan to add new stories and regions at short intervals to satisfy the craving for content, and to secure community-based retention through the social fun of multiplayer content. We've established an environment that can be enjoyed long-term without payment pressure through seasonal operations, providing periodic goals and rewards, and a fair growth structure.
Q: Some of the bosses revealed in the trial version were heavily gimmick-focused. While fun at first, they become monotonous after a few tries. Are other large bosses similarly structured?
Jang Hyun-il, PD of Netmarble Neo:The nature and weight of gimmicks vary for each boss. Some content is heavily gimmick-driven, while others prioritise combat skill and pure damage output. We also plan to offer two difficulty levels, Normal and Hard, allowing players to choose based on their preferences. We are continuously improving to reduce monotony in repeated play, and we will adjust the balance of gimmicks and action based on user feedback. However, these changes will be reflected through post-launch updates.


Q: The essence of an open-world game is the 'joy of exploration.' How meticulously have you implemented this element?
Jang Hyun-il, PD of Netmarble Neo:There are contents scattered throughout the field that are based on discovery and deduction, such as hidden puzzles, wanted posters, and raven messages. Each region also features unique field dungeons and encounter elements, allowing players to experience unexpected meetings and battles during exploration. However, rather than complete freedom of exploration as in single-player open-world games, it's structured around exploring while following the narrative of the original work.
Q: When solving puzzles in the field, it's important to naturally utilise knowledge acquired within the game.
Jang Hyun-il, PD of Netmarble Neo:Field puzzles are designed to be solvable using naturally acquired knowledge and gameplay experience. Our goal is to provide a level of challenge that offers the joy of exploration and discovery, rather than being overly difficult or stressful. We also provide ample hints, allowing players to solve them independently even without prior knowledge of the original work.
Q: The Asian version seems to focus on multiplayer. What is the initial content structure and update cycle (e.g., new boss raids every few weeks)?
Jang Hyun-il, PD of Netmarble Neo:We have prepared 4-player party dungeons called 'Sanctuary of Memories,' 4-player boss raids, 12-player field bosses, 2-player co-op dungeons called 'Elite Hideout,' and siege defence battles. Our update cycle aims to add new content approximately every six weeks after launch, with plans to regularly introduce new boss raids and regions.
Q: Trading end-game content rewards is possible. What kind of economic ecosystem do you envision?
Jang Hyun-il, PD of Netmarble Neo:Items obtained from raids that are no longer needed can be supplied to other users through the trading system, naturally forming a pathway for players to acquire desired items through gameplay rather than payment. This is expected to increase motivation for content participation and have a positive impact on user cooperation and community vitalisation.

Q: What are your update plans?
Jang Hyun-il, PD of Netmarble Neo:The first update will include the new region of the Stormlands and main quest updates. A multi-dungeon for those who enjoy cooperative play will also be added, along with the Kraken, the end-game boss for the Altar of the Abyss. Having realised the importance of rapid updates through the Western early access, we are aiming for the first content update within approximately one month of launch. Following this, we plan to regularly add new story episodes and regions based on seasonal operations.
Q: How far do you plan to implement the original series' setting?
Jang Hyun-il, PD of Netmarble Neo:At launch, the main stages will be the North, along with parts of the Reach and King's Landing. The Stormlands region will be added through the first update. Subsequent updates will continuously introduce various regions of Westeros with new story chapters. Our ultimate goal is to perfectly recreate Westeros, from beyond the Wall to Dorne, and eventually to complete the Iron Islands and Essos across the sea. We plan to sequentially expand other regions, factions, and weapon-based playstyles in future updates, with specific details to be revealed during the seasonal operation.
Q. Spin-off dramas of 'Game of Thrones' are also being released. Do you have plans to incorporate these into the game as well?
Jang Hyun-il, PD of Netmarble Neo:As series like 'House of the Dragon' continue to be produced, it's something we could consider from a long-term planning perspective. However, at the initial launch, we are focusing on the faithful implementation of the main series' Season 4. We are open to incorporating various elements of the world through natural connections during the seasonal operation phase.
This news was translated by AI.
Kim Mi Hee, Reporter
Let's not lose our initial resolve. Meticulously, one by one.risell@gamemeca.com
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