{"id":55686,"date":"2026-01-13T17:00:00","date_gmt":"2026-01-13T08:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=55686"},"modified":"2026-01-14T16:45:35","modified_gmt":"2026-01-14T07:45:35","slug":"after-nearly-20-years-of-game-development-the-seeds-i-planted-have-finally-sprouted-solo-dev-behind-sandbox-rpg-elona-talks-about-success-of-sequel-eli","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/interviews\/after-nearly-20-years-of-game-development-the-seeds-i-planted-have-finally-sprouted-solo-dev-behind-sandbox-rpg-elona-talks-about-success-of-sequel-eli\/","title":{"rendered":"\u201cAfter nearly 20\u00a0years\u00a0of game development, the seeds I planted\u00a0have finally sprouted.\u201d Solo dev behind\u00a0sandbox RPG Elona talks about\u00a0success of sequel\u00a0Elin\u00a0"},"content":{"rendered":"\n<p>Released in Early Access in November 2024,<strong>&nbsp;Elin<\/strong>&nbsp;is a sandbox-style open-world roguelike RPG developed by solo Japanese creator&nbsp;noa, known for the acclaimed free game Elona&nbsp;(2007).&nbsp;<\/p>\n\n\n\n<p>During more than a year of Early Access, Elin&nbsp;\u2013 the&nbsp;official successor to Elona \u2013&nbsp;has steadily expanded through a wide variety of updates,&nbsp;which has kept its&nbsp;growing&nbsp;playerbase&nbsp;bustling.&nbsp;AUTOMATON recently sat down with developer&nbsp;noa&nbsp;to talk about the game\u2019s&nbsp;development philosophy and what has made it so successful.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1686\" height=\"948\" sizes=\"auto, (max-width: 1686px) 100vw, 1686px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260110-55686-001.jpg\" alt=\"Elin\" class=\"wp-image-55689\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260110-55686-001.jpg 1686w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260110-55686-001-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260110-55686-001-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260110-55686-001-1536x864.jpg 1536w\" \/><\/figure>\n\n\n\n<p><strong>\u2014Please introduce yourself.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>noa:<\/strong>&nbsp;<br>I\u2019m&nbsp;noa, a&nbsp;solo&nbsp;indie game developer.&nbsp;I\u2019ve&nbsp;been&nbsp;involved in game development for about&nbsp;20 years now,&nbsp;under the studio&nbsp;name&nbsp;Lafrontier.&nbsp;Before Elin, I made the free&nbsp;games&nbsp;Elona and Elona Shooter.&nbsp;<\/p>\n\n\n\n<p>I\u2019ve&nbsp;always&nbsp;been enthralled by&nbsp;epic fantasy&nbsp;and sci- fi&nbsp;stories&nbsp;with&nbsp;intricate&nbsp;worldbuilding.&nbsp;While&nbsp;I&nbsp;enjoy&nbsp;plenty of anime and games,&nbsp;I&nbsp;often pick up&nbsp;books too. I used to shy away a bit from D&amp;D-style novels because I assumed&nbsp;they\u2019d&nbsp;feel too \u201cgame-like,\u201d but&nbsp;last&nbsp;year,&nbsp;I&nbsp;became&nbsp;completely&nbsp;engrossed in&nbsp;the&nbsp;Dragonlance<em>&nbsp;<\/em>series. I reread the series from the beginning, swooning&nbsp;over how adorable Raistlin is, all while&nbsp;waiting&nbsp;for the&nbsp;latest installments of&nbsp;A Song of Ice and Fire and The&nbsp;Kingkiller&nbsp;Chronicle.&nbsp;In fact, Elin is also filled with many little homages to these works.&nbsp;<\/p>\n\n\n\n<p>Besides game development, I also enjoy writing stories and scripts as a hobby, producing music and videos, tinkering with AI and programming languages, and&nbsp;generally creating&nbsp;things.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014What kind of game is&nbsp;Elin?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>noa:<\/strong>&nbsp;<br>Elin is an open-world,&nbsp;roguelike&nbsp;adventure&nbsp;and base-management game.&nbsp;While&nbsp;inheriting&nbsp;aspects&nbsp;that were well received in&nbsp;its predecessor Elona,&nbsp;Elin&nbsp;evolves in a direction that&nbsp;offers more freedom and makes things&nbsp;even more chaotic.&nbsp;<\/p>\n\n\n\n<p>Simply put,&nbsp;it\u2019s&nbsp;the&nbsp;kind of game&nbsp;that\u2019s&nbsp;made over an entire lifetime, driven by&nbsp;the&nbsp;obsessive passion&nbsp;of its creator.&nbsp;Elin received&nbsp;over&nbsp;200 updates&nbsp;last year alone, and the content continues to grow every day.&nbsp;It&#8217;s&nbsp;a game where you can dive into a vast world and enjoy the random stories and chaos that arise.&nbsp;<\/p>\n\n\n\n<p>Another characteristic of the game, unusual for a title built primarily around random generation, is the emphasis placed on worldbuilding and narrative expression. A colorful cast of NPCs and gods appear, and cozy, fantasy-style&nbsp;Home&nbsp;Quests set around the player\u2019s base add warmth and flavor to the adventure. The game\u2019s distinctive atmosphere, blending Japanese subculture with a hardcore roguelike sensibility, is very much intact&nbsp;\u2013&nbsp;cute&nbsp;and&nbsp;moe&nbsp;elements included, of course.&nbsp;<\/p>\n\n\n\n<p>Elin&nbsp;also introduces&nbsp;mod support, and close to 1,500 mods&nbsp;have already been published&nbsp;on&nbsp;the Workshop.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014It\u2019s&nbsp;been a year since&nbsp;Elin\u2019s&nbsp;Early Access&nbsp;launch. How are sales doing?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>noa:<\/strong>&nbsp;<br>Elin sold&nbsp;about 200,000 copies in&nbsp;2024, and&nbsp;then&nbsp;about 150,000 copies&nbsp;last year. That brings&nbsp;the&nbsp;total&nbsp;up&nbsp;to&nbsp;roughly 350,000&nbsp;copies.<\/p>\n\n\n\n<p><strong>\u2014That\u2019s&nbsp;impressive.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>noa:<\/strong>&nbsp;<br>Originally,&nbsp;I envisioned&nbsp;Elin as the kind of game where the playerbase grows&nbsp;long-term,&nbsp;with each update, instead of&nbsp;being fueled by launch day momentum. Because of that, I&nbsp;didn\u2019t&nbsp;do&nbsp;any&nbsp;particular&nbsp;promotion, so the&nbsp;high&nbsp;early&nbsp;sales&nbsp;numbers&nbsp;really surprised me. I think the Kickstarter campaign helped&nbsp;spread&nbsp;the word, and the fact that there are so many&nbsp;dedicated&nbsp;Elona players was also&nbsp;a big factor.&nbsp;<\/p>\n\n\n\n<p>After the&nbsp;post-launch sales&nbsp;momentum&nbsp;settled down&nbsp;last year, monthly sales&nbsp;remained&nbsp;fairly stable&nbsp;without major fluctuations.&nbsp;In terms of my original goal&nbsp;of achieving continued player growth,&nbsp;this stability&nbsp;actually feels&nbsp;more important.&nbsp;<\/p>\n\n\n\n<p>I&nbsp;don\u2019t&nbsp;know when it might happen, but I secretly have a goal of&nbsp;achieving&nbsp;\u201cone million&nbsp;little sisters\u201d&nbsp;(little sisters =&nbsp;players).&nbsp;This goal is&nbsp;less about business and more like&nbsp;something I personally aspire to.&nbsp;Having been saved by games since the NES era, I feel nothing but honor when titles I was once obsessed with appear alongside Elin on Steam, or when my game even slightly approaches the same level of recognition. And of course,&nbsp;I&#8217;d&nbsp;be thrilled if even one more person played my games.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014Could you&nbsp;give us a breakdown of&nbsp;sales by country?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>noa:<\/strong>&nbsp;<br>Looking at cumulative sales so far, Japan accounts for 35%, the US&nbsp;24%, China 16%, and then&nbsp;there\u2019s&nbsp;a&nbsp;significant&nbsp;drop to Canada at 3%. However, if you look at the most recent months, the US is at 33%, China at 16%, and Japan at 15%,&nbsp;so&nbsp;overseas&nbsp;sales have been rising.&nbsp;<\/p>\n\n\n\n<p>My&nbsp;previous&nbsp;game,&nbsp;Elona,&nbsp;already had a lot of core fans overseas, so&nbsp;I\u2019m&nbsp;hoping Elin will be&nbsp;played&nbsp;in many countries around the world as well. Since the number of officially supported languages is still limited,&nbsp;I\u2019m&nbsp;currently producing and releasing&nbsp;promotional&nbsp;videos aimed specifically at Western audiences.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1690\" height=\"944\" sizes=\"auto, (max-width: 1690px) 100vw, 1690px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260110-55686-002.jpg\" alt=\"Elin\" class=\"wp-image-55690\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260110-55686-002.jpg 1690w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260110-55686-002-380x212.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260110-55686-002-768x429.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260110-55686-002-1536x858.jpg 1536w\" \/><\/figure>\n\n\n\n<p><strong>\u2014So that explains its popularity in the West. What aspects of the game do you think are&nbsp;linked&nbsp;to these numbers?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>noa:<\/strong>&nbsp;<br>I think,&nbsp;first&nbsp;of all,&nbsp;the existing fanbase from Elona, the inclusion of popular&nbsp;mechanics&nbsp;like survival, crafting, and base management, and the&nbsp;nostalgic&nbsp;pixel art style are&nbsp;the biggest&nbsp;factors when it comes to sales&nbsp;figures.&nbsp;<\/p>\n\n\n\n<p>On top of&nbsp;that, I also get the sense that people see it as a game you can stick with for a long time. Not just in terms of playtime, but in the sense that even if they\u2019re not actively playing, they might stumble across some fan art or&nbsp;a&nbsp;meme&nbsp;and be reminded of their adventures, or chuckle at rumors of some bizarre update, and keep it in the back of their minds with a &#8220;I&#8217;ll pick Elin up again sometime.&#8221;&nbsp;<\/p>\n\n\n\n<p>The recently launched Elin&nbsp;State of the Game (Elin\u2019s official&nbsp;monthly&nbsp;newsletter)&nbsp;isn\u2019t&nbsp;so much about delivering&nbsp;new information&nbsp;as it is a small beacon&nbsp;telling people, \u201cThis world is still&nbsp;alive&nbsp;and breathing&nbsp;today&nbsp;(you can always come back!).\u201d&nbsp;<\/p>\n\n\n\n<p>I\u00a0can\u2019t\u00a0say for sure that these\u00a0methods\u00a0directly translate into sales figures, but\u00a0I\u00a0intend to continue\u00a0my\u00a0efforts to keep Elin\u00a0players\u00a0engaged for the long term.\u00a0<\/p>\n\n\n\n<p>To give a bit more background,&nbsp;I\u2019ve&nbsp;always loved&nbsp;never-ending stories and worlds that keep&nbsp;existing, and with Elin,&nbsp;I want to keep expanding the world of&nbsp;Ylva indefinitely.&nbsp;I\u2019d love&nbsp;to see what kind of scenery awaits me as the number of&nbsp;my&nbsp;little sisters multiplies&nbsp;across the&nbsp;Earth.&nbsp;<\/p>\n\n\n\n<p>Actually,&nbsp;I&nbsp;approached Elona with the same mindset back then, but at the time,&nbsp;I never got to see any&nbsp;\u201cchange in scenery,\u201d&nbsp;and I eventually gave up development in a state of near despair.&nbsp;What I&nbsp;mean to say&nbsp;by this is&nbsp;that social media&nbsp;wasn\u2019t&nbsp;widespread back then,&nbsp;so&nbsp;there was almost no fan art, and feedback amounted to just a few messages a year. It felt like I was simply pouring time into developing a free game with nothing to show for it.&nbsp;<\/p>\n\n\n\n<p>But now,&nbsp;nearly 20&nbsp;years later, I think the seeds&nbsp;I&nbsp;planted with Elona never withered,&nbsp;and that they&nbsp;have&nbsp;finally sprouted in the era of Elin.&nbsp;<\/p>\n\n\n\n<p>On paper, you could explain it as \u201chaving a fanbase from my previous title\u201d or \u201cthe IP having matured.\u201d But my personal feeling is&nbsp;that rather than commercial success, what was behind it was the deeply personal drama of being reunited&nbsp;with my sisters from long ago. That&nbsp;remains&nbsp;my main driving force&nbsp;for continuing to create Elin.&nbsp;<\/p>\n\n\n\n<p>Surprisingly, it might be these&nbsp;kinds of&nbsp;motivations and stories, slightly removed from marketability, that define an indie game&#8217;s character and uniqueness,&nbsp;ultimately translating&nbsp;into numbers.&nbsp;&nbsp;<\/p>\n\n\n\n<p>&#8230;That said, honestly, I have no proof (laughs).&nbsp;So&nbsp;I&#8217;d&nbsp;be grateful if&nbsp;you&#8217;d&nbsp;keep an eye on how Elin develops from here, including&nbsp;its figures.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014That&#8217;s a really touching way to put it.&nbsp;Thank you. Do you have any&nbsp;anecdotes that illustrate Elin\u2019s chaos and&nbsp;high&nbsp;degree of freedom?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>noa:<\/strong>&nbsp;<br>Since&nbsp;it\u2019s&nbsp;a game where you can gather your favorite companions and build your&nbsp;ideal&nbsp;base, players\u2019 personalities really come through in their parties and settlements.&nbsp;<\/p>\n\n\n\n<p>Some players make paradises where&nbsp;they show off only&nbsp;cute&nbsp;girls gathered&nbsp;around a gigantic hot spring,&nbsp;while others make&nbsp;bases dedicated&nbsp;solely to bullying a specific character, meticulous&nbsp;reproductions&nbsp;of modern architecture, facilities where something is very clearly off,&nbsp;or&nbsp;exhibition halls that radiate sheer obsession&nbsp;and fetishism.&nbsp;The&nbsp;massive farms&nbsp;and&nbsp;power-generating bathhouses, which pursue nothing but efficiency,&nbsp;also end up looking hilariously hellish in their own way.&nbsp;<\/p>\n\n\n\n<p>Some adventurers travel the world with&nbsp;tents on their backs,&nbsp;while&nbsp;others&nbsp;collect NPC panties,&nbsp;go around stealing the world\u2019s finest furniture, and some build entire armies made up only of dragons&nbsp;or little sisters.&nbsp;I think one of the greatest joys of Elin is creating your own story,&nbsp;the way you want to.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1764\" height=\"949\" sizes=\"auto, (max-width: 1764px) 100vw, 1764px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260110-55686-003.jpg\" alt=\"Elin\" class=\"wp-image-55691\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260110-55686-003.jpg 1764w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260110-55686-003-380x204.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260110-55686-003-768x413.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260110-55686-003-1536x826.jpg 1536w\" \/><\/figure>\n\n\n\n<p><strong>\u2014Looking back, could you reflect on&nbsp;Elin\u2019s&nbsp;updates in 2025?&nbsp;What&nbsp;took&nbsp;the most effort&nbsp;to implement?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>noa:<\/strong>&nbsp;<br>Implementing the Vampire race took much longer than expected due to&nbsp;how high players\u2019 expectations were. Adding the underwater map, including the&nbsp;Sunken Temple of Lurie,&nbsp;was also quite challenging, but&nbsp;I\u2019m&nbsp;satisfied with how the&nbsp;underwater&nbsp;atmosphere&nbsp;came&nbsp;together.&nbsp;<\/p>\n\n\n\n<p>The update I put the&nbsp;most effort&nbsp;into was&nbsp;probably the&nbsp;dungeon, boss&nbsp;effects, and gimmicks for the latest&nbsp;Home&nbsp;Quest. In that update,&nbsp;I&nbsp;introduced the concept of \u201cspecial actions\u201d for boss behavior, as well as&nbsp;Field Effects&nbsp;that impose special rules across an entire map.&nbsp;I&nbsp;plan to make heavy use of these in future dungeons and boss battles.&nbsp;<\/p>\n\n\n\n<p>Field effects, commonly seen in card games, can significantly alter&nbsp;the difficulty and depth of&nbsp;combat and exploration, so implementing them in random dungeons might be interesting.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014Which update received the biggest response from players?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>noa:<\/strong>&nbsp;<br>In terms of direct impact on gameplay, additions like&nbsp;Rune Molds&nbsp;and&nbsp;Gene Engineering&nbsp;were&nbsp;the biggest,&nbsp;but I get the sense that features born from little detours or spontaneous&nbsp;ideas&nbsp;actually got&nbsp;bigger reactions&nbsp;from players.&nbsp;<\/p>\n\n\n\n<p>A recent example is the&nbsp;ASMR Player&nbsp;feature. It lets a radio endlessly play ASMR-style text spoken by any&nbsp;chosen NPC.&nbsp;When I&nbsp;opened submissions,&nbsp;I&nbsp;got&nbsp;a huge amount of ASMR lines from players, so it looks like this will become a permanent&nbsp;form of&nbsp;bonus&nbsp;content&nbsp;added between major updates.&nbsp;<\/p>\n\n\n\n<p>Other features that got big reactions include the&nbsp;\u201cCompassionate Panty Wearing Ordinance,\u201d which makes base residents wear panties, and the&nbsp;Whip of Egg, which makes anything lay eggs when hit.&nbsp;Even features that seem like&nbsp;complete jokes can end up having real uses.&nbsp;For example,&nbsp;recently&nbsp;it was discovered that the&nbsp;Whip of Egg&nbsp;can be used to obtain endgame materials. That kind of chaotic integration across systems really feels&nbsp;unique to Elin.&nbsp;<\/p>\n\n\n\n<p>When players unexpectedly discover exploits like that,&nbsp;many of them&nbsp;need fixing, but whenever&nbsp;it\u2019s&nbsp;possible,&nbsp;I try to preserve them.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1690\" height=\"948\" sizes=\"auto, (max-width: 1690px) 100vw, 1690px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260110-55686-004.jpg\" alt=\"Elin\" class=\"wp-image-55692\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260110-55686-004.jpg 1690w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260110-55686-004-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260110-55686-004-768x431.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260110-55686-004-1536x862.jpg 1536w\" \/><\/figure>\n\n\n\n<p><strong>\u2014Were you able to develop&nbsp;the game&nbsp;the way you envisioned&nbsp;during 2025?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>noa:<\/strong>&nbsp;<br>Right after Early Access began&nbsp;in 2024, the sheer volume of feedback was&nbsp;really&nbsp;overwhelming, which was difficult to handle. But once&nbsp;I&nbsp;set up a proper feedback management system and separated the Nightly build&nbsp;(development build)&nbsp;from the stable version&nbsp;last year, development became much more comfortable. I was also able to improve my physical work environment&nbsp;(=&nbsp;my old, dirty room), so overall,&nbsp;it&nbsp;was a very fulfilling&nbsp;year.&nbsp;<\/p>\n\n\n\n<p>Rather than\u00a0thinking of it as\u00a0work,\u00a0I\u2019ve\u00a0always\u00a0done game development out of love, so\u00a0it rarely feels like a burden.\u00a0Someone found out that I was playing Monster Hunter Wilds in my spare time,\u00a0but\u00a0I&#8217;ve\u00a0been secretly sneaking in other things too, like playing the Romancing\u00a0SaGa\u00a02 remake nonstop for two days straight or binge-watching\u00a0Frieren: Beyond Journey\u2019s End.\u00a0<\/p>\n\n\n\n<p>By the way, I&nbsp;usually refer to players as my little sisters, but this&nbsp;doesn&#8217;t&nbsp;mean&nbsp;I&#8217;ve&nbsp;developed any depraved&nbsp;tendencies.&nbsp;There&#8217;s&nbsp;a practical reason for it: in small-scale development,&nbsp;you\u2019re&nbsp;always&nbsp;reading user feedback directly,&nbsp;without any buffer, so harsh words can really hurt&nbsp;sometimes. But strangely enough, when I imagine those messages coming from my cute little sisters, it somehow soothes my heart&#8230; Right? If any developers out there are struggling with feedback, I really hope&nbsp;you&#8217;ll&nbsp;give this a try.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014(Laughs)&nbsp;What would you like to&nbsp;accomplish&nbsp;in&nbsp;2026,&nbsp;noa?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>noa:<\/strong>&nbsp;<br>I\u2019d like to&nbsp;continue&nbsp;maintaining&nbsp;an environment where I can stay focused on development without having my time eaten up by&nbsp;various&nbsp;troubles.&nbsp;<\/p>\n\n\n\n<p>On the development side, there are still&nbsp;tons&nbsp;of features I want to pack in, and&nbsp;I\u2019m&nbsp;constantly fighting the urge to add factory-style automation systems. That said, I&nbsp;can\u2019t&nbsp;let Early Access drag on forever, so&nbsp;I\u2019m&nbsp;planning to save those ideas as something to look forward to after the full release.&nbsp;<\/p>\n\n\n\n<p>My biggest goal this year is, without a doubt, completing the Home Quests. By \u201ccompletion,\u201d I&nbsp;don&#8217;t&nbsp;mean&nbsp;ending the story cleanly,&nbsp;I&#8217;m&nbsp;thinking more&nbsp;along the lines of&nbsp;wrapping things up at a natural stopping point.&nbsp;I want to leave room for the story to start moving again (after the official release).&nbsp;<\/p>\n\n\n\n<p>The characters introduced in Home Quests&nbsp;are&nbsp;very popular, and once the main story reaches a natural stopping point, I hope to add more lighthearted interactions and side episodes between them. For those who want to hear more of&nbsp;Corgon&#8217;s&nbsp;\u201cMokyu&nbsp;Mokyu!,\u201d please look forward to it!&nbsp;<\/p>\n\n\n\n<p><strong>\u2014Thank&nbsp;you for your time.&nbsp;We\u2019re&nbsp;looking forward to another&nbsp;great year.<\/strong>&nbsp;<\/p>\n\n\n\n<p>Elin is currently available in Early Access for PC (<a href=\"https:\/\/store.steampowered.com\/app\/2135150\/Elin\/\" target=\"_blank\" rel=\"noreferrer noopener\">Steam<\/a>).&nbsp;<\/p>\n\n\n\n<p><\/p>\n\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Noa, the solo developer behind hit Japanese sandbox RPGs Elona and Elin, talks about what has made the sequel so successful.<\/p>\n","protected":false},"author":1,"featured_media":55688,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[10],"tags":[17],"class_list":["post-55686","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-interviews","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.2 - 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