{"id":65585,"date":"2026-04-22T18:00:00","date_gmt":"2026-04-22T09:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=65585"},"modified":"2026-04-22T16:01:34","modified_gmt":"2026-04-22T07:01:34","slug":"harvestella-and-another-eden-creator-daisuke-takas-upcoming-game-is-a-4x-roguelike-deck-builder-with-robust-storytelling-he-tells-us-why-hes-making-it-for","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/interviews\/harvestella-and-another-eden-creator-daisuke-takas-upcoming-game-is-a-4x-roguelike-deck-builder-with-robust-storytelling-he-tells-us-why-hes-making-it-for\/","title":{"rendered":"Harvestella\u00a0and Another Eden creator Daisuke Taka\u2019s upcoming game is a 4X roguelike deck builder with robust storytelling.\u00a0He tells us\u00a0why\u00a0he\u2019s\u00a0making it for\u00a0an\u00a0\u201caudience of six people\u201d\u00a0"},"content":{"rendered":"\n<p>Game creator Daisuke Taka founded his own company&nbsp;<a href=\"https:\/\/impachi.games\/en\/\" target=\"_blank\" rel=\"noreferrer noopener\">Impachi<\/a>&nbsp;in January 2026. Highly regarded for his unique approach to game development and attention to storytelling, Taka previously worked as the early producer for GREE\u2019s Another Eden: The Cat Beyond Time and&nbsp;Space, and&nbsp;is best known for his successful run at Square Enix, where he served as the producer of&nbsp;Harvestellla.&nbsp;&nbsp;&nbsp;<\/p>\n\n\n\n<p>Upon hearing of&nbsp;Impachi\u2019s&nbsp;establishment, AUTOMATON conducted an interview with Taka, who serves as the company\u2019s representative director. In this installment, we talk to Taka about&nbsp;the&nbsp;unannounced&nbsp;game his studio is currently working on. For&nbsp;more about how&nbsp;Impachi&nbsp;was founded,&nbsp;<a href=\"https:\/\/automaton-media.com\/en\/interviews\/harvestella-creator-daisuke-taka-is-developing-a-brand-new-game-at-his-new-company-we-ask-him-whats-hes-been-up-to-for-the-past-2-years\/\" target=\"_blank\" rel=\"noreferrer noopener\">check out Part 1 of this interview<\/a>.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1055\" height=\"705\" sizes=\"auto, (max-width: 1055px) 100vw, 1055px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/04\/20260421-65506-006.jpg\" alt=\"Daisuke Taka\" class=\"wp-image-65508\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/04\/20260421-65506-006.jpg 1055w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/04\/20260421-65506-006-380x254.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/04\/20260421-65506-006-768x513.jpg 768w\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"the-new-project-is-a-4x-roguelike-deck-builder\">The new project is a 4X roguelike deck builder&nbsp;<\/h2>\n\n\n\n<p><strong>\u2015The games&nbsp;you&#8217;ve&nbsp;worked on so far have&nbsp;quite&nbsp;memorable stories, so&nbsp;I feel like&nbsp;you&#8217;re&nbsp;often seen as a creator who puts a lot of effort into&nbsp;narrative.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Taka:<\/strong>\u00a0<br>That&#8217;s\u00a0true.\u00a0Given that\u00a0I&#8217;ve\u00a0been making RPGs for so long, and\u00a0since\u00a0RPGs are a\u00a0genre\u00a0I really love, I understand why\u00a0people might see me\u00a0as a &#8220;story person.&#8221;\u00a0That said,\u00a0until\u00a0now,\u00a0my approach\u00a0hasn\u2019t\u00a0been to create a game around a story, but rather, to develop\u00a0worldbuilding\u00a0and narrative within the game system.\u00a0<\/p>\n\n\n\n<p><strong>\u2015So&nbsp;you&nbsp;don&#8217;t&nbsp;create the story as your starting point.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Taka:<\/strong>\u00a0<br>Actually, none\u00a0of my games have had a scenario-first approach, and\u00a0I\u00a0don&#8217;t\u00a0think that will change.\u00a0However,\u00a0my desire to provide a wonderful scenario and\u00a0worldbuilding\u00a0that\u00a0compliments the mechanics remains unchanged.\u00a0<\/p>\n\n\n\n<p><strong>\u2015I see.&nbsp;Would you say that rather than narrative,&nbsp;your goal is for&nbsp;players&nbsp;to enjoy the game primarily through its mechanics?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Taka:<\/strong>\u00a0<br>Of course,\u00a0I&#8217;d\u00a0love to impress everyone with\u00a0storytelling\u00a0and worldbuilding as well, but\u00a0that&#8217;s\u00a0not\u00a0my\u00a0main focus.\u00a0I\u00a0don&#8217;t\u00a0mean to say that these aspects\u00a0are not important, but\u00a0I think a\u00a0game\u00a0isn&#8217;t\u00a0good unless\u00a0the\u00a0excellent\u00a0mechanics, worldbuilding, and\u00a0scenario\u00a0are deeply intertwined.\u00a0<\/p>\n\n\n\n<p>Some indie games these days sell themselves on their mechanics, but to make that the only focus, you need a lot of content. If you&nbsp;can&#8217;t&nbsp;dedicate enough time to&nbsp;the worldbuilding&nbsp;and scenario,&nbsp;it&#8217;s&nbsp;difficult to build a game that relies solely on mechanics.&nbsp;With the&nbsp;establishment of&nbsp;Impachi, we want to work hard to create games with a small team, or rather, we want to create a system that allows us to do&nbsp;so&nbsp;properly.&nbsp;<\/p>\n\n\n\n<p><strong>\u2015What&nbsp;kind of game are you specifically working on?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Taka:<\/strong>\u00a0<br>&#8230;I\u00a0can&#8217;t\u00a0announce the\u00a0exact\u00a0details\u00a0yet, but to give you an idea of\u00a0\u200b\u200bthe genre, our first title as\u00a0Impachi\u00a0will be a strategy game, a\u00a04X roguelike deck builder.\u00a0<\/p>\n\n\n\n<p><strong>\u2015\u201c4X\u201d&nbsp;brings to mind&nbsp;titles like&nbsp;Sid Meier&#8217;s Civilization and Stellaris. Is it a genre&nbsp;you\u2019re&nbsp;personally fond of?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Taka:<\/strong>\u00a0<br>I like indie games, but\u00a0I&#8217;ve\u00a0also\u00a0always loved Sid Meier&#8217;s Civilization,\u00a0especially IV\u00a0and\u00a0VI. Sid Meier&#8217;s Civilization IV\u00a0used to have\u00a0a legendary unofficial Japanese wiki called &#8220;Pericles Server,&#8221; and I even managed it.\u00a0<\/p>\n\n\n\n<p><strong>\u2015I&nbsp;think&nbsp;I&#8217;ve&nbsp;heard of&nbsp;it.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Taka:<\/strong>\u00a0<br>The original wiki is gone\u00a0now\u00a0after\u00a0we\u00a0encountered\u00a0server issues&#8230;\u00a0I&#8217;m\u00a0truly sorry\u00a0that it ended\u00a0on that note.\u00a0<\/p>\n\n\n\n<p><strong>\u2015Who are you apologizing to? (laughs)<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Taka:<\/strong>\u00a0<br>We\u00a0really made a lot of Japanese Sid Meier&#8217;s Civilization fans sad\u00a0at the time, and\u00a0I guess\u00a0that&#8217;s\u00a0how\u00a0much I love the series.\u00a0<\/p>\n\n\n\n<p>In our current project,&nbsp;we\u2019re&nbsp;combining the 4X genre, exemplified by games like Sid Meier&#8217;s Civilization, with roguelike deck-building elements. Our goal is to create a game&nbsp;that&#8217;s&nbsp;neither like Sid Meier&#8217;s Civilization&nbsp;nor Slay the&nbsp;Spire,&nbsp;but rather deeply&nbsp;fuses&nbsp;both genres.&nbsp;<\/p>\n\n\n\n<p><strong>\u2015That&#8217;s interesting. What kind of experience do you want to offer with this game?\u00a0I assume\u00a0you\u2019re\u00a0focusing on mechanics.<\/strong>\u00a0<\/p>\n\n\n\n<p><strong>Taka:<\/strong>\u00a0<br>Mechanics\u00a0are\u00a0certainly\u00a0important, but I think\u00a0that in\u00a04X and roguelike deck builder\u00a0games\u00a0already\u00a0out there, the scenario\u00a0tends to not play a huge\u00a0role,\u00a0so\u00a0we\u2019d\u00a0like to tackle this as a challenge.\u00a0<\/p>\n\n\n\n<p><strong>\u2015I see,&nbsp;I\u2019m&nbsp;looking forward to the scenario then.&nbsp;How&nbsp;far along&nbsp;you are&nbsp;in the development process?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Taka:<\/strong>\u00a0<br>We&#8217;re\u00a0currently working on a vertical slice (a short, functional\u00a0demo). The demo is running, but\u00a0there&#8217;s\u00a0still a long way to go.\u00a0<\/p>\n\n\n\n<p><strong>\u2015Titles like&nbsp;Slay the Spire evolved rapidly thanks to&nbsp;players&nbsp;feedback&nbsp;received&nbsp;during&nbsp;Early&nbsp;Access. What kind of approach are you&nbsp;considering for&nbsp;Impachi&#8217;s&nbsp;first&nbsp;game?&nbsp;The genre &#8220;4X roguelike deck builder&#8221;&nbsp;seems&nbsp;like it would be quite&nbsp;challenging to balance.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Taka:<\/strong>\u00a0<br>Yes,\u00a0that&#8217;s\u00a0why we brought\u00a0in\u00a0Uemura, who\u00a0was in charge of\u00a0balancing\u00a0in both\u00a0Another Eden: The Cat Beyond Time and Space and\u00a0Harvestella.\u00a0I think the early version of Another Eden\u00a0had an almost divine balance. That balance was something\u00a0Uemura\u00a0and I\u00a0worked on.\u00a0<\/p>\n\n\n\n<p><strong>\u2015I see. So that&nbsp;track record&nbsp;gives you confidence.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Taka:\u00a0<\/strong><br>We&#8217;re\u00a0extremely\u00a0confident\u00a0when it comes to\u00a0balance.\u00a0<\/p>\n\n\n\n<p><strong>\u2015I&nbsp;can&#8217;t&nbsp;help but have&nbsp;high expectations.&nbsp;I&#8217;m&nbsp;looking forward to it.<\/strong>&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1198\" height=\"675\" sizes=\"auto, (max-width: 1198px) 100vw, 1198px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/04\/20260422-65585-header-1.jpg\" alt=\"\" class=\"wp-image-65590\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/04\/20260422-65585-header-1.jpg 1198w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/04\/20260422-65585-header-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/04\/20260422-65585-header-1-768x433.jpg 768w\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"for-starters-i-want-to-reach-the-six-people-who-think-my-game-is-fun\">For Starters, I want to reach the\u00a0\u201csix people\u201d\u00a0who think my game is fun\u00a0<\/h2>\n\n\n\n<p><strong>\u2015Even\u00a0though this is a project\u00a0you&#8217;re\u00a0confident in, with so many games being released these days, how do you plan to\u00a0reach\u00a0users?<\/strong>\u00a0<\/p>\n\n\n\n<p><strong>Taka:<\/strong>\u00a0<br>With the games\u00a0I&#8217;ve\u00a0worked on so far,\u00a0my\u00a0approach has\u00a0been to do absolutely everything I could. I just kept building on what could be done for free\u2026 I used Twitter back then to gather as many people as possible, make announcements,\u00a0run closed beta tests, and just kept building on that foundation.\u00a0<\/p>\n\n\n\n<p>This time,&nbsp;I\u2019m&nbsp;working with a small team, but still,&nbsp;I&#8217;m&nbsp;going to build things up little by little with everyone&#8217;s help.&nbsp;In particular, since&nbsp;we&#8217;re&nbsp;releasing&nbsp;the game&nbsp;worldwide from&nbsp;day one, I want to introduce&nbsp;the project to&nbsp;overseas media and&nbsp;exhibit&nbsp;it on&nbsp;game shows.&nbsp;<\/p>\n\n\n\n<p>Also,&nbsp;while&nbsp;I\u2019m&nbsp;not able to go into the&nbsp;details about the game&#8217;s content now,&nbsp;I&#8217;ll&nbsp;be able&nbsp;to reveal&nbsp;more&nbsp;concrete&nbsp;information around this summer.&nbsp;<\/p>\n\n\n\n<p><strong>\u2015That\u2019s&nbsp;something to look&nbsp;forward to!&nbsp;Finally, could you please&nbsp;give&nbsp;a message to our readers?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Taka:<\/strong>\u00a0<br>Even during my time as a salaried worker,\u00a0I was always thinking\u00a0about how to reach people with the games I want to make, and while that principle\u00a0remains\u00a0the same now,\u00a0I\u2019m\u00a0planning to shift my focus toward delivering even more of what I personally want to create.\u00a0\u00a0<\/p>\n\n\n\n<p>However, in a world overflowing with games, getting a slice of that pie of gamers is&nbsp;a difficult task.&nbsp;So, I&nbsp;figure&nbsp;there are about six people in the world who&nbsp;love everything I make, and I&#8217;ll do my best to&nbsp;cater my games specifically to them.&nbsp;<\/p>\n\n\n\n<p><strong>\u2015Only six people? Isn&#8217;t that bad for business? (laughs)<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Taka:<\/strong>\u00a0<br>If I were a game creator\u00a0driven by commercial interests,\u00a0I&#8217;d\u00a0be receiving various investments and developing a game worth hundreds of millions or even billions of yen, but I\u00a0really\u00a0don&#8217;t\u00a0think the games that individual gamers love\u00a0are\u00a0determined\u00a0by budget.\u00a0<\/p>\n\n\n\n<p>More simply\u00a0put, some people might say that tic-tac-toe is their favorite game,\u00a0while\u00a0others might say that playing cards\u00a0is\u00a0their favorite. It varies from person to person.\u00a0Since\u00a0everyone\u2019s\u00a0different,\u00a0I\u2019m\u00a0sure there are at least six people out there\u00a0who\u2019ll\u00a0say the game I want to make is the most fun, so please stay tuned for updates.\u00a0<\/p>\n\n\n\n<p><strong>\u2015Thank you very much.<\/strong>&nbsp;<\/p>\n\n\n\n<p>The&nbsp;<a href=\"https:\/\/impachi.games\/en\/p1801\/\" target=\"_blank\" rel=\"noreferrer noopener\">Impachi&nbsp;official website<\/a>&nbsp;was&nbsp;launched with the publication of this article, so be sure to check it out if&nbsp;you\u2019re&nbsp;interested in what Taka and his team are working on.&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Interview with game creator Daisuke Taka about the new, unannounced tile his company Impachi is currently developing.<\/p>\n","protected":false},"author":1,"featured_media":65589,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,10],"tags":[],"class_list":["post-65585","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-interviews"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Harvestella\u00a0and Another Eden creator Daisuke Taka\u2019s upcoming game is a 4X roguelike deck builder with robust storytelling.\u00a0He tells us\u00a0why\u00a0he\u2019s\u00a0making it for\u00a0an\u00a0\u201caudience of six people\u201d\u00a0 - AUTOMATON WEST<\/title>\n<meta name=\"description\" content=\"Interview with game creator Daisuke Taka about the new, unannounced tile his company Impachi is currently developing.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/automaton-media.com\/en\/interviews\/harvestella-and-another-eden-creator-daisuke-takas-upcoming-game-is-a-4x-roguelike-deck-builder-with-robust-storytelling-he-tells-us-why-hes-making-it-for\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Harvestella\u00a0and Another Eden creator Daisuke Taka\u2019s upcoming game is a 4X roguelike deck builder with robust storytelling.\u00a0He tells us\u00a0why\u00a0he\u2019s\u00a0making it for\u00a0an\u00a0\u201caudience of six people\u201d\u00a0 - 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