{"id":66922,"date":"2026-05-21T13:05:06","date_gmt":"2026-05-21T04:05:06","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=66922"},"modified":"2026-05-21T13:05:08","modified_gmt":"2026-05-21T04:05:08","slug":"behind-the-hit-coin-based-roguelike-raccoin-is-coreblazer-a-support-team-rather-than-a-publisher-how-did-this-mysterious-group-help-push-the-game-toward-success-and-what-exactly-d","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/interviews\/behind-the-hit-coin-based-roguelike-raccoin-is-coreblazer-a-support-team-rather-than-a-publisher-how-did-this-mysterious-group-help-push-the-game-toward-success-and-what-exactly-d\/","title":{"rendered":"Behind the hit coin-based roguelike RACCOIN is COREBLAZER, a \u201csupport team rather than a publisher.\u201d How did this mysterious group help push the game toward success, and what exactly did they do?\u00a0\u00a0"},"content":{"rendered":"\n<p><strong>RACCOIN: Coin Pusher Roguelike <\/strong>is a roguelike coin-pusher game developed by\u00a0Doraccoon. It has been available for PC via\u00a0<a href=\"https:\/\/store.steampowered.com\/?utm_source=chatgpt.com\" target=\"_blank\" rel=\"noreferrer noopener\">Steam<\/a>\u00a0since March 31, priced at $11.99 USD. Shortly after release, the game earned over 90% positive reviews on its store page, achieving a \u201cVery Positive\u201d rating on Steam. Its concurrent player\u00a0count\u00a0also quickly surpassed 10,000,\u00a0demonstrating\u00a0remarkably strong popularity.\u00a0<\/p>\n\n\n\n<p>Remarkably, the creators behind the game had only just graduated from university, and the core team consisted of just three people. Moreover, RACCOIN: Coin Pusher Roguelike was their very first commercial release.&nbsp;&nbsp;<\/p>\n\n\n\n<p>One of the teams that supported this breakout success was COREBLAZER. COREBLAZER is a game development support team&nbsp;established&nbsp;by&nbsp;Hypergryph, the studio behind&nbsp;Arknights.&nbsp;<\/p>\n\n\n\n<p>Rather than acting as a publisher or an outsourcing studio, COREBLAZER supports development teams from a different position altogether,&nbsp;providing assistance&nbsp;in areas such as&nbsp;funding, business operations, and knowledge of the Chinese market. Naturally, this raises the question of how exactly such a team contributed to the game\u2019s development.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"722\" height=\"717\" sizes=\"auto, (max-width: 722px) 100vw, 722px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image7-1.jpg\" alt=\"\" class=\"wp-image-66924\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image7-1.jpg 722w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image7-1-380x377.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image7-1-150x150.jpg 150w\" \/><\/figure>\n\n\n\n<p>For this interview, AUTOMATON spoke with ManKemono, producer at\u00a0Doraccoon\u00a0Games, the studio behind RACCOIN: Coin Pusher Roguelike, as well as\u00a0Kun, Strategic Investment Director at COREBLAZER.\u00a0<\/p>\n\n\n\n<p>We asked them about how the game came to be and what kind of support COREBLAZER provided during development.&nbsp;<\/p>\n\n\n\n<p>It\u2019s\u00a0also worth noting that COREBLAZER is currently looking for development teams interested in receiving support from the organization. Japanese and international development teams alike are eligible, and COREBLAZER will be\u00a0exhibiting\u00a0at\u00a0BitSummit\u00a0PUNCH, which begins on May 22 this week. Those interested may want to stop by their booth.\u00a0<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"a-three-person-game-studio-founded-by-a-group-of-university-friends-after-graduation\">A three-person game studio founded by a group of university friends after graduation<\/h2>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1080\" height=\"608\" sizes=\"auto, (max-width: 1080px) 100vw, 1080px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image6-3-1080x608-1.jpg\" alt=\"\" class=\"wp-image-66925\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image6-3-1080x608-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image6-3-1080x608-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image6-3-1080x608-1-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2014Please tell us about\u00a0Doraccoon\u00a0Games.\u00a0<\/strong><\/p>\n\n\n\n<p><strong>ManKemono:\u00a0<\/strong><br>Hello everyone.\u00a0Our\u00a0team,\u00a0Doraccoon\u00a0Games, is made up of three people, including myself. We are developing games in Shanghai.\u00a0<\/p>\n\n\n\n<p>On the surface, our roles are clearly divided among the three of us: one person handles planning, while another is the artist. However, in actual development, everyone contributes in&nbsp;various ways&nbsp;whether that means&nbsp;coming up with&nbsp;plans, writing code when necessary, or helping each other wherever needed.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014RACCOIN: Coin Pusher Roguelike is\u00a0Doraccoon\u00a0Games\u2019 first commercial title. How did the idea for the game come about? <\/strong><\/p>\n\n\n\n<p><strong>ManKemono:<\/strong><br>The idea for the game\u00a0came about\u00a0around the beginning of 2024. At the time, one of our team members,\u00a0Wolong, took me to an arcade, where I played a coin-pusher game for the first time. I got hooked almost\u00a0immediately, and for the next month or two I would play whenever I had free time.\u00a0<\/p>\n\n\n\n<p>Around that same period,&nbsp;Balatro&nbsp;was released and became hugely popular in China as well.&nbsp;That\u2019s&nbsp;when we started wondering what would happen if we combined the mechanics of a coin-pusher game with a roguelike system like&nbsp;Balatro.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1080\" height=\"606\" sizes=\"auto, (max-width: 1080px) 100vw, 1080px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image9-2-1080x606-1.jpg\" alt=\"\" class=\"wp-image-66926\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image9-2-1080x606-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image9-2-1080x606-1-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image9-2-1080x606-1-768x431.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2014After\u00a0coming up with\u00a0the idea, what led you to begin full-scale development on RACCOIN: Coin Pusher Roguelike?\u00a0\u00a0<\/strong><\/p>\n\n\n\n<p><strong>ManKemono:\u00a0<\/strong><br>At the time, both\u00a0Wolong\u00a0and I were studying in the game design department at Communication University of China, where we were learning about game development while also gaining hands-on experience.\u00a0All of our daily assignments and even our graduation project revolved around making games.\u00a0\u00a0<\/p>\n\n\n\n<p>However, when we first came up with the idea for RACCOIN: Coin Pusher Roguelike, we were still busy working on our graduation project, so it took a little longer before the concept&nbsp;actually started taking shape.&nbsp;Even so, we were already imagining various gameplay ideas at the time, for example, rabbit coins that would produce even more rabbits upon contact, or bomb coins that would blast away every coin on the machine.&nbsp;<\/p>\n\n\n\n<p>We ultimately decided to actually start development based on this idea in July 2024, after graduating from university.&nbsp;At the time, we were thinking about what to do after graduation. We had received a few&nbsp;job&nbsp;offers, but in the&nbsp;end&nbsp;we decided to develop RACCOIN: Coin Pusher Roguelike ourselves. From there, it took about two to three weeks to create the prototype. Even at that stage, the roguelike elements were already in place, along with features we had envisioned earlier, such as the rabbit coins and bomb coins&nbsp;<\/p>\n\n\n\n<p><strong>\u2014You mentioned that\u00a0Balatro\u00a0was an influence, but were there any other games that inspired the development of this title?\u00a0\u00a0<\/strong><\/p>\n\n\n\n<p><strong>ManKemono:\u00a0<\/strong><br>When we first started creating the prototype, we researched other existing coin-pusher games such as Old Coin Pusher Friends and Coin Dozer. Some of them were realistic, while others included monster-battling elements. We looked at how\u00a0previous\u00a0developers had portrayed coin-pusher gameplay, including the physics effects.\u00a0<\/p>\n\n\n\n<p>We also studied roguelike games such as&nbsp;Ballionaire&nbsp;and Lucky Landlord, and&nbsp;I think we&nbsp;drew inspiration from those titles as well.&nbsp;<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"coreblazer-quietly-supports-game-development-by-up-and-coming-creators\">COREBLAZER quietly supports game development by up-and-coming creators<\/h2>\n\n\n\n<p><strong>\u2014Although RACCOIN: Coin Pusher Roguelike is published by\u00a0Playstack, we understand that the project also received investment and support from COREBLAZER. How exactly was COREBLAZER involved in the development process?\u00a0\u00a0<\/strong><\/p>\n\n\n\n<p class=\"has-background\" style=\"background-color:#eaeaea\">COREBLAZER is an investment and support team centered around&nbsp;assisting&nbsp;game development. While project-based support may serve as the starting point, their involvement does not end there. Instead, they aim to build long-term relationships with talented teams that show strong potential, providing development funding as well as business support over time.&nbsp;&nbsp;<\/p>\n\n\n\n<p><strong>ManKemono\uff1a\u00a0<\/strong><br>COREBLAZER supported us in a kind of behind-the-scenes role, helping not only with game development but also by giving us a great deal of business advice. They never told us, \u201cYou absolutely must do it this way.\u201d Instead, their approach was\u00a0generally more\u00a0like, \u201cWhy not try doing it this way?\u201d\u00a0<\/p>\n\n\n\n<p>Since we had only recently been students, they also taught us a lot about management and&nbsp;distribution&nbsp; areas&nbsp;we knew&nbsp;very little&nbsp;about&nbsp;which was an enormous help.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1080\" height=\"522\" sizes=\"auto, (max-width: 1080px) 100vw, 1080px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image3-1080x522-1.webp\" alt=\"\" class=\"wp-image-66927\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image3-1080x522-1.webp 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image3-1080x522-1-380x184.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image3-1080x522-1-768x371.webp 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2014How did\u00a0Doraccoon\u00a0Games and COREBLAZER first\u00a0come into contact with\u00a0each other?\u00a0\u00a0<\/strong><\/p>\n\n\n\n<p><strong>ManKemono:<\/strong><br>I believe we\u00a0first got to know each other around the end of 2023.\u00a0\u00a0<\/p>\n\n\n\n<p><strong>Kun:<\/strong><br>When students studying game development reach their third or fourth year, we have opportunities to introduce them to COREBLAZER. We do this because we want students to carefully consider their future paths, rather than rushing into deciding on a startup or a job after graduation.\u00a0<\/p>\n\n\n\n<p>Through these activities, we were introduced to&nbsp;Mankemono&nbsp;through their academic advisor when they were in their third year.&nbsp;After seeing their work, we explained the kinds of support our company could provide.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014What made COREBLAZER decide to support\u00a0Doraccoon\u00a0Games?\u00a0<\/strong><\/p>\n\n\n\n<p><strong>Kun:<\/strong><br>A major reason was the strong impression we got from \u201cThe Mice Are Coming,\u201d a project that\u00a0Mankemono,\u00a0Wolong, and their classmates presented at their graduation exhibition. We were extremely impressed by both its level design and its puzzle-solving experience. After that, I spoke with them in more detail and asked whether they had plans to create independent games in the future.\u00a0<\/p>\n\n\n\n<p>At the time, they already had&nbsp;a clear vision&nbsp;and wanted to&nbsp;establish&nbsp;their own studio to make original games.&nbsp;Wanshou&nbsp;and&nbsp;Wulong&nbsp;then created a prototype for RACCOIN: Coin Pusher Roguelike, and we felt it showed tremendous promise, so we decided to support them.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1080\" height=\"673\" sizes=\"auto, (max-width: 1080px) 100vw, 1080px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image2-1080x673-1.webp\" alt=\"\" class=\"wp-image-66928\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image2-1080x673-1.webp 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image2-1080x673-1-380x237.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image2-1080x673-1-768x479.webp 768w\" \/><figcaption class=\"wp-element-caption\">The Mice Are Coming<\/figcaption><\/figure>\n\n\n\n<p><strong>\u2014When it came to game development, did COREBLAZER provide any specific suggestions or feedback to\u00a0Doraccoon\u00a0Games?\u00a0\u00a0<\/strong><\/p>\n\n\n\n<p><strong>Kun:<\/strong><br>Every month, we would evaluate and analyze the in-development builds that\u00a0Doraccoon\u00a0Games sent\u00a0us, and\u00a0then suggest areas that we felt could be improved. We also held meetings with the team whenever necessary\u00a0in order to\u00a0provide more effective feedback.\u00a0<\/p>\n\n\n\n<p>Sometimes we pointed out bugs, while other times we suggested design changes that we believed could further improve the overall quality of the game. The team carefully selected from our feedback and ideas, refining and&nbsp;optimizing&nbsp;the game step by step to steadily raise its level of polish.&nbsp;<\/p>\n\n\n\n<p>I believe the members of&nbsp;Doraccoon&nbsp;Games are extremely talented. Sometimes, even when we&nbsp;identified&nbsp;areas that needed improvement, there&nbsp;wasn\u2019t&nbsp;an obvious solution. Even so, by the following month they would often come back having found an excellent solution, quickly resolving problems that previously&nbsp;hadn\u2019t&nbsp;been working well. That really surprised us.&nbsp;&nbsp;<\/p>\n\n\n\n<p><strong>\u2014From COREBLAZER\u2019s perspective, did you feel that your support for this project was successful?\u00a0\u00a0<\/strong><\/p>\n\n\n\n<p><strong>Kun:<br><\/strong>First of all, judging from the project\u2019s current performance, we feel it has reached a very high level of quality.\u00a0However, we see our role as simply providing suggestions and feedback\u00a0ultimately,\u00a0it was the development team itself that did an excellent job on this project.\u00a0\u00a0<\/p>\n\n\n\n<p><strong>\u2014I imagine\u00a0Doraccoon\u00a0Games received feedback from both the publisher,\u00a0Playstack, and the investment team, COREBLAZER. Were there ever times when you felt caught between differing opinions from the publisher and the investment team?\u00a0\u00a0<\/strong><\/p>\n\n\n\n<p><strong>ManKemono<\/strong>:<br>That never happened, and I\u00a0don\u2019t\u00a0think\u00a0it\u2019s\u00a0likely to happen either.\u00a0Playstack\u00a0mainly provided\u00a0feedback on finer details, such as cases where the UI was difficult to understand. Meanwhile, COREBLAZER mostly gave advice related to the game\u2019s overall direction, such as pointing out areas that might be too difficult for beginners. Because of that, we never really found ourselves caught between conflicting opinions from\u00a0Playstack\u00a0and COREBLAZER.\u00a0<\/p>\n\n\n\n<p>Of course, even if such a situation did arise, I believe that neither&nbsp;Playstack&nbsp;nor COREBLAZER would try to force us to change our ideas. They would simply offer suggestions rather than impose anything on us.&nbsp;&nbsp;<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"collaboration-between-the-three-sides-led-to-success\"><strong>Collaboration between the three sides led to success<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1080\" height=\"606\" sizes=\"auto, (max-width: 1080px) 100vw, 1080px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image1-4-1080x606-1.jpg\" alt=\"\" class=\"wp-image-66929\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image1-4-1080x606-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image1-4-1080x606-1-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image1-4-1080x606-1-768x431.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2014Just two days after release (as of April 2, when this interview was conducted), the game had already achieved a \u201cVery Positive\u201d rating status and was being played by more than 10,000 concurrent users. It seems fair to say the game has been a success. How do you feel about its current reception?\u00a0\u00a0<\/strong><\/p>\n\n\n\n<p><strong>ManKemono:\u00a0<\/strong><br>To be honest, it still\u00a0doesn\u2019t\u00a0quite feel real yet, but\u00a0we\u2019re\u00a0very happy\u00a0with the strong reception. We spent more than a year developing this\u00a0game, and\u00a0now having so many players enjoying it feels\u00a0almost like\u00a0a dream.\u00a0That said\u2026There are still plenty of bugs we need to fix, so our feelings are a bit mixed at the moment.\u00a0<\/p>\n\n\n\n<p><strong>Kun:<\/strong><br>I personally feel\u00a0a strong sense\u00a0of accomplishment. Our team has been following them for a long time. We saw both their graduation project and the early prototype of this game. Since the start of the project,\u00a0we\u2019ve\u00a0also reviewed many different versions of the game throughout development.\u00a0<\/p>\n\n\n\n<p>Because of that,&nbsp;it\u2019s&nbsp;deeply moving to see&nbsp;Doraccoon&nbsp;Games successfully release its very first title, and to know that so many players are enjoying it.&nbsp;<\/p>\n\n\n\n<p>Their team is still&nbsp;very young; it&nbsp;hasn&#8217;t&nbsp;even been two years since they graduated from university. Even so, seeing their very first commercial title achieve this level of success is truly inspiring.&nbsp;<\/p>\n\n\n\n<p>We still believe they have limitless potential, and we hope to continue supporting the team so they can create even more games that players will love. At the same time, we also hope that the other teams we support will go on to achieve success as well.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014Why do you think this game was so well received by the market?\u00a0\u00a0<\/strong><\/p>\n\n\n\n<p><strong>ManKemono:<\/strong><br>I think\u00a0it\u2019s\u00a0probably because people are genuinely enjoying\u00a0the gameplay. I once heard someone say that if you can summarize a\u00a0game\u2019s\u00a0concept in a single sentence and people\u00a0immediately\u00a0think it sounds fun the moment they hear it, then the game is already 80% successful. Back then, when I explained the idea of \u201ccoin pusher + roguelike\u201d to other people, everyone responded positively. So\u00a0maybe this\u00a0game ended up proving that theory right.\u00a0<\/p>\n\n\n\n<p>I also think a big part of it comes down to this particular team.&nbsp;The three of us work extremely efficiently together, and we have an environment where we can&nbsp;immediately&nbsp;test and verify&nbsp;new ideas&nbsp;as soon as they come to mind. For example, if we want to create a new system, we can build a basic version and have it ready for testing within a week.&nbsp;<\/p>\n\n\n\n<p>And honestly,&nbsp;I think a great deal of the credit&nbsp;also belongs to COREBLAZER. Under normal circumstances,&nbsp;it\u2019s&nbsp;still&nbsp;very difficult&nbsp;for newcomers like us to develop indie games full-time.Without&nbsp;funding, we&nbsp;probably would&nbsp;have had to work other jobs while developing the game in our spare&nbsp;time, or&nbsp;continue development purely through determination despite having no income. In that kind of situation, some people might end up mentally exhausted and unable to keep developing at all.&nbsp;<\/p>\n\n\n\n<p>In addition, COREBLAZER taught us the fundamentals of publishing and international expansion, while also helping us build connections with the right partners, which&nbsp;ultimately led&nbsp;to our collaboration with&nbsp;Playstack.&nbsp;<\/p>\n\n\n\n<p>Playstack&nbsp;assisted&nbsp;with many aspects of the project, including English localization and QA, and thanks to their help, the game\u2019s language became clearer and easier to understand. They also supported us through playtest feedback, editing promotional videos, and managing overseas communities, which allowed us to introduce RACCOIN: Coin Pusher Roguelike to a much wider international audience.&nbsp;<\/p>\n\n\n\n<p>So, we believe the success&nbsp;we\u2019re&nbsp;seeing now is not the result of the efforts of just the three members of&nbsp;Doraccoon&nbsp;Games alone, but rather the result of everyone working together.&nbsp;&nbsp;<\/p>\n\n\n\n<p><strong>Kun:<\/strong><br>What we felt was best of all was simply that the project itself was fun. It took us about two weeks to create the prototype, and at that stage the content was still very minimal, but everyone on the team already felt that developing it was genuinely enjoyable. I think that may be the most important thing when it comes to game development.\u00a0<\/p>\n\n\n\n<p>In addition, we want to help create an environment where teams can develop games as comfortably as possible. That includes providing funding, offering free physical spaces that teams can use offline, and giving advice on various business matters such as finance and legal issues. We do our best to resolve these kinds of problems as smoothly as possible so that development teams can focus their energy on making games.&nbsp;<\/p>\n\n\n\n<p>I also believe the team\u2019s project management has been excellent. Since beginning our partnership with&nbsp;Doraccoon&nbsp;Games, they never once missed&nbsp;submitting&nbsp;a test build, and they consistently produced&nbsp;new content&nbsp;every month.&nbsp;<\/p>\n\n\n\n<p>Game development is both a form of artistic creation and a project that requires careful management. Project management is extremely important in game production. In other words,&nbsp;Doraccoon&nbsp;Games is a highly capable team. They&nbsp;possess&nbsp;both strong management skills and operational ability, and by combining those strengths, they were able to create a highly polished game like this one.&nbsp;<\/p>\n\n\n\n<p>ManKemono\u00a0himself also manages the team\u2019s social media, and I think that has produced\u00a0very strong\u00a0results as well. Perhaps because he has long shared his experiences related to game\u00a0development with others, he understands how to communicate with players and has\u00a0a strong sense\u00a0of what players are looking for. I think that has also been a major advantage.\u00a0\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1000\" height=\"430\" sizes=\"auto, (max-width: 1000px) 100vw, 1000px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image4-2.jpg\" alt=\"\" class=\"wp-image-66930\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image4-2.jpg 1000w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image4-2-380x163.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image4-2-768x330.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2014From\u00a0Doraccoon\u00a0Games\u2019\u00a0perspective, what kinds of games or teams do you think are likely to receive support from COREBLAZER in the future?\u00a0<\/strong><\/p>\n\n\n\n<p><strong>ManKemono:\u00a0<\/strong><br>This is just my personal opinion, but I think developers first need to have the determination to keep making indie games even without outside support.\u00a0Based on our own experience, I also think it\u2019s important to create a prototype that clearly conveys what kind of game the team wants to\u00a0make.The\u00a0quality of that prototype is likely what allows COREBLAZER to recognize both the team\u2019s capabilities and the project\u2019s commercial potential.\u00a0<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"keep-making-games-that-are-fun-and-share-that-enjoyment-with-players\">Keep making games that are fun and share that enjoyment with players<\/h2>\n\n\n\n<p><strong>\u2014Are there any plans for a sequel to RACCOIN: Coin Pusher Roguelike, or for future content updates to the game?\u00a0\u00a0<\/strong><\/p>\n\n\n\n<p><strong>ManKemono:<\/strong><br>Right now,\u00a0we\u2019re\u00a0focused on listening to player feedback and fixing any major bugs or issues as quickly as possible.\u00a0After that, we\u2019re actually planning free updates for the game, and we\u2019re also preparing releases for consoles and mobile devices.\u00a0<\/p>\n\n\n\n<p>In the future, we hope players will be able to enjoy RACCOIN: Coin Pusher Roguelike across multiple platforms.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014How does COREBLAZER plan to\u00a0operate\u00a0moving forward?\u00a0\u00a0<\/strong><\/p>\n\n\n\n<p><strong>Kun:\u00a0<\/strong><br>We intend to\u00a0maintain\u00a0a long-term partnership with\u00a0Doraccoon\u00a0Games and continue supporting the team over the years.\u00a0For games that have already been released, we will help maximize the IP\u2019s reach and profitability as much as possible, while also providing ongoing follow-up support.\u00a0At the same time,\u00a0we\u2019ll\u00a0work together with the team on planning future titles,\u00a0assisting\u00a0with market research, and helping them better understand unfamiliar markets. Through this kind of continuous communication, the team may\u00a0come up with\u00a0even more interesting ideas in the future.\u00a0<\/p>\n\n\n\n<p>We intend to&nbsp;maintain&nbsp;a long-term partnership with&nbsp;Doraccoon&nbsp;Games and continue supporting the team over the years.&nbsp;For games that have already been released, we will help maximize the IP\u2019s reach and profitability as much as possible, while also providing ongoing follow-up support.&nbsp;At the same time,&nbsp;we\u2019ll&nbsp;work together with the team on planning future titles,&nbsp;assisting&nbsp;with market research, and helping them better understand unfamiliar markets. Through this kind of continuous communication, the team may&nbsp;come up with&nbsp;even more interesting ideas in the future.&nbsp;<\/p>\n\n\n\n<p>At the same time, we hope that more teams will discover the direction that suits them best and eventually become self-sufficient, continuing to deliver outstanding games to the industry in the&nbsp;future.That\u2019s&nbsp;the philosophy we&nbsp;operate&nbsp;by. We also&nbsp;don\u2019t&nbsp;want to limit ourselves to China alone. We hope to discover more talented teams from overseas and make&nbsp;COREBLAZER itself&nbsp;increasingly international.&nbsp;<\/p>\n\n\n\n<p>While helping game development teams connect with the global stage, we also want to act as a bridge for outstanding overseas projects, helping them better understand the Chinese market and expand there in a more effective way.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1080\" height=\"522\" sizes=\"auto, (max-width: 1080px) 100vw, 1080px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image3-1080x522-2.webp\" alt=\"\" class=\"wp-image-66931\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image3-1080x522-2.webp 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image3-1080x522-2-380x184.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/image3-1080x522-2-768x371.webp 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2014By the way, your\u00a0team is called\u00a0Doraccoon\u00a0Games (\u201c\u6d63\u72ac\u6e38\u620f\u201d) \u2014 does someone on the team happen to really like raccoon dogs or dogs? <\/strong><\/p>\n\n\n\n<p><strong>ManKemono:<\/strong><br>Yes. My personal character is a raccoon, while out artist\u2019s character is a dog. We combined our favorite animals, and\u00a0that\u2019s\u00a0how the name\u00a0Doraccoon\u00a0Games came about.\u00a0<\/p>\n\n\n\n<p><strong>\u2014The protagonist of RACCOIN: Coin Pusher Roguelike is a raccoon, and there are also dog characters in the game. Will future games developed by\u00a0Doraccoon\u00a0Games continue to feature animals like raccoons and dogs as characters?\u00a0\u00a0<\/strong><\/p>\n\n\n\n<p><strong>ManKemono:\u00a0<\/strong><br>Not necessarily, but\u00a0we\u2019ll\u00a0do our best to include raccoons whenever we can. (laughsl)\u00a0\u00a0<\/p>\n\n\n\n<p><strong>\u2014Thank you very much. That was\u00a0a very cute\u00a0story. Finally, could each of you share a message\u00a0you\u2019d\u00a0like to say to the other?\u00a0\u00a0<\/strong><\/p>\n\n\n\n<p><strong>Kun:<\/strong><br>From COREBLAZER\u2019s perspective, we hope that\u00a0Doraccoon\u00a0Games will continue releasing games that players will love in the future. We also hope the team never loses sight of the passion they started with continuing to enjoy making games themselves while sharing that joy with players.\u00a0\u00a0<\/p>\n\n\n\n<p>ManKemonp:\u00a0<br>We\u2019re\u00a0truly grateful\u00a0to COREBLAZER for all the support\u00a0they\u2019ve\u00a0provided us.\u00a0We hope the company continues to grow and will be able to support many more great projects in the future.\u00a0\u00a0<\/p>\n\n\n\n<p><strong>\u2014Thank you very much.\u00a0<\/strong><\/p>\n\n\n\n<p>RACCOIN: Coin Pusher Roguelike is currently available for PC via\u00a0<a href=\"https:\/\/store.steampowered.com\/?utm_source=chatgpt.com\" target=\"_blank\" rel=\"noreferrer noopener\">Steam<\/a>.\u00a0\u00a0<\/p>\n\n\n\n<p>Meanwhile, COREBLAZER is currently looking for development teams interested in receiving support from the organization. The company will be\u00a0exhibiting\u00a0at\u00a0BitSummit\u00a0PUNCH, which begins on May 22 this week. Anyone interested may want to stop by their booth.\u00a0<\/p>\n","protected":false},"excerpt":{"rendered":"<p>An interview with Doraccoon, the indie studio behind RACCOIN, and COREBLAZER, the company that supported the hit title&#8217;s development.<\/p>\n","protected":false},"author":1,"featured_media":66923,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,10],"tags":[],"class_list":["post-66922","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 v27.6 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Behind the hit coin-based roguelike RACCOIN is COREBLAZER, a \u201csupport team rather than a publisher.\u201d How did this mysterious group help push the game toward success, and what exactly did they do?\u00a0\u00a0 - 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