{"id":69403,"date":"2026-07-09T22:00:00","date_gmt":"2026-07-09T13:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=69403"},"modified":"2026-07-09T18:10:16","modified_gmt":"2026-07-09T09:10:16","slug":"each-ability-feels-like-it-could-have-been-the-central-mechanic-of-its-own-game-we-ask-a-fellow-developer-what-makes-nte-neverness-to-everne","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/game-development\/each-ability-feels-like-it-could-have-been-the-central-mechanic-of-its-own-game-we-ask-a-fellow-developer-what-makes-nte-neverness-to-everne\/","title":{"rendered":"\u201cEach ability\u00a0feels like it could have been the central mechanic of\u00a0its\u00a0own game.\u201d\u00a0We ask a fellow developer what makes\u00a0NTE:\u00a0Neverness\u00a0to\u00a0Everness\u00a0so\u00a0impressive\u00a0"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Earlier this year,&nbsp;Perfect World Games released&nbsp;<strong>NTE:&nbsp;Neverness&nbsp;to&nbsp;Everness<\/strong>&nbsp;(hereafter NTE), a free-to-play open-world action RPG where&nbsp;players&nbsp;track&nbsp;down and&nbsp;contain&nbsp;supernatural &#8220;Anomalies&#8221;&nbsp;scattered across an&nbsp;urban setting.&nbsp;The game comes with a colorful cast of playable characters who, beyond differing appearances and stats,&nbsp;offer&nbsp;unique abilities&nbsp;like&nbsp;gravity manipulation or&nbsp;skill copying,&nbsp;fundamentally changing&nbsp;the way&nbsp;combat and exploration play out.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The&nbsp;title&nbsp;has also attracted attention&nbsp;for&nbsp;its&nbsp;vast&nbsp;cityscapes&nbsp;built in&nbsp;Unreal Engine 5 and&nbsp;reality-warping Anomaly scenes.&nbsp;Hoping to learn more about what makes&nbsp;NTE&nbsp;impressive from a technical&nbsp;point of view,&nbsp;AUTOMATON Japan&nbsp;recently&nbsp;spoke with&nbsp;Masahiko Nakamura, technical artist and head of Indie-us Games,&nbsp;a studio&nbsp;specializing&nbsp;in Unreal Engine development. In this installment,&nbsp;we focus on the technical ingenuity behind&nbsp;NTE\u2019s&nbsp;character abilities and visual effects.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014I&nbsp;believe&nbsp;one of NTE&#8217;s&nbsp;stand-out&nbsp;features is its unique character abilities, but was&nbsp;there anything that stood out to you technically&nbsp;in this respect?<\/strong>&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Nakamura:<\/strong>&nbsp;<br>The&nbsp;signature abilities&nbsp;of&nbsp;the featured characters&nbsp;so far, such as&nbsp;Nanally&#8217;s&nbsp;gravity manipulation, Xun&#8217;s time stop, and&nbsp;Lacrimosa&#8217;s&nbsp;copy ability, have really stood out to&nbsp;me.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I think these&nbsp;are the kind of core&nbsp;mechanics that, in any other game, would be considered the \u201cselling point\u201d which the whole game is built upon. And yet,&nbsp;in NTE,&nbsp;they\u2019re&nbsp;all introduced&nbsp;as&nbsp;individual&nbsp;abilities&nbsp;of specific characters.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">What\u2019s&nbsp;more, not only&nbsp;are&nbsp;features&nbsp;like these&nbsp;difficult to implement, but they also come with extremely high debugging costs. For example,&nbsp;Nanally\u2019s&nbsp;gravity control&nbsp;isn\u2019t&nbsp;particularly&nbsp;extraordinary in&nbsp;itself, given&nbsp;that Unreal Engine already has a Custom Gravity&nbsp;feature,&nbsp;but NTE&#8217;s world is packed with objects, and players have a great deal of freedom&nbsp;to move around. Once you start changing&nbsp;the direction of&nbsp;gravity in that kind of environment,&nbsp;it&#8217;s&nbsp;impossible to predict&nbsp;what&nbsp;all&nbsp;could&nbsp;happen.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"UE\u5c02\u9580\u5bb6\u306b\u8a0a\u304f\u300eNTE\u300f\u2460\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/h9SrcSXd7Qg?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><figcaption class=\"wp-element-caption\">NTE&#8217;s gravity manipulation<\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">In&nbsp;fact, there was&nbsp;actually a&nbsp;bug that caused players to be launched into the air due to gravity behaving incorrectly,&nbsp;which got patched out in an update. I imagine the developers fully expected issues like&nbsp;that&nbsp;to crop up.&nbsp;Even so, the game gives me the impression that the team&nbsp;went, &#8220;It&#8217;s fun, so let&#8217;s do it, bugs be damned.\u201d&nbsp;I find it&nbsp;impressive that they made&nbsp;a feature&nbsp;that&#8217;s&nbsp;inherently&nbsp;so&nbsp;trouble-prone&nbsp;one of the game&#8217;s&nbsp;stand-out mechanics.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Do you think the&nbsp;high risk&nbsp;of bugs would make many developers shy away from that kind of feature?<\/strong>&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Nakamura:<\/strong>&nbsp;<br>Yes.&nbsp;Even if you can anticipate problems,&nbsp;the cost of&nbsp;actually debugging them&nbsp;can be astronomical.&nbsp;But with NTE,&nbsp;I get the feeling&nbsp;they&#8217;ve&nbsp;simply&nbsp;resigned themselves to&nbsp;that reality (laughs)<em>.<\/em>&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The&nbsp;time-stop ability is another feature that&nbsp;can be a headache. In Unreal Engine, things running on the CPU are&nbsp;relatively easy&nbsp;to&nbsp;\u201cpause,\u201d&nbsp;but effects&nbsp;running on the GPU&nbsp;aren&#8217;t.&nbsp;If you stop time in NTE,&nbsp;you&#8217;ll&nbsp;notice that&nbsp;the&nbsp;wind and ocean waves continue moving, but&nbsp;rain and&nbsp;snow do not. The developers&nbsp;cleverly&nbsp;create an illusion of stopped time by removing the original particle effects and swapping in separate ones&nbsp;showing&nbsp;static&nbsp;raindrops or snowflakes.&nbsp;<\/p>\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\/07\/nte-202607-452636-001-1080x608-1.jpg\" alt=\"\" class=\"wp-image-69404\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-001-1080x608-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-001-1080x608-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-001-1080x608-1-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014That sounds like something only a fellow&nbsp;engineer&nbsp;would notice.<\/strong>&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Nakamura:<\/strong>&nbsp;<br>Most players&nbsp;probably wouldn&#8217;t&nbsp;think twice about it,&nbsp;but from a developer\u2019s perspective, the difference between&nbsp;what\u2019s&nbsp;moving and&nbsp;what&#8217;s&nbsp;stopped is&nbsp;quite&nbsp;stark.&nbsp;If QA filed a bug saying, &#8220;This doesn\u2019t stop when time&nbsp;freezes,&#8221;&nbsp;I\u2019d&nbsp;probably&nbsp;respond, &#8220;I really&nbsp;don&#8217;t&nbsp;want to fix that&#8221;&nbsp;because of how much work it is&nbsp;(laughs).&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Lacrimosa&#8217;s&nbsp;copy ability is also an ambitious&nbsp;feature.&nbsp;It&nbsp;basically works&nbsp;like Kirby&#8217;s copy ability,&nbsp;which means&nbsp;the more enemy types you add, the more abilities you have to&nbsp;implement. Every new enemy requires another unique&nbsp;ability, so it&nbsp;essentially creates&nbsp;an endless workload.&nbsp;&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Not only that, but&nbsp;each&nbsp;time you add another copied ability, you also&nbsp;have to&nbsp;make sure it&nbsp;doesn&#8217;t&nbsp;cause bugs or create conflict with all&nbsp;the&nbsp;prior&nbsp;ones. As more enemies with unique mechanics are introduced,&nbsp;this becomes increasingly more daunting. I certainly&nbsp;wouldn&#8217;t&nbsp;want to do that job&nbsp;myself (laughs).&nbsp;But&nbsp;that&#8217;s&nbsp;exactly why I&nbsp;feel like the&nbsp;developers&nbsp;are clearly prioritizing&nbsp;making&nbsp;NTE a fun&nbsp;game.&nbsp;<\/p>\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\/07\/nte-202607-452636-002-1080x608-1.jpg\" alt=\"\" class=\"wp-image-69405\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-002-1080x608-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-002-1080x608-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-002-1080x608-1-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014The PC version also supports ray tracing and path tracing. What did you think of the game&#8217;s lighting?<\/strong>&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Nakamura:<\/strong>&nbsp;<br>First of all,&nbsp;I&#8217;m&nbsp;fairly certain&nbsp;NTE uses Unreal Engine&#8217;s Lumen lighting system,&nbsp;specifically its software ray tracing.&nbsp;Compared to hardware ray tracing,&nbsp;software ray tracing&nbsp;runs well&nbsp;even&nbsp;without a high-end GPU,&nbsp;and&nbsp;because&nbsp;it\u2019s&nbsp;simpler,&nbsp;it\u2019s&nbsp;generally faster.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">That said, while NTE\u2019s&nbsp;PC version offers ray tracing and path tracing,&nbsp;those are&nbsp;actually separate&nbsp;from Lumen&#8217;s ray tracing.&nbsp;Lumen&#8217;s software ray tracing cannot produce&nbsp;accurate&nbsp;reflections, so I think NTE is using it&nbsp;only for global illumination.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">To explain the difference&nbsp;briefly,&nbsp;ray tracing works by casting rays&nbsp;at&nbsp;objects visible on screen and calculating how&nbsp;that&nbsp;light reflects. Since calculating every&nbsp;possible ray&nbsp;would be&nbsp;extremely&nbsp;demanding&nbsp;performance-wise,&nbsp;calculations are limited to what is necessary only.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">On the other hand, path tracing goes&nbsp;a step&nbsp;further by&nbsp;tracing light paths to calculate as many reflections as possible.&nbsp;The more reflective surfaces there are, the richer the&nbsp;graphics tend to&nbsp;appear.&nbsp;NTE&#8217;s rainy city streets&nbsp;are&nbsp;a great example&nbsp;of&nbsp;the kind of&nbsp;scenes that&nbsp;greatly benefit&nbsp;from&nbsp;path tracing.&nbsp;That said,&nbsp;being such a&nbsp;heavy feature, I think&nbsp;it&#8217;s&nbsp;mainly intended&nbsp;for&nbsp;a select group of&nbsp;players who want the highest level of visual fidelity.&nbsp;<\/p>\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\/07\/nte-202607-452636-003-1080x608-1.jpg\" alt=\"\" class=\"wp-image-69406\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-003-1080x608-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-003-1080x608-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-003-1080x608-1-768x432.jpg 768w\" \/><figcaption class=\"wp-element-caption\">Standard Settings\u00a0<\/figcaption><\/figure>\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\/07\/nte-202607-452636-004-1080x608-1.jpg\" alt=\"\" class=\"wp-image-69407\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-004-1080x608-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-004-1080x608-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-004-1080x608-1-768x432.jpg 768w\" \/><figcaption class=\"wp-element-caption\">Path Tracing enabled\u00a0<\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014The way snow accumulates dynamically\u00a0in the game\u00a0is also quite striking.<\/strong>\u00a0<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Nakamura:<\/strong>&nbsp;<br>That&#8217;s&nbsp;achieved&nbsp;using a technique called&nbsp;\u201crender textures\u201d,&nbsp;where information is&nbsp;embedded&nbsp;directly&nbsp;into the&nbsp;textures.&nbsp;It&#8217;s&nbsp;similar to&nbsp;how footprints&nbsp;are created&nbsp;by&nbsp;drawing&nbsp;them onto the ground&nbsp;where a character has walked.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For snow, you can also move polygon vertices to create actual&nbsp;unevenness to the surface.&nbsp;Since leaving those effects active forever would&nbsp;slow down the game,&nbsp;they&#8217;re&nbsp;likely&nbsp;implemented&nbsp;as temporary effects that gradually disappear over time&nbsp;in NTE,&nbsp;but I think&nbsp;it\u2019s&nbsp;wonderful that the&nbsp;developers&nbsp;included this kind of feature as if it were a given.&nbsp;<\/p>\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\/07\/nte-202607-452636-005-1080x608-1.jpg\" alt=\"\" class=\"wp-image-69408\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-005-1080x608-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-005-1080x608-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-005-1080x608-1-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Was there anything in NTE\u2019s presentation that&nbsp;particularly caught your attention?<\/strong>&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Nakamura:<\/strong>&nbsp;<br>The&nbsp;portrayal of&nbsp;Anomaly&nbsp;Zones&nbsp;first of all.&nbsp;There are so many striking sequences, like&nbsp;when things shift into a horror environment, or an underwater tunnel suddenly opens into a vast wasteland as you drive through it.&nbsp;These are executed at a really high level.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I understand the technical side of how&nbsp;they\u2019re&nbsp;built in Unreal&nbsp;Engine, but&nbsp;actually creating&nbsp;them&nbsp;takes&nbsp;an enormous amount of work.&nbsp;With the tunnel warp, for example,&nbsp;it\u2019s&nbsp;clear that&nbsp;they\u2019re&nbsp;switching&nbsp;the environment while the player is moving through the portal, but the transition is&nbsp;made&nbsp;almost&nbsp;completely&nbsp;seamlessly. The&nbsp;Anomaly Zones are&nbsp;packed with these kinds of unique&nbsp;effects,&nbsp;and the amount of work the developers have put into them is&nbsp;truly impressive.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"UE\u5c02\u9580\u5bb6\u306b\u8a0a\u304f\u300eNTE\u300f\u2461\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/ZohWC0n3Mnw?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Another\u00a0point worth mentioning is\u00a0the\u00a0event cinematics.\u00a0NTE&#8217;s cutscenes are\u00a0of\u00a0exceptionally high quality, but\u00a0you&#8217;ll\u00a0notice that characters revert to their default\u00a0state\u00a0once a\u00a0cutscene\u00a0starts.\u00a0Many modern games reflect your equipped\u00a0skins\u00a0in real time, but NTE\u00a0likely\u00a0uses\u00a0pre-rendered\u00a0footage.\u00a0However, by\u00a0making that tradeoff,\u00a0they&#8217;ve\u00a0significantly increased the visual quality.\u00a0I imagine the video team alone must have incurred substantial costs. There are so many visual\u00a0effects in\u00a0there that\u00a0wouldn\u2019t\u00a0be\u00a0feasible\u00a0without pre-rendering.\u00a0If they were actually rendered in real time, I&#8217;d honestly wonder, &#8220;How on earth did they make this?&#8221;\u00a0(laughs)<\/p>\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\/07\/nte-202607-452636-006-1080x608-1.jpg\" alt=\"\" class=\"wp-image-69409\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-006-1080x608-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-006-1080x608-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-006-1080x608-1-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014As a developer yourself, was there anything&nbsp;you&nbsp;encountered&nbsp;in NTE that&nbsp;you&#8217;d&nbsp;like to incorporate into your own&nbsp;work?<\/strong>&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Nakamura:<\/strong>&nbsp;<br>It&#8217;s full of clever ideas, so&nbsp;it&#8217;s&nbsp;hard&nbsp;for me&nbsp;to choose just one.&nbsp;But the transitions&nbsp;when entering&nbsp;Anomaly&nbsp;Zones&nbsp;really left an impression&nbsp;on me, with how&nbsp;the screen suddenly spins upside down, or the entire environment transforms instantly.&nbsp;I know how&nbsp;it&#8217;s&nbsp;done&nbsp;technically, but the amount of preparation involved is tremendous.&nbsp;They&nbsp;also serve as&nbsp;an excellent visual cue that combat is about to begin, and they create the illusion that the entire world&nbsp;has changed&nbsp;without a loading screen.&nbsp;It&#8217;s&nbsp;the kind of effect that makes me want to imitate&nbsp;it, but it also makes me&nbsp;keenly aware of how much&nbsp;hard work&nbsp;goes&nbsp;into the game.&nbsp;<\/p>\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\/07\/nte-202607-452636-007-1080x608-1.jpg\" alt=\"\" class=\"wp-image-69410\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-007-1080x608-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-007-1080x608-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-007-1080x608-1-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Thank you very much.<\/strong>&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><a href=\"https:\/\/nte.perfectworld.com\/en\/index.html\" target=\"_blank\" rel=\"noreferrer noopener\">NTE: Neverness to Everness<\/a>&nbsp;is available as a free-to-play title on PC, PS5, iOS, and Android.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Meanwhile, Indie-us Games is currently developing the Unreal Engine action game&nbsp;<a href=\"https:\/\/store.steampowered.com\/app\/2088020\/UNDEFEATED_Genesis\/?l\" target=\"_blank\" rel=\"noreferrer noopener\">UNDEFEATED:&nbsp;Genesis<\/a>.&nbsp;Those interested&nbsp;might want to take a look.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Indie-Us-Games CEO Masahiko Nakamura talks about the the strengths of NTE: Neverness to Everness from a dev&#8217;s perspective.<\/p>\n","protected":false},"author":1,"featured_media":69413,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","autoblue_enabled":true,"autoblue_custom_message":"","autoblue_shares":[{"did":"did:plc:uzrrhkfyjrfdsynj2voztcf2","date":"2026-07-09T13:00:08+00:00","uri":"at:\/\/did:plc:uzrrhkfyjrfdsynj2voztcf2\/app.bsky.feed.post\/3mq7ou44dxq2p","response":"{\"uri\":\"at:\/\/did:plc:uzrrhkfyjrfdsynj2voztcf2\/app.bsky.feed.post\/3mq7ou44dxq2p\",\"cid\":\"bafyreif2ymyhwoasiosadkeub7s44wa3pldhj6zmn4cakdsigtwhat2etu\",\"commit\":{\"cid\":\"bafyreihx4bvnom5shmefuxvn4aq7hnpgasvrnj5bzcry44cssxxgix7uiq\",\"rev\":\"3mq7ou44huq2p\"},\"validationStatus\":\"valid\"}"}],"autoblue_post_url":"","autoblue_publish_document":false,"footnotes":""},"categories":[11,64],"tags":[18],"class_list":["post-69403","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-column","category-game-development","tag-global-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.8 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>\u201cEach ability\u00a0feels like it could have been the central mechanic of\u00a0its\u00a0own game.\u201d\u00a0We ask a fellow developer what makes\u00a0NTE:\u00a0Neverness\u00a0to\u00a0Everness\u00a0so\u00a0impressive\u00a0 - AUTOMATON WEST<\/title>\n<meta name=\"description\" content=\"Indie-Us-Games CEO Masahiko Nakamura talks about the the strengths of NTE: Neverness to Everness from a dev&#039;s perspective.\" \/>\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\/game-development\/each-ability-feels-like-it-could-have-been-the-central-mechanic-of-its-own-game-we-ask-a-fellow-developer-what-makes-nte-neverness-to-everne\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"\u201cEach ability\u00a0feels like it could have been the central mechanic of\u00a0its\u00a0own game.\u201d\u00a0We ask a fellow developer what makes\u00a0NTE:\u00a0Neverness\u00a0to\u00a0Everness\u00a0so\u00a0impressive\u00a0 - AUTOMATON WEST\" \/>\n<meta property=\"og:description\" content=\"Indie-Us-Games CEO Masahiko Nakamura talks about the the strengths of NTE: Neverness to Everness from a dev&#039;s perspective.\" \/>\n<meta property=\"og:url\" content=\"https:\/\/automaton-media.com\/en\/game-development\/each-ability-feels-like-it-could-have-been-the-central-mechanic-of-its-own-game-we-ask-a-fellow-developer-what-makes-nte-neverness-to-everne\/\" \/>\n<meta property=\"og:site_name\" content=\"AUTOMATON WEST\" \/>\n<meta property=\"article:published_time\" content=\"2026-07-09T13:00:00+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-header.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"1600\" \/>\n\t<meta property=\"og:image:height\" content=\"900\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"AUTOMATON WEST\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@AUTOMATON_ENG\" \/>\n<meta name=\"twitter:site\" content=\"@AUTOMATON_ENG\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"AUTOMATON WEST\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"9 minutes\" \/>\n<!-- \/ Yoast SEO plugin. -->","yoast_head_json":{"title":"\u201cEach ability\u00a0feels like it could have been the central mechanic of\u00a0its\u00a0own game.\u201d\u00a0We ask a fellow developer what makes\u00a0NTE:\u00a0Neverness\u00a0to\u00a0Everness\u00a0so\u00a0impressive\u00a0 - AUTOMATON WEST","description":"Indie-Us-Games CEO Masahiko Nakamura talks about the the strengths of NTE: Neverness to Everness from a dev's perspective.","robots":{"index":"index","follow":"follow","max-snippet":"max-snippet:-1","max-image-preview":"max-image-preview:large","max-video-preview":"max-video-preview:-1"},"canonical":"https:\/\/automaton-media.com\/en\/game-development\/each-ability-feels-like-it-could-have-been-the-central-mechanic-of-its-own-game-we-ask-a-fellow-developer-what-makes-nte-neverness-to-everne\/","og_locale":"en_US","og_type":"article","og_title":"\u201cEach ability\u00a0feels like it could have been the central mechanic of\u00a0its\u00a0own game.\u201d\u00a0We ask a fellow developer what makes\u00a0NTE:\u00a0Neverness\u00a0to\u00a0Everness\u00a0so\u00a0impressive\u00a0 - AUTOMATON WEST","og_description":"Indie-Us-Games CEO Masahiko Nakamura talks about the the strengths of NTE: Neverness to Everness from a dev's perspective.","og_url":"https:\/\/automaton-media.com\/en\/game-development\/each-ability-feels-like-it-could-have-been-the-central-mechanic-of-its-own-game-we-ask-a-fellow-developer-what-makes-nte-neverness-to-everne\/","og_site_name":"AUTOMATON WEST","article_published_time":"2026-07-09T13:00:00+00:00","og_image":[{"width":1600,"height":900,"url":"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-header.jpg","type":"image\/jpeg"}],"author":"AUTOMATON WEST","twitter_card":"summary_large_image","twitter_creator":"@AUTOMATON_ENG","twitter_site":"@AUTOMATON_ENG","twitter_misc":{"Written by":"AUTOMATON WEST","Est. reading time":"9 minutes"},"schema":{"@context":"https:\/\/schema.org","@graph":[{"@type":"NewsArticle","@id":"https:\/\/automaton-media.com\/en\/game-development\/each-ability-feels-like-it-could-have-been-the-central-mechanic-of-its-own-game-we-ask-a-fellow-developer-what-makes-nte-neverness-to-everne\/#article","isPartOf":{"@id":"https:\/\/automaton-media.com\/en\/game-development\/each-ability-feels-like-it-could-have-been-the-central-mechanic-of-its-own-game-we-ask-a-fellow-developer-what-makes-nte-neverness-to-everne\/"},"author":{"name":"AUTOMATON WEST","@id":"https:\/\/automaton-media.com\/en\/#\/schema\/person\/a55a3d979fa6362722fb27892d9614e4"},"headline":"\u201cEach ability\u00a0feels like it could have been the central mechanic of\u00a0its\u00a0own game.\u201d\u00a0We ask a fellow developer what makes\u00a0NTE:\u00a0Neverness\u00a0to\u00a0Everness\u00a0so\u00a0impressive\u00a0","datePublished":"2026-07-09T13:00:00+00:00","mainEntityOfPage":{"@id":"https:\/\/automaton-media.com\/en\/game-development\/each-ability-feels-like-it-could-have-been-the-central-mechanic-of-its-own-game-we-ask-a-fellow-developer-what-makes-nte-neverness-to-everne\/"},"wordCount":1923,"commentCount":0,"publisher":{"@id":"https:\/\/automaton-media.com\/en\/#organization"},"image":{"@id":"https:\/\/automaton-media.com\/en\/game-development\/each-ability-feels-like-it-could-have-been-the-central-mechanic-of-its-own-game-we-ask-a-fellow-developer-what-makes-nte-neverness-to-everne\/#primaryimage"},"thumbnailUrl":"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-header.jpg","keywords":["News (Global)"],"articleSection":["Column","Game Development"],"inLanguage":"en-US","potentialAction":[{"@type":"CommentAction","name":"Comment","target":["https:\/\/automaton-media.com\/en\/game-development\/each-ability-feels-like-it-could-have-been-the-central-mechanic-of-its-own-game-we-ask-a-fellow-developer-what-makes-nte-neverness-to-everne\/#respond"]}]},{"@type":"WebPage","@id":"https:\/\/automaton-media.com\/en\/game-development\/each-ability-feels-like-it-could-have-been-the-central-mechanic-of-its-own-game-we-ask-a-fellow-developer-what-makes-nte-neverness-to-everne\/","url":"https:\/\/automaton-media.com\/en\/game-development\/each-ability-feels-like-it-could-have-been-the-central-mechanic-of-its-own-game-we-ask-a-fellow-developer-what-makes-nte-neverness-to-everne\/","name":"\u201cEach ability\u00a0feels like it could have been the central mechanic of\u00a0its\u00a0own game.\u201d\u00a0We ask a fellow developer what makes\u00a0NTE:\u00a0Neverness\u00a0to\u00a0Everness\u00a0so\u00a0impressive\u00a0 - AUTOMATON WEST","isPartOf":{"@id":"https:\/\/automaton-media.com\/en\/#website"},"primaryImageOfPage":{"@id":"https:\/\/automaton-media.com\/en\/game-development\/each-ability-feels-like-it-could-have-been-the-central-mechanic-of-its-own-game-we-ask-a-fellow-developer-what-makes-nte-neverness-to-everne\/#primaryimage"},"image":{"@id":"https:\/\/automaton-media.com\/en\/game-development\/each-ability-feels-like-it-could-have-been-the-central-mechanic-of-its-own-game-we-ask-a-fellow-developer-what-makes-nte-neverness-to-everne\/#primaryimage"},"thumbnailUrl":"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-header.jpg","datePublished":"2026-07-09T13:00:00+00:00","description":"Indie-Us-Games CEO Masahiko Nakamura talks about the the strengths of NTE: Neverness to Everness from a dev's perspective.","breadcrumb":{"@id":"https:\/\/automaton-media.com\/en\/game-development\/each-ability-feels-like-it-could-have-been-the-central-mechanic-of-its-own-game-we-ask-a-fellow-developer-what-makes-nte-neverness-to-everne\/#breadcrumb"},"inLanguage":"en-US","potentialAction":[{"@type":"ReadAction","target":["https:\/\/automaton-media.com\/en\/game-development\/each-ability-feels-like-it-could-have-been-the-central-mechanic-of-its-own-game-we-ask-a-fellow-developer-what-makes-nte-neverness-to-everne\/"]}]},{"@type":"ImageObject","inLanguage":"en-US","@id":"https:\/\/automaton-media.com\/en\/game-development\/each-ability-feels-like-it-could-have-been-the-central-mechanic-of-its-own-game-we-ask-a-fellow-developer-what-makes-nte-neverness-to-everne\/#primaryimage","url":"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-header.jpg","contentUrl":"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/nte-202607-452636-header.jpg","width":1600,"height":900},{"@type":"BreadcrumbList","@id":"https:\/\/automaton-media.com\/en\/game-development\/each-ability-feels-like-it-could-have-been-the-central-mechanic-of-its-own-game-we-ask-a-fellow-developer-what-makes-nte-neverness-to-everne\/#breadcrumb","itemListElement":[{"@type":"ListItem","position":1,"name":"\u30db\u30fc\u30e0","item":"https:\/\/automaton-media.com\/en\/"},{"@type":"ListItem","position":2,"name":"\u201cEach ability\u00a0feels like it could have been the central mechanic of\u00a0its\u00a0own game.\u201d\u00a0We ask a fellow developer what makes\u00a0NTE:\u00a0Neverness\u00a0to\u00a0Everness\u00a0so\u00a0impressive\u00a0"}]},{"@type":"WebSite","@id":"https:\/\/automaton-media.com\/en\/#website","url":"https:\/\/automaton-media.com\/en\/","name":"AUTOMATON WEST","description":"AUTOMATON is a website that covers the Japanese gaming world. We bring you the news on video games from Osaka and Tokyo.","publisher":{"@id":"https:\/\/automaton-media.com\/en\/#organization"},"potentialAction":[{"@type":"SearchAction","target":{"@type":"EntryPoint","urlTemplate":"https:\/\/automaton-media.com\/en\/?s={search_term_string}"},"query-input":{"@type":"PropertyValueSpecification","valueRequired":true,"valueName":"search_term_string"}}],"inLanguage":"en-US"},{"@type":"Organization","@id":"https:\/\/automaton-media.com\/en\/#organization","name":"\u682a\u5f0f\u4f1a\u793e\u30a2\u30af\u30c6\u30a3\u30d6\u30b2\u30fc\u30df\u30f3\u30b0\u30e1\u30c7\u30a3\u30a2","url":"https:\/\/automaton-media.com\/en\/","logo":{"@type":"ImageObject","inLanguage":"en-US","@id":"https:\/\/automaton-media.com\/en\/#\/schema\/logo\/image\/","url":"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/04\/activegamingmedia_logo.png","contentUrl":"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/04\/activegamingmedia_logo.png","width":374,"height":190,"caption":"\u682a\u5f0f\u4f1a\u793e\u30a2\u30af\u30c6\u30a3\u30d6\u30b2\u30fc\u30df\u30f3\u30b0\u30e1\u30c7\u30a3\u30a2"},"image":{"@id":"https:\/\/automaton-media.com\/en\/#\/schema\/logo\/image\/"},"sameAs":["https:\/\/x.com\/AUTOMATON_ENG","https:\/\/www.youtube.com\/channel\/UCabvYnvuUUbbGUrxkaFRgSA"]},{"@type":"Person","@id":"https:\/\/automaton-media.com\/en\/#\/schema\/person\/a55a3d979fa6362722fb27892d9614e4","name":"AUTOMATON WEST","image":{"@type":"ImageObject","inLanguage":"en-US","@id":"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/10\/automaton-forum-moderator-100x100.jpeg","url":"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/10\/automaton-forum-moderator-100x100.jpeg","contentUrl":"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/10\/automaton-forum-moderator-100x100.jpeg","caption":"AUTOMATON WEST"},"description":"Delivering gaming news from Tokyo\/Osaka Japan.","sameAs":["https:\/\/x.com\/AUTOMATON_ENG"],"url":"https:\/\/automaton-media.com\/en\/author\/automaton_en\/"}]}},"_links":{"self":[{"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/posts\/69403","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/comments?post=69403"}],"version-history":[{"count":1,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/posts\/69403\/revisions"}],"predecessor-version":[{"id":69414,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/posts\/69403\/revisions\/69414"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/media\/69413"}],"wp:attachment":[{"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/media?parent=69403"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/categories?post=69403"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/tags?post=69403"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}