MyACG Studio Turns Game Ideas Into Playable Forms in Two Hours
MyACG Studio's two-hour prototyping cycle and no-monthly-plan policy reveal a development philosophy that prioritizes rapid iteration, a method that shapes the design of its upcoming roguelite action game Cinderia.
Reporting from 1 source: 4Gamer.net.
At Busan Indie Connect Festival 2026, MyACG Studio explained its rapid prototyping approach: ideas are made playable within two hours, tested six times a day, with no month-long plans. The studio also detailed its roguelite action game Cinderia, which features four characters, over 100 passive skills each, and a corruption system.
The studio's workflow is built around speed. When an idea is deemed feasible, it is turned into a playable form in two hours, regardless of quality, and this happens six times a day. This approach allows the team to test six concepts daily, avoiding the need for month-ahead planning.
Cinderia, set in a kingdom burned by a witch, is a top-down action game where players clear rooms for rewards. The early access version includes four characters: Lu, a melee swordswoman; Rivet, a ranged turret-setter; Izdra, an ice-controlling knight; and Uma, who fights with summoned beasts. Each character can choose from over 100 passive skills, with active skills exceeding 20 types.
The game also features a corruption system that applies a curse debuff at level 100, and a base shelter that unlocks facilities by rescuing NPCs. MyACG Studio, founded in 2016 as a Touhou Project derivative circle, now handles original IPs and released multiple titles on Steam.
Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.