SlashZero Producer Explains Why the Game Skips Live Service for Pure Action Fun
The interview shows how the decision to avoid long-term service design lets the team concentrate on core action feel, and how playtest feedback reshaped the chip system so basic moves are never locked behind RNG.
Reporting from 1 source: 4Gamer.net.
Producer Xie Jun explains why SlashZero is a side-scrolling action roguelike rather than a long-term service game. The team chose the format to avoid camera problems from 3D action games and to let players focus on controls. After the March playtest, basic actions like guard and downward attacks are available from the start, with chips extending specific play styles. A demo with up to 10 hours of content runs until September 24.
Streetlamp Studio, the team behind the 3D ARPG Crystal of Atlan, is now making SlashZero, a side-scrolling action roguelike. Producer Xie Jun told 4Gamer the format came from repeated camera problems in 3D action games: enemies slipping off screen, unclear attack ranges, motion sickness. A side-scrolling view lets players focus on their own inputs.
The camera pulls in for the one-on-one fight against the gang boss Break and pulls back for stages with many enemies. Effects are deliberately restrained so players can read enemy attacks. The March playtest changed the chip system: basic actions like guard and downward attacks are now available from the start, and chips extend a chosen style instead of gating it. A demo with up to 10 hours of content runs until September 24 at 0:00 JST.
Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.