Shujinkou Interview with Tech-Gaming

Hi, it’s Julian here! I’m super honored that I was able to join an interview with Robert Allen from Tech-Gaming to talk more about Shujinkou. The interview goes over turning a college-era concept into a full JRPG, building a remote team from thousands of applicants, and balancing a story-first dungeon crawler with optional language-learning systems.

It’s a very meaty interview—it also covers the trilogy’s structure, the Akuma concept in Genya, why Sabaku shifts focus, the 158-track OST, hard-won production lessons, and how player feedback shaped recent updates. Read the full interview below:

A few highlights

  • From idea to JRPG: origin at age 19, first prototype in GameMaker, full rebuild in Unity, and years of solo implementation across interlocking systems.
  • Team & process: Over 3,500 applications reviewed across 3 years; Discord + Asana workflow; lesson learned on late QA in 2023.
  • Narrative approach: character-driven DRPG leaning toward Persona Q/Etrian Odyssey Untold vibes; fixed protagonists instead of class jobs; six nations mapped out.
  • Series vision: Genya centers on language-eating Akuma; Sabaku tackles a different conflict; trilogy culminates with Law/Chaos/Neutral endings.
  • Scope & music: massive content plan with a 158-track OST by a multi-composer team; live players featured; tracks for Parts 2 and 3 already in progress. Learn more about our extremely talented music team here.
  • Learning systems: language mechanics had to enhance gameplay and be fully optional; design avoided copying other JRPGs.
  • Post-launch support: QoL passes (quest limits, town quick travel, shop item unification, faster sprint/camera, language toggles), continued iteration from community feedback.
  • Reality check: indie marketing remains challenging; hands-on triage of bugs and hotfixes; platform processes learned by doing.
  • Future outlook: Part 2 heads to a snowy, futuristic metropolis; ongoing improvements to UI, art cohesion, and accessibility.

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