Post
Skul, what's next? Southpaw Games dreaming of a second leap forward
The hope of Korean indie games, the first indie game to surpass 1 million cumulative sales, Steam rating 'Very Positive', this is the story of Southpaw Games' first game 'Skul'. 'Skul', which was officially released on January 21, 2021, when everyone was making mobile games, gave a fresh shock to the Korean game industry in many ways. It proudly proved the truism that if you make it well, it will sell, and rose to stardom in the Korean indie game scene. It's not just because it was well-made. The follow-up updates were also noteworthy. Through constant communication and updates, and by expanding the platform to include console versions and the mobile version released in 2024, they did not neglect their efforts to further improve and promote the completeness of 'Skul'.
Southpaw Games, which had been doing so, has begun preparing for its next work. There is almost no information known about the next work. The only keywords are 2D-based, side-scrolling action, cartoon style, and pixel. These were contents that could not help but be conscious of Skul 2. I met Park Sang-woo, CEO of Southpaw Games, to hear about their vision on whether they can continue the myth of 'Skul' and what their next game will be.

What is the next goal of Southpaw Games, which has risen to the indie heavyweight champion?
Q. It seems like it's been a while since the last interview. How have you been?
= I've been spending my days constantly taking on new challenges, and I think I'm still continuing to challenge myself. I'm having a very busy, fulfilling, and fun time, such as constantly updating 'Skul' and conceiving new works. Of course, I'm not just developing. There are many interesting games coming out these days, so I'm constantly enjoying various games.

Q. Can I ask what games you've been playing recently?
= When a new game comes out, I try to play it in some way, but recently I've been mainly playing 'Tekken 8' and 'Monster Hunter World Iceborne' (hereinafter referred to as 'Monster Hunter Iceborne'). I had a lot of fun when 'Monster Hunter World' came out, but I couldn't play 'Monster Hunter Iceborne' because I was busy. The same goes for 'Monster Hunter Rise' and 'Monster Hunter Sunbreak'. But since 'Monster Hunter Wilds' is coming out this time, I'm playing 'Monster Hunter Iceborne' with the feeling of preparing to some extent by playing the previous work, and I'm planning to binge-watch 'Monster Hunter Sunbreak' as well.
'Tekken 8' has always been my favorite fighting action genre. So I think I'm still continuing to do it. Of course, it's also fun. In addition to this, I'm enjoying various games such as 'Hades 2', 'Core Keeper', 'Lost Ark', 'Zenless Zone Zero', and 'Epic Seven'.
Q. Then, is there a game that you can call your 인생 게임 (life game) among them?
= 인생 게임 (life game)... that's difficult (laughs). But if I had to choose a few, I would say 'Dungeon & Fighter', 'Tekken', 'King of Fighters', and 'Metal Slug' in the action genre. When I look at it like this, all of them are arcade games except for 'Dungeon & Fighter'.
When I play games, I like things that have an edge in terms of visuals or direction. You know, what people often call a '뽕이 차오르는 (hype-inducing)' direction. I like games that have that, and I think all those games were like that. Of course, I'm trying to incorporate that kind of edge into 'Skul' and the games we'll be developing in the future.
Q. 'Skul' has surpassed 2 million copies sold. I think it was an unusual achievement for a package game, including major and indie games. How did you feel when you surpassed 1 million and 2 million copies?
= I was very happy, and at the same time, I thought, 'Now that we've surpassed 2 million copies, what should we do to surpass 3 million or 5 million copies?' On the one hand, it may seem a bit arrogant, but I don't know what the team members think, but personally, when I surpassed 1 million copies, I was very happy and at the same time, I felt a bit indifferent. Rather than the joy of achieving an unexpected result like, 'Our game is selling so well?!', I thought it was a game that deserved to achieve that much, and the satisfaction and joy that came from the fact that our predictions came true were greater.

Q. It's a bit surprising that you say you were indifferent. You were confident that you would sell 1 million copies, so I'm curious about the source of that confidence.
= As you know, we did crowdfunding before Early Access, and we received a lot of attention from users, starting with the fact that we raised an amount far exceeding the target amount, so I was confident that we could achieve good results if we didn't betray the expectations of the users. The results in Early Access were also like that. If we could feel the general atmosphere at the time of crowdfunding, we learned that it was possible enough through the results in Early Access. In that sense, it was not an unexpected achievement of 1 million copies, but the joy that came from the fact that our efforts and intentions worked was greater.
Q. Even so, 1 million copies is by no means a small number. Is there a reason why you set 1 million copies as your own standard?
= I think 'Dead Cells' became the reference point. While watching 'Dead Cells', I was able to confirm that if I made it well, I could record this level of sales in the same genre. Of course, it's not just because the game is well-made. I think the pricing policy was also important in its own way. While looking at and analyzing games in a similar price range to see if 'Skul' could aim for a million seller, we continued to improve the completeness of 'Skul' through Early Access, and users evaluated those aspects favorably, and the sales volume also increased, so I gradually became more confident that it was possible enough.
Q. Does that mean that sales increased rapidly from the beginning of Early Access?
= That wasn't the case. When it was first released, it increased rapidly, but when it reached a certain level, it entered a stagnation period. Since it was Early Access, the content was also limited, so there was an atmosphere of waiting and seeing. While watching that, we had many internal discussions about how to respond.
First of all, we were divided into two main categories: reflecting the feedback from Early Access as much as possible but not updating it immediately and showing it in the official release version, and reflecting it immediately in Early Access and getting feedback again. After discussion, we chose the latter, and I think that was the right answer. At the time, I thought, 'Is it okay to do this much live update in Early Access?', and we tried to change the axis of the system a lot, but as a result, that choice was the right one.
Specifically, while doing Early Access, we completely overhauled the stats and growth method, and we also made major changes that affected the gameplay, such as adding crossroads to the level design, which had been progressing in a straight line. In addition to this, while looking at user feedback, if I thought, 'This needs a big change?', I challenged myself by saying, 'Let's try it once since it's Early Access', and I think these attempts ultimately affected the sales volume after the official release. It can be said to be a case of properly utilizing Early Access.
From that point of view, I think 'Skul' is definitely a case that benefited from Early Access. However, I don't think that reflecting user feedback and immediately reflecting it in Early Access is always the right answer. Quickly reflecting and checking users' reactions and responding is a good strategy, but what is most important is to judge what measures are needed for the game now. Therefore, developers should actively refer to user feedback, but they must be responsible for the fun of the game and use the feedback appropriately.

Q. In some ways, I think it was a method that was possible because it was a small team unit.
= I think that's right. That was our weapon. In fact, we are still working agilely and trying to do so. But I think we can say, 'Looking back, it was our weapon'. If we had failed, it would have become a methodology that didn't suit us (laughs). However, I think that such quick decisions and agile pivoting should be pursued regardless of scale.
Q. I know that you have been continuing to update 'Skul' until recently. You also released the mobile version in June of last year and simultaneously conducted the 1.9.1 patch, so I'm curious if there are any future update plans or roadmaps.
= Unfortunately, there is no information that I can provide you with yet. Recently, we have been gradually shifting our focus to research and development for new works, so unfortunately, it seems to be a quiet time for new news.
Of course, we are not taking our attention away from 'Skul' and are making various discussions and attempts, so we would like to share new news about new works and 'Skul' with gamers as soon as it arises. Please look forward to it.
Q. I heard that you moved the company to Seoul. Is it for the purpose of recruiting new personnel?
= That's right. We have moved the stage to Seoul in consideration of accessibility because we will continue to build relationships with many developers in the future.

Q. Come to think of it, the team members don't seem to have changed much. I think there were only about 6-7 people when I interviewed you in 2019, but now it seems that only 2 people have increased. Are you being cautious about hiring from the perspective of strengthening the internal structure?
That's not the case. We have been constantly looking for talented people, although our hiring scale is not large, and there have been new meetings and farewells in this process, so it seems that there is no dramatic change in the number of people. In particular, we are currently continuing to build a team for new works, and Southpaw Games currently consists of a total of 12 people, including me, 4 programmers, 4 planners, and 4 artists.
Q. Since you started as a small development team, it seems that you have a strong bond with each other. This may be a kind of wall for newcomers, but if you have any advice for those who are considering applying?
If you are considering applying, you don't have to worry about that at all. There is an advantage that people who have been collaborating for a long time know each other well in terms of work, and it is true that there are memories of the path we have run together, but we always actively interact with each other so that the current Southpaw can be the best team. Many talented people will come and go to Southpaw Games in the future, and we will always be with the team members with the idea that the newly formed team is always the best team ever, so please pay a lot of attention.

Q. You hit the jackpot, no, a super jackpot, but as a lighthearted story, have you ever thought about becoming a FIRE족 (Financial Independence, Retire Early)?
= Of course, I have (laughs). But I think it's more of a vague imagination than a thought. I think that's right. Just imagining doing nothing and just spending money. But I don't think that would be fun. Making games with the Southpaw Games team members and talking with gamers is overwhelmingly more fun for me than becoming a FIRE족 (Financial Independence, Retire Early), so the imagination didn't last long. Even now, I'm not doing 'work', but I'm doing it with the feeling of pouring passion into what I like.
Q. I'm curious if you will continue to maintain your partnership with Neowiz in the future.
= There is nothing confirmed yet, but if there is an agenda that can create a great synergy with each other, I think we can continue the relationship at any time in the future. I think Neowiz has now become one of the best package game publishers in Korea, so I think there is a good chance that we will find a good collaboration agenda.
Q. You have achieved tremendous success in indie, so I think there is a burden. Since you recorded 2 million copies with Skul, there will be an atmosphere that the next work will be at least that much, right?
= Of course, there is such an atmosphere both inside and outside, but I don't feel much pressure. It is natural to expect that a team that has achieved good results will achieve good results next time, and I think a team that can meet expectations is excellent.
However, we at Southpaw Games like to surprise others, so we are not satisfied with just meeting expectations. In order to surprise others, we have to exceed the expectations of others, and the greater or more solid the expectations, the more we can surprise them. So we think that now that we are receiving great expectations from everyone, it is an opportunity to surprise everyone even more, so it is more fun and exciting than burdensome.
Q. In the past few years, I feel that the number of indie and small-scale developers who have achieved results with package games is gradually increasing. What is the atmosphere of the Korean indie game scene these days?
= In the past, indie and small-scale developers all made mobile games, but these days, the number of people who aim for Steam is increasing a lot. In fact, when we were making 'Skul' in Gwangju, we were the only ones making PC package games. But last year, I received a request for a lecture from the Gyeonggi Content Promotion Agency and went there, and when I asked if there were any people making PC or console package games, I was surprised to see many people raising their hands.
Personally, I think it's a good trend. The more people there are, the more they can help each other or get inspiration. At the same time, the more people there are, the more the infrastructure will expand, so I hope that the number will increase even more in the future.
Q. Come to think of it, there was a time when you were giving lectures and mentoring a lot, but it seems to have become a bit quieter these days.
= It seems a bit difficult to go out these days because I'm developing a new work. But I'm trying to participate in such lectures and mentoring as much as possible. I don't have a lot of experience, but I have the mind that I can be helpful as one of the references to other developers.
This is also my experience, but as I mentioned earlier, when we were making 'Skul', there were no people around us who had released or developed package games, so there was too little that we could know about the development of the game and how to release it. At that time, I received help from CEO Han Dae-hoon and CEO Jeong Jin-seop at the time. I was moved that they kindly helped me despite the sudden contact when I sent them an email asking for advice in a desperate mind.
Then they said, 'There is too little information in this industry, so people who know even a little more should help'. I am trying to help as much as possible because of that influence.

The veiled next work, can it surpass the fame of 'Skul'?
Q. Can you tell us even roughly what kind of game the next work you are currently planning will be?
= I think I can say that it is an action game with pixel graphics and rogue elements, and it is a very cool game.
Q. I saw the keywords 2D-based, side-scrolling action, cartoon style, and pixel in the recruitment announcement related to the new project. When I combined this, Skul 2 came to mind. What do you think?
= That's a natural thought. I think many people who saw it thought similarly. However, rather than keeping Skul 2 in mind, when we thought about what we are good at, it was 2D-based, side-scrolling action, cartoon style, and pixel, so naturally the new project was also based on this.
However, please understand that we cannot give you a specific answer because the new project is currently undergoing many studies, experiments, and changes.

Q. In the case of 'Skul', there was a side that attracted attention with art alone, will the new work be similar?
= After all, there is a side that stands out if the visuals are outstanding in some way. It's not just me who thinks that way, but all the team members agree on that part, so we are thinking about how to make it a game that stands out in some way. It's not just about having good graphics, but I want to show off an edgy visual based on the coolness I emphasized earlier. This is also the goal of the art team. The goal is for the game's visuals to act as a driving force for play.
Q. When can we hear information about the next work?
= We will be able to deliver new news as early as the second half of this year.
Q. 'Skul' made a mark through crowdfunding, so I'm curious if the next work will be similar.
= In the case of 'Skul', we did crowdfunding to raise development costs at the time, but it was also very helpful in that it was a window to talk more closely with users, who are customers who like our game. Users who buy the game are also precious, but those who participated in the funding are people who sympathized with our game that has not yet been completed, so I think we were able to actively talk with each other. So internally, we called them supporters rather than just sponsors, and in some ways, it felt like we developed it together. The experience at that time remains very good, so I'm thinking about whether to use the next work as a window for communication in that way.
Q. The game industry is sensitive to trends and the popularity of certain genres, what do you think?
= If a specific genre is a trend and we think we can make it well, I don't think we can't make it. However, I don't think it's like, 'This genre is popular these days, so let's make it quickly'. A game as a product is simple in some ways. It has to be well-made and fun to sell, so from that point of view, I think it will sell well if we, the developers, can make it fun and well.
The reason why the next work reminds me of Skul 2 is similar. Regardless of trends, considering the understanding of the genre and development capabilities, it is the genre that we can do best. That way, I think we can have more passion and make the game we develop more fun.
That doesn't mean that we will definitely make side-scrolling action games in the future. It's just that we're doing it because that's what we can do best right now, so please pay a lot of attention to Southpaw Games' future moves.
Q. I'm curious about the future of Southpaw Games. What kind of developer do you want to become?
I want to become a developer with a 'style' that many gamers prefer and many developers want to follow. It could be about 'like' such as soulslike or Vampire Survivors-like. We will continue to make cool and fun action games and establish Southpaw Games' own style, and I hope that Southpaw Games' own style established in this way will be attractive to both gamers and developers.

웹진 인벤윤홍만 기자
2025-01-28