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Duet Night Abyss "Subculture game with a differentiated story"
The new subculture game 'Duet Night Abyss,' showcasing a unique 'dual main story,' will conduct its 2nd CBT starting June 12th.
Duet Night Abyss, developed by Pan Studio under Hero Games, is a multi-dimensional action RPG with a dual fantasy theme. The game has been refined through technical tests and the 1st global CBT in February, and feedback from this 2nd CBT will also be used for improvements.
Duet Night Abyss is set in the Atracia continent and presents stories of hidden undercurrents and power struggles within various factions, confrontations between humans and fate, the cruelty of war, and the light of humanity through the perspectives of dual protagonists. The duet system, which is key to real-time battles across multi-dimensional spaces and strategic coordination between characters, will be implemented with high perfection through this CBT.
Ahead of the 2nd CBT, an interview was prepared to provide various information about Duet Night Abyss. The Duet Night Abyss Decavier Producer participated in this interview.

Duet Night Abyss's Differentiators, and CBT

Q. With so many subculture games already on the market, many subculture games currently in development have unique content that differs from existing ones. What do you think are the differentiating factors of Duet Night Abyss?
= Duet Night Abyss is attempting differentiation in several ways. First, in terms of storytelling, you can experience the complex yet closely connected stories of two protagonists with completely different identities and statuses through two narrative lines.
In the case of battle content, it provides a more thrilling and free battle experience through a multi-dimensional and three-dimensional battle system. User-friendly designs have been applied so that even free-to-play users can enjoy it comfortably, such as a 5-star weapon crafting system and guaranteed acquisition of the first pickup ceiling.
In addition, users can have a more unique and immersive experience through a unique music style and character designs based on the motif of demons.
Q. The battle content seemed a bit unique. Could you explain it in more detail?
= Unlike released action subculture games, Duet Night Abyss's battle system provides users with a unique experience. Duet Night Abyss has highly free combat means. You can freely combine and utilize multi-dimensional weapons, and you can switch between melee and ranged at any time.
Also, it is characterized by the ability to freely construct attack builds through the combination of demon wedges. Whether you prefer ranged firepower, like to cut monsters with melee swordsmanship, or like to use character wide-area skills, users can implement their favorite monster disposal method through their own combination.

Q. What is the core system that you are trying to show users through the 2nd CBT?
= In this test, we will open the gender selection option for the dual protagonists for the first time, allowing you to freely choose the gender of each character at the start of the main story. In addition, a new story content called 'Child of the Snow Country' will be released for the first time.
We have comprehensively upgraded the roguelike content 'Maze' and the pet system 'Spirit System', and newly added the 'Immersive Play' and 'Request' content. When you complete the request, you can acquire the materials needed to craft a 5-star weapon with a certain probability.
Q. Please introduce the representative feedback from the last 1st CBT that was applied to this 2nd CBT.
= We received a lot of feedback from the last test, and based on this, we improved the overall game experience. We have upgraded the background, modeling, animation, UI, character action, etc. to provide users with a more thrilling and immersive experience.
Controller support has been added to this test, and the motion and rhythm of the spiral jump have been improved in the character action part. In addition, the magnification consumption energy function was added to the request stage and the guide was improved, and functions such as a codex, manual, strategy, and quest were added to the demon wedge tutorial.

Q. This CBT will be conducted on both PC and mobile platforms. Is there any feedback you want to get individually?
= In the case of mobile, the development difficulty is high due to performance improvement and device compatibility. The weapon of Duet Night Abyss is characterized by the ability to freely switch between close and long range, and a lot of tuning is required to implement an ideal sense of operation. In addition, we will continue to optimize to solve performance problems such as heat generation and frame drops.
We have compensated for the lack of mobile optimization in the last test and applied various improvements this time. We will continue to work on compatibility with various platforms in the future.
Q. To what extent have updates been made to voice and other aspects, including readability, in this CBT?
= Most of the voices have been updated in the 2nd CBT. There is more content than before, but we are constantly improving it to maintain readability and concentration. This version is not the final version, and we will continue to improve the completeness by actively reflecting user feedback.

The narrative presented by the game
Q. What is the worldview and story of Duet Night Abyss?
= The story of Duet Night Abyss unfolds in the fantasy-filled continent of Atracia. Through different perspectives, users can traverse the various forces of the continent and experience and feel the hidden undercurrents and power struggles, the confrontation between humans and fate, the cruelty of war, and the light of humanity.
In addition, the story is designed as a dual main story, so unlike the single-point story of a typical subculture game, users can experience dual thinking through the perspectives of the dual protagonists.
Q. What part of the character design, which is the core of subculture games, did you pay the most attention to? And if there is anything special you did to bring out the charm of the character, I would like to hear it.
= The character design of Duet Night Abyss is based on visual elements with demons as the core, and design elements are extracted from nature and combined with the characteristics of demons. For example, Psyche is designed to fly freely like a butterfly, with the butterfly of nature as a motif.


Q. Recently, the worldviews of subculture games have become too difficult, and there are too many proper nouns, making it difficult to immerse oneself in the story. I'm curious about which side Duet Night Abyss is on.
= Duet Night Abyss is a global simultaneous release. Therefore, from the planning stage, we tried to avoid proper nouns that are difficult to understand in other language areas as much as possible. In addition, in the localization translation process, we try to use terms that conform to the daily language and customs of each country and region in accordance with the language habits of the region.
Q. The cutscenes and scene direction that can be seen in the story were very good. What did you pay the most attention to in the directing process?
= The standards of subculture game users looking at graphic expression and directing level are very high. In this test, we greatly upgraded the cutscene animation and added more diverse directing to existing and new stories in order to meet users' expectations and provide a deeper sense of immersion.
In particular, we enhanced the details of characters and backgrounds, increased the density of the screen, the three-dimensional arrangement of lighting and shadows, and the texture expression of materials and textures, and focused on balancing visual completeness and performance. We have done our best to provide users with a more vivid and impressive gaming experience.

Q. I'm curious if there was anything you were particularly inspired by when setting the overall background of the game.
= The overall tone of Duet Night Abyss is a classic JRPG-style fantasy, dealing with a background where magic and machines coexist, with elements such as steampunk, alchemy, and religion.
We have fused various styles of fantasy paintings such as Eastern and Northern European, and after the official release of the game, we will sequentially release story contents such as 'Hwaseo' in the style of Eastern fantasy and 'Elysian Church' with a religious state setting.
Q. Recently, mascot characters play a role in reminding people of certain games. The mascot characters seem to be Snow and Luna races, so could you tell us about Snow and their charm points?
= Luna, one of the many races appearing in the game, is a mysterious race that maintains the appearance of a human child forever and has no aging or death. Cute and passionate in appearance, they live in Atracia and live with humans, working in various occupations.
Snow is one of the most unique representative characters among Luna, and as one of the protagonist's most loyal companions, he will go on an adventure with users.

Q. Since the importance of the story is high, the importance of translation is also very high. I'm curious about what efforts you plan to make to improve the translation quality.
= Most of the localization team members are native speakers of the language, and the text in the game also goes through several rounds of review and refinement. All texts are checked and verified several times before being released externally.
Subculture game users have high standards for localization quality, and our team also considers this part very important. We will continue to improve the localization quality so that Korean users can ultimately have a good gaming experience.
Duet Night Abyss's Battle Content
Q. Duet Night Abyss introduced a method in which team members automatically support battles instead of real-time character switching. Please explain about the parts related to this party system.
= Characters in the companion seal can be summoned in team battles, and the seal system has been greatly improved in this test. The functions that different seal characters can implement have become more diverse, and they have become smarter when fighting together, further reducing the burden on users.
This time, a team preset function has also been newly added. After setting up formations of different builds in advance, users can switch to different team configurations before entering the dungeon. We hope that this will satisfy the demand for quick team configuration switching to some extent.

Q. Is there a reason why you introduced the current party system? If there is anything you intend, please explain.
= Most action games currently focus on character switching, so they tend to be homogenized with similar character circulation switching systems. I wanted to give users a new experience through this team system.
The strategy of Duet Night Abyss focuses more on pre-build construction. The key is how to combine your favorite monster disposal methods, and you can enjoy sweeping away monsters during battle. Therefore, I think the companion seal support method can reduce the user's operation burden more than character circulation switching.
Q. Compared to melee combat using main weapons, the charm of using and fighting with ranged weapons seems to be lacking. Do you have any plans to make the use of ranged weapons more diverse?
= The usage rate and performance problems of ranged weapons have also been greatly improved. We improved the function and hitting feel of ranged weapons to make them smoother, and provided various combat combinations by adding selectable weapon types.
In addition, this test adds two ranged weapons with unique attack methods, 'Embla's Flower Ceremony' and 'Guiheo's Ratchet'. They all have special trajectories and can sweep away enemies over a wide area. I hope users will experience it directly in this test and give us more feedback.

Q. Compared to the directing of unfolding the story, the battle process felt a bit disappointing. The visibility of checking the enemy's attack, including the hitting feel, is also a bit disappointing, is there any room for improvement?
= We have made many improvements to the game's hitting feel. We have greatly improved and adjusted the monster's hit expression and combat numerical visualization, and the multiple respawn of the number of monsters will further highlight the feeling of the monster wave rushing in and clearing the screen, further increasing the thrill of the battle. We will continue to improve based on the feedback from users in this test.
Q. I'm curious about the reason for introducing the tendency system that changes the tendency according to the selected answer and rolls the dice.
= One of the main attractions of Duet Night Abyss is the dual main story, and we put a lot of thought into providing a richer experience through the story. The tendency system is one of those elements. The tendency system strengthens the interaction and immersion of user and NPC conversations, and at the same time allows users to understand and participate in the changes in the story.
Duet Night Abyss started with the idea of creating a JRPG-style fantasy theme game from the initial planning stage. Therefore, you can find traces of JRPG in many in-game functions and designs.

Q. Finally, please say hello to the Korean users who are waiting for the CBT and release of Duet Night Abyss.
= We sincerely thank all of you Korean users for your interest and support. Korea is one of the core markets of Duet Night Abyss, and your active feedback is of great help in the development process. The development team is carefully checking all the opinions you have sent, so please give us more valuable opinions and feedback during this test period.
We will do our best to repay you with a highly complete game that will surely meet your expectations. Please continue to pay much attention to Duet Night Abyss in the future.

Webzine InvenKim Su-jin Reporter
2025-06-12