Chaos Zero Nightmare PD Kim Hyung-seok Discusses Gameplay, Monetization & Launch Plans

Chaos Zero Nightmare PD Kim Hyung-seok Discusses Gameplay, Monetization & Launch Plans

October 3, 2025
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Chaos Zero Nightmare

by SuperCreative
PC iOS Android
2,587 views
Chaos Zero Nightmare PD Kim Hyung-seok Discusses Gameplay, Monetization & Launch Plans

Chaos Zero Nightmare is slated to launch globally on October 22, 2025. In a ThisIsGame interview, SuperCreative’s PD Kim Hyung-seok shared deeper insights into the game’s development, player feedback response, monetization plans, and future content roadmaps.

Promotional poster for Chaos Zero Nightmare announcing its official launch on October 22, 2025

Kim expressed gratitude for the high level of interest during the closed beta (CBT). Despite minimal promotion, player registrations and retention outpaced expectations. He noted that reactions were strong globally, including in regions like China, the U.S., and Japan.

Regarding early criticisms, such as low resource quality or imbalanced visuals, Kim confirmed that all flagged assets will be revised before launch. He emphasized that the team aims to polish the entire game continuously, even post-release.

One central theme in the interview was the monetization and gacha system. Kim offered specific changes and clarifications based on feedback and internal debate.

  • Outside of seasonal and collaboration banners, characters will be added to the standard pool after their banner ends
  • Players can purchase up to 2 duplicate characters from the shop using a special currency earned from pulling 4-star and 5-star duplicates
  • Partner characters (weapons) will be available in the shop once per month using the same duplicate currency
  • Free duplicate items (universal dupes) will be distributed via events and seasonal content
  • The dupe system will be reworked so that duplicates may be less impactful than in the beta
  • Kim did not mention changes to the 50/50 mechanic, suggesting it will remain in the system

Kim also explained his philosophy around not nerfing characters post-launch: “Characters obtained via spending should never suffer nerfs.” He believes the roguelike structure of the game will naturally limit unchecked power inflation.

In terms of gameplay systems, Kim described the multiple difficulty modes—Chaos, Zero, and Nightmare. The Nightmare mode, he said, features enhanced visual presentation and a more punishing experience. The Zero mode is a deeper layer of roguelike content, allowing more freedom and reward variation.

He also shared the game’s ‘save data’ system: players can record the results of cleared rogue runs for each character. These records can be re-used in new challenges or combined in creative ways, forming what he calls a ‘Lego assembly’ of character records.

During the beta, Kim observed that many players only begin to feel the depth of the game after about three hours. This is due to the combinatorial complexity of team building among multiple characters, which opens up exponentially over time.

He acknowledged that onboarding could be difficult. To ease that, the team plans enhancements like stronger in-game guides, example compositions, and event or tutorial stages tied to new characters.

In response to complaints about brightness or lighthearted visuals during the beta, Kim clarified that more sinister and horror elements will emerge over time, especially in the Nightmare mode and in the setting of the Ark City.

Regarding monetization, Kim stated that discussions on final business models are ongoing. Yet, he reiterated that the game aims to be fundamentally “free to play,” and that players will earn enough currency through gameplay to acquire important characters.

Operation-wise, the game will follow a 9-week major season cycle. However, smaller updates are planned weekly: new chaos stages, logics, cards, and feature unlocks will roll out progressively even within the season.

Kim also addressed criticism from players who fear the game may be too time-intensive for fans of multiple subculture games. He responded that if players save their character data, daily tasks (the so-called “bonsai tasks”) can be completed in three minutes.

Finally, Kim closed with a heartfelt message: the team greatly appreciates the passion and feedback from players. He asked for understanding as they refine the game ahead of launch and promised to work hard to deliver a satisfying experience.